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- # #@#@# @@@@@@@@@
- ASCII Art is copyright Atom Edge! Great work man!
- Copyright Nintendo 1989
- Written By Brian P. Sulpher
- E-mail: [email protected]
- Version 4.4
- Dates Written: March 20th to June 13th, 2003
- I dedicate this to the BIG AMERICAN PARTY! Everybody disco dancing! Lots
- of fun, good time for all! I'm having very good time! Clerks the Animated
- Series! Thanks to Kaze Sama for being the first to answer my request for a
- dedication!
- Also, for Cougar, Howler, and Koonce. I miss you, and I hope you are living
- it up in the afterlife as you did in this world. You will always be in my
- memories, and you will never be forgotten.
- If you enjoy this FAQ and want to give back, you can click the Donate button
- by my author name above, and send some money my way (via Paypal). I have no
- set amount or minimum, so feel free to donate as little as you like (this is
- simply a from the bottom of your heart deal). Thanks for your consideration,
- now on with the FAQ!
- -----------
- Version 1.0
- -----------
- -Submitted guide on June 13th, 2003
- -----------
- Version 2.0
- -----------
- -Submitted guide on July 31th, 2003
- -Added in some Bonus Pipes I missed (thanks to Nintendo Power for the
- locations I missed)
- -Fixed the Introduction at the "request" of Ryan Harrison
- -----------
- Version 2.5
- -----------
- -Submitted guide on November 22nd, 2003
- -Did some format alterations
- -Added in some content in a few areas
- -----------
- Version 2.6
- -----------
- -Submitted guide on February 17th, 2004
- -Added in credits section (giving thanks to PegBoy for his diagrams as I
- completely forgot to credit him before. Sorry Dude!)
- -----------
- Version 3.0
- -----------
- -Submitted guide on April 5th, 2004
- -Updated World 7-7 to include a missed 1-Up (thanks to Javier Dorantes
- Hernandez for the e-mail on this)
- -Altered the format & corrected some errors
- -----------
- Version 3.5
- -----------
- -Submitted guide on August 30th, 2004
- -Fixed up my Para-Beetle info, as I have had tons of e-mails about them
- (thanks to the masses for the correction)
- -Fixed up the Card Solution game, once again thanks to a couple readers who
- pointed out I had left and right switched in the directions
- -----------
- Version 3.6
- -----------
- -Submitted guide on 18th of October, 2005
- -I added in Retronintendo and Honestgamers as sites allowed to use my FAQs
- -Altered the format to make it easier on the eyes of the reader
- -----------
- Version 4.0
- -----------
- -Submitted guide on 12th of October, 2007
- -Fixed up a mistake in the first Fortress in World Seven (thanks to Sarah
- Zseleczky for the heads up)
- -Added in a missed Power-Up in Level 3-7 (thanks to Talon Mulnix for this
- contribution)
- -Fixed an error in the Chain Chomp listing (thanks to Jonathan Miller for
- this correction)
- -----------
- Version 4.1
- -----------
- -Submitted guide on 8th of January, 2008
- -Fixed an error in the Card Game Solutions (thanks to Joe Follo for the
- correction)
- -----------
- Version 4.2
- -----------
- -Submitted guide on 6th of January, 2010
- -Corrected info on the Buzzy Beetle (thanks to David Moronez for the heads
- up)
- -Also added in a note about the 28 P-Wings you get for beating the game
- -----------
- Version 4.3
- -----------
- -Submitted guide on 15th of January, 2013
- -Corrected Bowser misspelling in the introduction (thanks to Ben Brundage)
- -Added in two missing 1-Up Mushrooms in the World 5 first fortress (thanks
- to Megan Nicole)
- -Fixed up the N-Spade card game information error (thanks to Erica Chestnut)
- -Added a missing 1-Up Mushroom in World 7-5 (thanks to JD Shin)
- -----------
- Version 4.4
- -----------
- -Submitted guide on 2nd of December, 2014
- -Added in a missed P-Switch in Level 3-3 (thanks to Michael C.)
- ----------------------------------------------------------------------------
- -----------------------------Table Of Contents------------------------------
- ----------------------------------------------------------------------------
- 1) Introduction
- 2) Controls
- 3) Advanced Moves
- 4) World One
- 5) World Two
- 6) World Three
- 7) World Four
- 8) World Five
- 9) World Six
- 10)World Seven
- 11)World Eight
- 12)Enemies
- 13)Hammer Brothers and The Koopa Klan
- 14)Items
- 15)White Mushroom Houses
- 16)Card Game Solutions
- 17)Warp Whistle Locations
- 18)Coin Ship
- 19)Mario Brothers Battles
- 20)1-Up Tricks
- 21)Various Tricks
- 22)Credits
- 23)Final Word
- ----------------------------------------------------------------------------
- ----------------------------------Introduction------------------------------
- ----------------------------------------------------------------------------
- 1) Welcome to what is hailed as the crowning achievement of all of the NES
- games. It is the third installment of the Mario series on the NES, and
- it so happens to be the largest and most loved of the series as well.
- Mario and Luigi have returned, and once again they are battling Bowser.
- However, it is not direct battle with Bowser until his never before
- mentioned kids Larry Koopa, Morton Koopa Jr., Wendy O. Koopa, Iggy Koopa,
- Roy Koopa, Lemmy Koopa, and Ludwig Von Koopa. With some crazy new
- power-ups along with some classics, Mario and Luigi are prepped and ready
- to go do battle with Bowser and his brood to free the Mushroom Kingdom
- from tyranny!
- Keep in mind that I will refer to the character being played as Mario
- throughout the FAQ, but this does not mean that Luigi can not do the same
- as they have identical skills in this game.
- ----------------------------------------------------------------------------
- ------------------------------------Controls--------------------------------
- ----------------------------------------------------------------------------
- 2) This section will look at the basic controls for the Regular play and the
- Mario Brothers Battles.
- o------------------o
- | Regular Controls |
- o------------------o
- D-Pad...: LEFT and RIGHT will move Mario in the corresponding directions.
- UP is used to climb things like vines as well as entering doors.
- DOWN is used to descend down things like vines as well as causing
- Mario to duck.
- SELECT..: No apparent use.
- START...: Pauses/unpauses the game.
- B Button: When held down, Mario will run.
- A Button: Press this to jump.
- o--------------o
- | Map Controls |
- o--------------o
- D-Pad...: Moves Mario in the corresponding direction pressed. This will
- also scroll your cursor through the Item Bar.
- SELECT..: No apparent use.
- START...: No apparent use.
- B Button: Opens/closes the Item Bar.
- A Button: Enters icons on map as well as inputting selection in the Item
- Bar.
- o------------------------o
- | Mario Brothers Battles |
- o------------------------o
- D-Pad...: LEFT and RIGHT move Mario in the corresponding direction.
- SELECT..: No apparent use.
- START...: Pauses/unpauses the game.
- B Button: When held down, Mario will run.
- A Button: Press this to jump.
- ----------------------------------------------------------------------------
- ----------------------------------Advance Moves-----------------------------
- ----------------------------------------------------------------------------
- 3) This section will look at all aspects of every Power-Ups as well as
- general Advanced Moves that can be done in any Power-Up situation.
- o---------------o
- | Anytime Moves |
- o---------------o
- These can be done at any time with any Power-Up, unless the Power-Up
- prohibits it.
- Gap Dashing...: When the space between platforms are one space, you can hold
- the B Button to pass over the holes without falling through.
- Flying Squat..: When you have to fly into a small space, Hold the B Button as
- you run to build your flying meter. As soon as you hit the
- flying speed, press DOWN to go into a squat and then
- immediately take flight. You can then fly in the squat
- allowing Mario to enter small spaces.
- Shell Grabbing: After a Koopa Troopa or Buzzy Beetle have been retreated into
- their shells, Hold the B Button to pick their shells up.
- Then you will carry the shell till the B Button is released.
- Slide Duck....: Sometimes the open space is only the size that Regular Mario
- could normally pass through, but Mario can run at the space,
- duck (press DOWN) just before he gets there, and then he
- will slide through to the far side.
- Sliding.......: On a hill's slope, press DOWN to slide down the hill and
- kill enemies that are in the way.
- Slope Jumping.: Sometimes the sliding down the hill will bring Mario to a
- bump at the end that he can jump off the end of to fly far
- into the air provided he timed it right.
- Super Jump....: When you hop on an enemy, hold the A Button to fly farther
- into the air than a normal hop would bring Mario.
- o---------------o
- | Raccoon Mario |
- o---------------o
- Flying.....: Hold down the B Button to run, and when the flying meter fills
- up, press the A Button repeatedly to flap into the air with your
- tail.
- Tail Attack: Press the B Button to swing your Raccoon tail at enemies,
- bricks, etc.
- o-------------o
- | Fiery Mario |
- o-------------o
- Fireballs: Press the B Button to throw fireballs at your enemies. Up to two
- fireballs can be thrown at a time.
- o---------------o
- | Tanooki Mario |
- o---------------o
- Flying......: Hold down the B Button to run, and when the flying meter fills
- up, press the A Button repeatedly to flap into the air with
- your tail.
- Tail Attack.: Press the B Button to swing your Raccoon tail at enemies,
- bricks, etc.
- Statue Stomp: When Mario wants to become a statue, hold DOWN and B Button to
- turn into a statue. However, this effect has a maximum time
- of five seconds before turning back into Tanooki Mario
- (although it can be reapplied repeatedly).
- o------------o
- | Frog Mario |
- o------------o
- Swimming: Mario can take strong strokes by pressing the A Button, but he can
- also use the D-Pad to steer about the water effectively.
- o--------------o
- | Hammer Mario |
- o--------------o
- Fire Repellant: Duck inside of the helmet to become invulnerable to fireball
- attacks.
- Hammer Throw..: Mario can toss Hammers in this suit to kill many enemies he
- otherwise could not. He can throw two hammers at a time.
- ----------------------------------------------------------------------------
- ------------------------------------World One-------------------------------
- ----------------------------------------------------------------------------
- 4) Welcome to Grass Land! This section will give you the know all for
- getting through with ease.
- ______________________________
- KEY |
- |
- S - Start Location |
- X - Level Location |
- F - Fortress Location |
- S - Spade House Location |
- T - Toad House Location |
- W - Wandering Hammer Brothers |
- L - Locked Door Location |
- C - Castle Location |
- ______________________________|
- G R A S S L A N D
- X-----X--X---+
- | | |
- | | |
- --S---+ +--X---T
- L |
- +--F--H
- |
- |
- | T--+--W---C
- | |
- X-----X
- o-------------------------o
- | Mushroom House Contents |
- o-------------------------o
- House #1: Random Distribution
- Items...: Super Mushroom, Fire Flower, Raccoon Leaf
- House #2: Random Distribution
- Items...: Super Mushroom, Fire Flower, Raccoon Leaf
- o---------------------------o
- | Wandering Hammer Brothers |
- o---------------------------o
- Brother Set #1: Invincible Starman
- o-----------o
- | Level 1-1 |
- o-----------o
- A Goomba approaches Mario to start the level, which is a tribute to the
- original Super Mario Brothers. Hit the four ? Blocks to get three Coins and
- a Super Mushroom before going right to pass a Pirahna Plant. Stomp the Red
- Koopa Troopa, kick it's shell right, and grab the Power-Up that comes out of
- the ? Block. Now the walkthrough splits up based on your Power-Up level.
- ==========
- OPTION ONE
- ==========
- If you are Raccoon Mario, start off by clearing the two Goombas and the
- Para-Goomba out of the way, and then run back to the left till a block is in
- your path. Now run to the right until you are almost to the cliff, at which
- point you should fly into the air along the coin trail to find some ledges
- in the sky. Grab the first three Coins, hit the block on it's right side so
- the 1-Up falls left, and then go right to get more Coins. Now head left so
- you are on the edge of the cloud platform, and then run right to take flight
- to go until you see a tall green pipe to land on and go into. Inside are
- Coins in the shape of a 3, and then you get outside, head left.
- ==========
- OPTION TWO
- ==========
- Go through the two Goombas and Para-Goomba, jump the gap, and then walk
- underneath the three Green Paratroopa Koopas on the ledge above to kill a
- Green Koopa Troopa so you can grab the Power-Up from the ? Block. Go past
- the gap, up the wooden blocks to jump the next gap, and then make your way
- past the gap there to find a Pirahna Plant and a Venus Fire Trap in two
- pipes. Go right past them.
- ========
- REJOINED
- ========
- Now you should stomp the Red Koopa Troopa on the right, and then kick the
- shell to the left to break some bricks out of your path. Walk underneath
- the resulting overhanging bricks on the left, jump to reveal a P-Switch, and
- stomp it to turn the Bricks into Coins! You can reset this P-Switch by
- flying into the pipe high above and then exiting to come back left to
- collect once more.
- Once you have had your fill of Coins, go right though the pipe to run right
- and into the black segment to hit the card slot for your card to finish the
- level!
- o-----------o
- | Level 1-2 |
- o-----------o
- Run up the hill, go past the pipe, and then down the hill to tangle with a
- Goomba. Hit the ? Block to get a Power-Up before going on top of the block
- to hop onto the "T" Pipe. In this next valley is a location for the
- "Endless Enemy Stomp" 1-Up Trick, so read section 20 for more details on
- this maneuver.
- Head right past the Para-Goomba to hop a pipe before running down a hill to
- duck and slide under the bricks, where you jump to reveal a P-Switch! Hit
- it and then use the recently made bricks on the left of the floating pipe
- to make your way onto the said floating pipe so Mario can go inside to get
- 20 Coins.
- When you reappear, go right down the hill to duck as you slide to jump and
- make the P-Switch appear again. Now climb the bricks back on top of the
- floating pipe, which is where Mario should stand on the right side of the
- pipe before jumping up to hit a brick off screen that holds a 1-Up Mushroom.
- Now head right up the hill (kill the Goombas as you go), and then hit the
- second Note Block to get a Power-Up.
- Continue right to the next slope where you should press DOWN to slide down
- the slope, killing two Goombas as you avoid the Venus Fire Traps fireball.
- If you use the floating Note Blocs to cross the gap on the right, the third
- Note Block will spit out an Invincible Starman for Mario to use! Run right
- through the Goomba, Venus Fire Trap, and the Para-Goomba with Micro-Goombas
- to reach the dark segment of the level to hit the slot block for your card!
- o-----------o
- | Level 1-3 |
- o-----------o
- Start off by stomping the Green Koopa Troopa, followed by picking up it's
- shell before running right at top speed to plow through the Boomerang
- Brother. Use the Not Blocks to get on top of the brick formation, stomp the
- Red Koopa Troopa, and then kick it left into the brick formation to clear
- out some of the bricks. Jump into the resulting hole, jump onto the ledge
- on the right, and then start hitting the Coin Block in the second brick to
- the right of the hole. Now go back down to ground level on the left, and the
- first block to your right contains a Power-Up. Now the level enters a
- split, so the walkthrough will cover both routes.
- ==========
- OPTION ONE
- ==========
- Go to the bricks on the left, jump up to reveal an oddly-hued Not Block, and
- then jump off of it to go to Coin Heaven. Coin Heaven has five sets of 7
- Coins as well as 22 Coins in the sky surrounding a brick containing a 1-Up
- Mushroom. After collecting the third set of Coins on the ground, fly to
- the sky (if you are Raccoon Mario of course) to get the 1-Up and extra Coins
- before covering the rest of the ground and head down the pipe. When you
- land, head left past the Para-Goomba with Micro-Goombas, a Green Koopa
- Troopa, two Goombas, and then onto a white block to kick a Red Koopa Troopa.
- ==========
- OPTION TWO
- ==========
- Go right to fight a Green Koopa Troopa before hopping the barrier ahead to
- kill a Goomba. Now hit the top wooden block in the next barrier to make a
- Power-Up appear, and then continue right to kill a Para-Goomba in the next
- two segmented parts between wooden barriers. Jump the last wooden barrier
- to jump a small gap to fight a Boomerang Brother before continuing right to
- jump another gap. Head up the floating blocks to kick a Red Koopa Troopa
- off of a white block.
- ========
- REJOINED
- ========
- If you want the Warp Whistle, duck down on the white block for five seconds
- to fall behind the scenery, and then dash wildly to the right while avoiding
- enemies. If you are fast enough, you will slip behind the black segment of
- the scenery at the end of the level to find a secret Mushroom House where
- Toad gives Mario a Warp Whistle!
- If you wish to finish the level normally, just head right past the various
- members of the Goomba family to get to the box slot to get your card for
- finishing the level!
- o-----------o
- | Level 1-4 |
- o-----------o
- This level is the White Mushroom House level, so go into this level trying
- to collect all the Coins possible to win yourself a fabulous prize! This
- level requires you collect a minimum of 44 Coins to make the White Mushroom
- House appear.
- Jump to the brick ledge on the right, wait till you see a moving platform
- move under three Coins, which is your cue to jump over and get the Coins
- before the platform falls away (you jump to the next ledge on the right).
- Grab the three Coins here, and then jump across the three fallaway platforms
- as you aim for the lower ledge. Jump up and hit the second brick from the
- left to find a 1-Up Mushroom (hit left side of brick), and then go right to
- use another fallaway ledge to reach a brick ledge where three more coins
- await.
- Get the three Coins as you hop to the next ledge, step down to lower brick
- ledge, and go right until you reach the spot where the first block above is
- directly overhead. Nail the Coin Block, go left to get a Power-Up from the
- block on the left, and then go up a ledge to head right to grab the Red
- Koopa Troopa's shell and jump to the high ledge. Kick the shell at the
- brick on the end to get a 1-Up to appear, so be fast to get it before it
- falls down into the depths below.
- Use the fallaway platforms below your position to get the three Coins as you
- climb in altitude to the next brick ledge, and then wait till the next
- fallaway platform lines up with the big vertical Coin line (grab all of them
- before jumping right to the brick ledge. Get on the elevated part of the
- ledge, jump to break a brick, and then keep jumping into the Coin Block till
- it is finished. Use the fallaway ledges to get to the last brick ledge, and
- then jump past the Red Paratroopa Troopa to get the last three Coins in the
- level, and then head down the pipe.
- Run right to the slot box before the Boomerang Brother to your left can
- throw his weapon at you so you exit the level! If you were diligent in
- your Coin collecting, a shiny new P-Wing will belong to you!
- o-----------------------o
- | World One Fortress #1 |
- o-----------------------o
- Run right from the start to jump across three lava pits (each with their own
- Podoboo) to land on a platform where a Power-Up sits in a ? Block. Jump the
- lava pit to the right (again watching for the Podoboo), head right through
- the enclosed area to enter a more open area with two Roto-Discs. Head right
- to jump another lava pit (two Podoboos here) to jump another lava pit to a
- platform with a Roto-Disc, followed by one more lava pit jump (Podoboo in
- here). Now the walkthrough splits up into two paths.
- ==========
- OPTION ONE
- ==========
- If you would like to get a Warp Whistle, hit the ? Block for a Raccoon Leaf
- (if you are not Raccoon Mario, you can not get this Warp Whistle), and then
- stomp the Dry Bones as you go right to PASS the door. Run left to get
- flying speed, take off straight up in air (just to left of ? Block), and
- when you see the wall to your right is tight against Mario, start pushing
- RIGHT while flying. If done correctly, Mario will end up on the roof off
- screen, so go RIGHT till you can go further, press UP, and then you fall
- into a room where the Warp Whistle awaits Mario in a Treasure Chest.
- ==========
- OPTION TWO
- ==========
- Grab the ? Block if you wish, stomp the Dry Bones, and go through the door
- on the right. Go right to get in the one part of the falling ceiling where
- the spikes will not hit you, wait for the pikes to raise before jumping the
- gaps on the right to take off for the far right. Wait for the ceiling to
- come down and then retreat back up so the door appears, which you go
- through.
- Run right to fight your first Boom-Boom! Remember to jump on his head three
- times, but wait for him to retract his spikes between hits before attempting
- to hurt him. Grab the ? Ball and head out of the Fortress!
- o-----------o
- | Level 1-5 |
- o-----------o
- You will slide down the slope through four Buzzy Beetles, collect the Coins,
- and then head up the slope to go past some Pirahna Plants and a Buzzy
- Beetle. When the path forks, take the top path towards the surface, but
- when the path cuts straight up, look for a discoloured splotch in the
- background. Jump up at it to reveal the off-hued Note Block, which when
- jumped on will take you to Coin Heaven!
- Once you land, walk right to jump over the hill to tangle with a Green Koopa
- Troopa. Go into the hole, wait at the top for the Venus Fire Trap below to
- spit the fireball, and then run down the hill past it while it is in the
- pipe. Run past the Pirahna Plant to go up a pipe.
- Run right to hit the box slot to exit the level!
- o-----------o
- | Level 1-6 |
- o-----------o
- Head right across the platforms to kill two Red Koopa Troopas, followed by
- grabbing the Power-Up from the ? Block. Jump to the right to use the lift
- to reach a Note Block bounce to a green hill. Jump past the Red Paratroopa
- Koopa onto the grass to take out a Green Koopa Troopa. Hit the left bricks
- for a Coin, and then do a running slide under the right brick to hit a Coin
- Block, followed by getting the 1-Up Mushroom from the set of bricks above
- Mario.
- Head right to fall down the hole to the small wooden block below before
- jumping to the lift on the right. Ride the lift right, jump the Red
- Paratroopa Koopa, and then jump to the wooden block ledge. Jump to the
- right to the moving ledge, and then onto the lift before hopping past
- another Red Paratroopa Koopa to the ground. Run right to jump to the slot
- box while dodging the Green Koopa Troopa to finish the level!
- o-----------------o
- | Larry's Airship |
- o-----------------o
- Go past the two Cannonball launchers, then a Bullet Bill cannon, and then
- two more Cannonball launchers (one on the floor, one on the ceiling). Get
- next to the Bullet Bill cannon, wait for the Cannonball launcher to shoot,
- and then jump over the barrier to grab a Power-Up from the ? Block.
- A rotating Cannonball launcher is next, followed by a walk to the right to
- find a Cannonball launcher and a Bullet Bill cannon. Once you pass this
- set-up, just time your jump up the stairs around a Cannonball launcher and
- head down the pipe to find the Koopa Kid's Chamber!
- His room looks like the following:
- | | | |
- | | | |
- | | | |
- | | | |
- | | | |
- | | _____ | |
- | |_____| | |_______________| |
- | | | | | | | | | | | | | | | |
- Larry Koopa only has the ability of shooting his three smoke rings at Mario,
- so dodge them as you stomp on his head three times or feed him ten fireballs
- for victory. Grab the Magic Wand and fall down to the throne room to
- receive a letter from Princess Toadstool. She gives you a P-Wing as you
- head off to the Second World, Desert Land!
- ----------------------------------------------------------------------------
- ------------------------------------World Two-------------------------------
- ----------------------------------------------------------------------------
- 5) Welcome to Desert Land! This section will give you the know all for
- getting through with ease.
- ______________________________
- KEY |
- |
- S - Start Location |
- X - Level Location |
- P - Pipe Location |
- F - Fortress Location |
- R - Rock Location |
- H - Spade House Location |
- T - Toad House Location |
- W - Wandering Hammer Brothers |
- L - Locked Door Location |
- C - Castle Location |
- ______________________________|
- D E S E R T L A N D
- H--+--X +---+ T---+--X---+R---T
- | | | | | | |
- +--+ | | X--W---X W |
- | | | | | | |
- X F---+---+--P | C | +--W
- | | | | | |
- | T--P +R-+ X +---X |
- | L | | |
- --S---+-----+ H---+------+
- o-------------------------o
- | Mushroom House Contents |
- o-------------------------o
- House #1: Random Distribution
- Items...: Super Mushroom, Fire Flower, Raccoon Leaf
- House #2: Random Distribution
- Items...: Super Mushroom, Fire Flower, Raccoon Leaf
- House #3: Set Distribution
- Items...: Frog Suit
- o---------------------------o
- | Wandering Hammer Brothers |
- o---------------------------o
- Brother Set #1: Music Box
- Brother Set #2: Hammer
- Brother Set #3: Warp Whistle
- o-----------o
- | Level 2-1 |
- o-----------o
- Go right to kill two Pile Driver Micro-Goombas before hitting the ? Block
- for a Power-Up. Continue right to fight four more Pile Driver Micro-Goombas
- and a Red Koopa Troopa before hitting the ? Block on the right for an
- Invincible Starman. Go right killing the Pile Driver Micro-Goomba and
- Firesnake before using the Note Blocks to hop on top of the structure on the
- right.
- Kill the two Goombas as you move right, fall into the hole on the right, and
- then head left to break into the structure. Kill the Firesnake with your
- tail attack if you can, and hit the brick by the four Coins to get a 1-Up
- Mushroom. Then get on the right of the structure, run left and take flight
- into the air to break bricks to gain access to a pipe that leads to some
- Coins.
- Mario will be deposited on the second odd structure, so go left while the
- P-Block is still in effect, fall through the Coin to the inside, and then
- collect the Coins as the P-Switch wears off (Careful of the Firesnake).
- Continue right to kill off two Pirahna plants and a Pile Driver
- Micro-Goomba, and then head down the last pipe if you wish to hit a P-Switch
- and come out to collect the just turned into Coins between the two pipes
- (repeat as much as you like for Coins). Head right into the black segment
- to hit the slot box for a card while dodging the Pile Driver Micro-Goomba
- located underneath the slot box.
- o-----------o
- | Level 2-2 |
- o-----------o
- This level is the White Mushroom House level, so go into this level trying
- to collect all the Coins possible to win yourself a fabulous prize! This
- level requires you collect a minimum of 30 Coins to make the White Mushroom
- House appear.
- Go up the hill to deal with a Goomba before jumping the quicksand pit where
- a Venus Fire Trap lives to go up the slope to bump the wooden block to
- reveal a Power-Up. Get the Coins as you jump to the pipe, head down the
- short slope to jump the quicksand pit that has another Venus Fire Trap to
- arrive at a wooden platform that will start right when you step onto it.
- As you head right, collect the Coins, duck and hit the two bricks for a Coin
- and a P-Switch (which you do not touch), and then get the Coins and hit the
- invisible block with the 1-Up in it. Now swim left past the Cheep-Cheeps to
- get back to the wooden platform to start right once more.
- When you come to the P-Switch ledge, step foot onto it, wait for the wooden
- platform to start to the right ahead of you before finally hitting the
- P-Switch. Now jump right to the wooden ledge, collect the Coins that the
- bricks became, and once you have finished the Coin collecting in sight, take
- a running leap right to fly through the four Coins to the right (you need to
- get at least three of them).
- Go through the pipe on the right to appear at the end of level black
- segment, so run right to hit the slot box for your card as you leave the
- level. If you were diligent in your Coin collecting, a shiny new Anchor
- will belong to you!
- o-----------------------o
- | World Two Fortress #1 |
- o-----------------------o
- Go right to stomp the first Dry Bones, followed by going right to see two
- more Dry Bones. Draw them back towards the first Dry Bones before using the
- "Endless Enemy Stomp" 1-Up Trick, so read section 20 for more details on
- this maneuver.
- Head right to pass by a Thwomp, then two Dry Bones, and another Thwomp.
- When you do this, a Boo Diddly will give chase to Mario whenever his pack
- his turned. Continue right (quickly so Boo Diddly does not catch up) to
- jump a Dry Bones before heading up the pipe.
- Head right to jump a gap of spikes while landing short of a Thwomp, and then
- jump right over yet another set of spikes. You can run and slide under the
- brick here for a Power-Up (careful of the Boo Diddly), and then run right at
- full speed to pass underneath the Thwomps to arrive at a door which Mario
- will go through.
- In this room, you have the option of going underneath the spikes when the
- platforms raise in the air, or you can jump across the safe spots on the
- spike beds on top of the platforms. However, this must be accomplished
- while dodging the attacks of two Boo Diddlies. Wait to the left of the
- platform with all spikes on the top and bottom of it for the door to come up
- from the floor to go through to the next area.
- Run right to fight Boom-Boom! Remember to jump on his head three times, but
- wait for him to retract his spikes between hits before attempting to hurt
- him. Grab the ? Ball and head out of the Fortress!
- o-----------o
- | Level 2-3 |
- o-----------o
- A Fire Snake and a Red Koopa Troopa inhabit the first pyramid stack in this
- level, so use the Red Koopa Troopa on the bricks above to get yourself a
- Power-Up (or bust the bricks from below). The next pyramid block contains
- two Fire Snakes guarding an Invincible Starman. The final pyramid block
- contains a Power-Up guarded by a Fire Snake and a Green Koopa Troopa.
- If you are Raccoon Mario, use the bottom of the third pyramid block to take
- flight to find a brick ledge where a P-Switch can be tripped, followed by
- diving down to the multitude of Coins below (before they revert to bricks).
- Otherwise you need to go over the brick formations mentioned above while
- fighting the Pile Driver Micro-Goombas and Green Koopa Troopas.
- Now climb the brick stairs (use your Raccoon Tail on the bricks to get
- Coins) to fall into the hole to stomp and kick the Green Koopa Troopas so
- they will clear the bricks away so Mario can go to the pipe below. You can
- also risk the ricocheting shell for a Coin Block that is beside the pipe.
- Just run to the right to hit the slot box for your card.
- o--------o
- | Desert |
- o--------o
- You will notice The Angry Sun in the top left of the screen right from the
- start here, but it can be ignored... FOR NOW! Anyway, jump the quicksand
- pits (they have Venus Fire traps contained within them) as you dodge the Red
- Paratroopa Koopa and the Green Koopa Troopa. You may want to grab the Green
- Koopa Troopa shell before running right to jump through the tornado (if you
- mistime your jump you will be carried back to the left).
- NOW The Angry Sun attacks in swooping motions, so use a Koopa Shell (even
- the one you brought with you) to kill it off or just dodge it as it attacks.
- Now continue right to deal with two Green Paratroopa Koopas (good shells to
- use as well) before jumping the next two quicksand pits. Now run right to
- find the slot box for your card and to end the level.
- o-----------o
- | Level 2-4 |
- o-----------o
- This level has two paths, and this walkthrough will cover both.
- ===========
- NORMAL PATH
- ===========
- a dark Para-Goomba greets Mario as he goes right, and then two Red Koopa
- Troopas on high posts (kick them at the ? Block below to get a Power-Up).
- Continue right to retreat a Red Koopa Troopa to it's shell, grab the shell,
- and then kick it at the ? Block for a Power-Up before killing a Boomerang
- Brother.
- Go right to fight a Green Paratroopa Koopa, followed by a Red Koopa Troopa
- before hopping a hole. Now hit the ? Block to get a Power-Up, go past the
- Venus Fire Trap, and deal with a Boomerang Brother before collecting 12
- Coins. Now go right to find the slot box guarded by a Boomerang Brother.
- ===========
- FLYING PATH
- ===========
- Take care of the dark Para-Goomba on the right before running to the left to
- take flight and bust through the brick line to find a path above the regular
- one! go right collecting all the Coins over the water before going into the
- water to hit the third brick to the right from the hole to reveal a P-Switch
- (collect the Coins). Now go right to collect the Coins from the ledge as
- well as hitting the brick ledge for Coins.
- Now go right past the Red Paratroopa Koopas to collect Coins from the set
- ahead as well as revealing a P-Switch to get more Coins from the bricks.
- Now jump down the Note Blocks to the right to reveal a Power-Up before
- landing on the ground to go right to find a Boomerang Brother guarding the
- slot box and the end of the level.
- o-----------o
- | Level 2-5 |
- o-----------o
- Go by the first Chain Chomp (go into the ? Blocks for a Power-Up if you
- wish) to use the pyramid blocks to go past another Chain Chomp. Kick the
- Red Koopa Troopa to the left to bust a brick so you can fall down to hit a
- wooden block to reveal a Power-Up. Now head right over a gap to dodge a
- Chain Chomp and a multitude of Goombas on the pyramid blocks to jump a small
- water gap to fight some Red Koopa Troopas.
- Go past their to find another Red Koopa Troopa for Mario to kick left to
- reveal a vine leading to the sky to go left on some clouds to find a bonus
- room with lots of Coins and a P-Switch to collect the bricks. Fall down
- from the sky blocks to go right into the dark area to get the slot box and
- end the level (watch out for the Chain Chomp). If you do not use the vine,
- go right past the Red Koopa Troopas to the dark area to get the slot box and
- end the level (watch out for the Chain Chomp).
- o---------o
- | Pyramid |
- o---------o
- Go up the pyramid to enter the door to find a small staircase leading up
- past a Buzzy Beetle to another Buzzy Beetle you should kick out of the way
- so Mario can get a Power-Up. Now head right to jump to the second level
- ahead, bust the wall (if you are not Raccoon Mario, bring a Buzzy Beetle
- shell along), and then continue right to the Pirahna Plant to jump up a
- level to the left.
- Take out the Buzzy Beetle, jump up a level to the right, and bust the wall.
- Now go right under the pipe to look for an obvious discolouration in the
- background, and jump to reveal an Invisible Block which will allow Mario to
- get to the pipe. Go inside to get Coins, a P-Switch, and a 1-Up Mushroom
- (look above the top row of bricks off the screen for this one).
- Back in the main level, go down the hill past two Buzzy Beetles, jump the
- gap, and then climb the hill to face Buzzy Beetles on the roof (they fall
- down and spin at you as Mario nears them). Bust the wall down, go past the
- Pirahna Plant, up the pipe, and then past a Boomerang Brother to the slot
- box to finish the level!
- o----------------------------o
- | Morton Koopa Jr.'s Airship |
- o----------------------------o
- Go right to use two Bullet Bill cannons to climb to a higher ledge, and then
- continue right past a Cannonball launcher and four Bullet Bill cannons to
- find a Power-Up. Go right to fall through the crates when the screen has
- scrolled down enough, go right, and immediately jump straight up to the top
- of the crates before the Bullet Bill cannons ahead make Mario into swiss
- cheese.
- Head right to fight three light Rocky Wrenches (they will keep reappearing),
- followed by two Bullet Bill cannons guarding the way to the pipe to the
- Koopa Kid's Chamber!
- His room looks like the following:
- | | | |
- | | | |
- | | | |
- | | | |
- | | _______| |
- | | _________ | | | |
- | |_____| | | |___| | | |
- | | | | | | | | | | | | |
- Morton Koopa Jr. only has the ability of shooting his three smoke rings at
- Mario, so dodge them as you stomp on his head three times or feed him ten
- fireballs for victory. Grab the Magic Wand and fall down to the throne room
- to receive a letter from Princess Toadstool. She gives you a Jugem's Cloud
- as you head off to Water Land!
- ----------------------------------------------------------------------------
- -----------------------------------World Three------------------------------
- ----------------------------------------------------------------------------
- 6) Welcome to Water Land! This section will give you the know all for
- getting through with ease.
- ______________________________
- KEY |
- |
- S - Start Location |
- X - Level Location |
- P - Pipe Location |
- F - Fortress Location |
- R - Rock Location |
- H - Spade House Location |
- T - Toad House Location |
- W - Wandering Hammer Brothers |
- L - Locked Door Location |
- C - Castle Location |
- B - Bridge Location |
- N - Canoe Location |
- ______________________________|
- W A T E R L A N D
- T---+----X TB-+B-+--X----X---+ ---T
- | | | | B |
- X | X--+ X----H---F
- | | | | L H--T
- | F-----+ | P |
- | | | | ---T--H
- X +LP X--+R-------N B C-----P
- | |
- --S---+RHR-+-P
- o-------------------------o
- | Mushroom House Contents |
- o-------------------------o
- House #1: Pre-Determined
- Items...: Frog Suit
- House #2: Random
- Items...: Fire Flower, Raccoon Leaf, Frog Suit
- House #3: Random
- Items...: Fire Flower, Raccoon Leaf, Frog Suit
- House #4: Random
- Items...: Fire Flower, Raccoon Leaf, Frog Suit
- House #5: Random
- Items...: Super Mushroom, Fire Flower, Raccoon Leaf
- o---------------------------o
- | Wandering Hammer Brothers |
- o---------------------------o
- Please note that where the Hammer Brother group stands will determine if you
- fight on land or if a small layer of water will interfere (only interferes if
- you are Regular Mario)
- Brother Set #1: Hammer
- Brother Set #2: Invincible Starman
- o-----------o
- | Level 3-1 |
- o-----------o
- Thrown right into the swimming aspect of Water Land, hug the left side of
- the screen to go down to find a Power-Up before returning to the above area
- to go right. Go past the air blowing pipe, past the Blooper, and then past
- one more air blowing pipe to reach a choice in paths.
- ==========
- OPTION ONE
- ==========
- If you would like a Power-Up and the ability to skip most of the level, take
- this route. Go right to the wooden block wall, swim to the top, and then
- hop out of the water to go on top of the wall. Head right to find a
- Power-Up in a small cubby hole before continuing right to land back in the
- water.
- ==========
- OPTION TWO
- ==========
- Head down the corridor below while on the right side (avoiding a Blooper) to
- turn right and swim past a pipe, a Lava Lotus, and then another pipe. Go
- right to collect 6 Coins and get a Coin from a ? Block as well as a Power-Up
- (provided you want to risk the Lava Lotus attacks). Head upwards.
- ========
- REJOINED
- ========
- Head right along the top of the water to pass a couple Bloopers (one With
- Kids) to see a pipe by a Wooden Block wall to go to the exit. If you wish
- to find some extra Coins and a 1-Up, go down through the holes in the floor
- to fend off a lava Lotus while navigating through Note Blocks. Just head up
- the opening to the right to reach the exit pipe. Run right to hit the Slot
- Box to finish the level off!
- </pre><pre id="faqspan-2">
- o-----------o
- | Level 3-2 |
- o-----------o
- Jump across the two lifts to the right, fall to the lower ledge on a Donut
- Block, and collect the Power-Up. Set foot onto the lift to your right
- (position yourself on the left side), run and jump to the Wooden Block
- platform above (knocking an Invincible Starman loose), and then get the
- Starman before rejoining the moving platform. Now hit the second ? Block
- you see (preferably on the left half of the block) to reveal another
- Invincible Starman, followed by another ? Block with an Invincible Starman
- waiting on a two Donut Block ledge.
- Take the next lift right while dodging the attacking Cheep-Cheeps while
- continuing right to hit the third block from the left to reveal a P-Switch.
- Hit the P-Switch to make a ledge near the pipe with the Venus Fire Trap so
- you can get onto it easier. However, you do not need to do this as you can
- jump from the platform to the pipe as well (it is more difficult).
- Once Mario comes through the pipe, avoid the Cheep-Cheep to go right and hit
- the Slot Box to finish the level! Also note that you can take to the air
- here to fly up and find a 1-Up and seven Coins if you are Raccoon Mario (not
- likely you are though as it was a grueling level and the Power-Ups are all
- Fire Flowers).
- o-----------o
- | Level 3-3 |
- o-----------o
- This level raises and lowers down to near sea level. However, Boss Bass is
- patrolling here, and he can swallow you whole (even Super Mario or higher)!
- Also be wary of the Cheep-Cheeps that roam here as well.
- Go right till you see a Note Block which has a Power-Up (if it a Super
- Mushroom, run right to stomp the Green Koopa Troopa and kicks it's shell to
- bust the bricks so you can get your Super Mushroom). If you aim the Green
- Koopa Troopa shell to the left when in the depression tot he right of the
- Power-Up, you will unveil a P-Switch, allowing for collecting a lot of Coins
- from the changed bricks.
- Jump right across two gaps, jump to the tall and skinny platform, and then
- wait for the rotor platform to become still so you can use it as a stepping
- stone across the gap to the next platform.
- Use one Ice block to hit the brick to the left to reveal a P-Switch, the
- other Ice Block on Boss Bass (also collect the ? Block Power-Up). Trip the
- P-Switch before running right to use the bricks you just formed to run
- across the many gaps at top speed to avoid al the problems that Boss Bass
- could pose in this area. If you did not make it to the pipe, use the high
- brick ledge and the rotor platform to get there. Also note that you can
- continue past the pipe to go for a 1-Up Mushroom, but you will likely have
- to dodge Boss Bass as you swim (not an easy thing to do).
- Jump the water to go right and hit the Slot Box to finish the level!
- o---------------------o
- | World 3 Fortress #1 |
- o---------------------o
- A Fortress that can be confusing at first, it has many doors, with most of
- them leading to a room filled with Cheep-Cheeps. However, the walkthrough
- will cover the ENTIRE hall that has the doors, followed by paragraphs for
- any doors that lead somewhere OTHER THAN the trap moat. Be sure to count
- doors as you go along so the doors labeled as good will be easily found.
- A Roto-Disc and a Dry Bones greet you before you have to clear a small wall,
- where another Roto-Disc twirls. Continue right to pass a Thwomp, a Dry
- Bones, and then a Boo Diddly will chase as you go by to go under yet another
- Thwomp. If you are not careful, a Boo Diddly from the other side of the
- Thwomp will charge, so go under it, past another three Dry Bones, and then
- under one last Thwomp to pass two more Dry Bones to reach the end of the
- hall.
- Door Number Five leads to a small platform where a 1-Up Mushroom can be
- collected. Be sure to hit the left half of the brick to get the 1-Up to
- fall to the platform so the swim in the moat can be avoided.
- Door Number Six leads to a ledge that can be climbed up to enter another
- door. This leads to Boom-Boom's hideout!
- Door Number Nine leads to a room with a bunch of Coins! Jump straight up
- over the door to reveal a hidden block (worth a Coin), get on it, and then
- jump into the Coins (being careful to not fall through the holes). After
- collecting the Coins, attempt to jump through the holes in the floor where
- the Coins were held to reveal three more hidden blocks worth a Coin each!
- Boom-Boom has no ledges in his room, but be wary. After one stomp, he will
- wing to the skies, so stomp him right away to knock him back to earth
- (otherwise you need to wait for him to swoop). One more stomp to finish him
- off and collect the ? Ball to finish the Fortress!
- o-----------o
- | Level 3-4 |
- o-----------o
- Two Goombas march up the hill, which are followed by a Pirahna Plant and then
- a gap of water to jump to face a Venus Fire Trap. Collect the Power-Up if
- you wish, go up to the high ledge, and then slide down the slope through the
- Goombas before jumping off the end to rocket across the watery gap below.
- However, if you do end up in the water, swim to the right, jump out of the
- water to hit an invisible block, which you can use to get on the high ledge.
- Slide the slope to take out three Green Koopa Troopas before heading right
- to collect a Power-Up and some Coins from ? Blocks while dealing with two
- Para-Goombas (one light brown, one dark brown) and a Venus Fire Trap. Also
- note that a P-Switch exists in one of the two blocks underneath the Venus
- Fire Trap, so hit it to make a pile of silver Coins appear out of nowhere!
- Go right to see 6 bricks forming a ledge that you go under to hit and get
- Coins as well as a 1-Up Mushroom. However, you will also have to start
- contending with Lakitu throwing Green Spiny Eggs from here on out! Head
- right across the multiple gaps to hit two ? Blocks for a Coin and a Power-Up
- before continuing right down the slope to enter the black screen where the
- Slot Box awaits you to finish the level!
- o-----------o
- | Level 3-5 |
- o-----------o
- Note that if you enter as Raccoon Mario, you can fly across the gaps to the
- Wooden Block ledges to cut over much of the level as well as using your tail
- to get two Coin Blocks before plunging back into the level three quarters of
- the way through the level!
- When you enter the water, you will see Jelectros for the first time, as well
- as Big Bertha. Head right while avoiding these enemies and some
- Cheep-Cheeps as well to gain a Power-Up from some ? Blocks (one on the
- left). Swim right to pass some more Jelectros as well as a Blooper before
- cutting under a Cheep-Cheep for some Coins.
- Continue right to cut under a Jelectro to go for a Power-Up from the middle
- ? Block, followed by going up and right before going down to pass the air
- blowing pipe. If you are careful, you can hit an invisibly block in the air
- stream from the pipe to reveal a 1-Up Mushroom!
- Swim right into the Jelectro corral, draw the Blooper With kids into the
- area, and then swim underneath the bottom of the Jelectro line to go past
- this trap area. Swim past Big Bertha and a Cheep-Cheep to the pipe,
- followed by swimming/jumping across the pond to hit the Slot Box to finish
- the level!
- o-----------o
- | Level 3-6 |
- o-----------o
- This level will scroll along at a set pace, so you will need to be moving
- along with it. Start by jumping to the Donut Blocks across the gap, collect
- the Power-Up from the ? Block, and then use the wooden ledge to jump across
- another gap to more Donut Blocks (use the rotor platform if you wish to).
- If you have a tail, go down below to hit a Coin Block, but otherwise just go
- right to the next ledge. Here you can use an ice block/Koopa shell to hit
- the block on the lower ledge for a Power-Up before jumping to the right
- across some wooden platforms (using Koopa Shells on the bricks for Coins).
- Go to the bottom, pluck an ice block, and throw it at the brick to the right
- to reveal a P-Switch which will make a bunch of bricks collectable as Coins
- (just watch for the Green Paratroopa Koopa coming from above). Jump to the
- Donut Block ledge on the right, jump to the rotor platform as it stills, and
- then quickly go to the pipe before the rotor platform starts moving.
- Go right across the wooden ledges that have a Green Paratroopa Koopa
- patrolling to hit the Slot Box to finish the level!
- o-----------o
- | Level 3-7 |
- o-----------o
- Jump up to hit a ? Block for a Coin (bump the nearby top Wooden Block for a
- Power-Up) before going right to tangle with/avoid two Spikes (the enemies,
- not the immobile objects) before jumping a hole. Two Spikes will greet you
- here, followed by some floating bricks (if you are at least Super Mario
- size, punch the second from the left column of bricks to make a 1-Up
- Mushroom to appear), which have two more Spikes waiting on the far side of
- the wooden block.
- Jump the gap, go by the Spike and Green Koopa Troopa, and then jump another
- gap to pass a pipe to jump another gap. Now you have two choices
- ==========
- OPTION ONE
- ==========
- This path will get you an Item as well as a shot at a multiple 1-Up
- technique! Kill the Spikes below, stomp the Green Koopa Troopa, and then
- take the shell up the green platforms to throw between the two bricks on the
- highest brick ledge. This will reveal a Vine leading into the sky.
- If you want some 1-Ups, stomp the shell once to stop it, let the Koopa
- Troopa revive, and then jump down onto it before grabbing back onto the vine
- without touching the ground. Now repeat this and you will gain points
- before you begin to get 1-Ups.
- Head up the vine, collect the Coins to the left if you wish (do not bother
- with the P-Switch), and then get on top of the wooden block the vine led to
- so you can hop to the right to land on a 7 cloud long platform. Jump
- straight up from the middle cloud to reveal a Note Block that will take you
- to Coin Heaven! Collect the Coins and then open the Treasure Chest to get a
- rather useful Jugem's Cloud!
- ==========
- OPTION TWO
- ==========
- Kill off the Spikes as you head right to jump a gap to deal with a Venus
- Fire Trap before continuing on to face a Spike. Another Venus Fire Trap
- attacks, followed by three Spikes and a Green Paratroopa Koopa on rising
- terraces. Run right to find the Slot Box guarded by a Spike to end the
- level!
- o-----------o
- | Level 3-8 |
- o-----------o
- This level is the White Mushroom House level, so go into this level trying
- to collect all the Coins possible to win yourself a fabulous prize! This
- level requires you collect a minimum of 44 Coins to make the White Mushroom
- House appear.
- Start off by getting to the high ledge right away, followed by letting the
- water come up and then start to retreat before you go right to stomp the
- Koopa Troopa and kick it's shell to make a vine appear (climb it). When the
- water below is about to show the land below, stomp the Note Block to make a
- Power-Up appear, and then continue right to jump two gaps to a high ledge
- with ice blocks (kick them away and punch the Coin Block).
- Head right across the platforms to stomp and then kick the Koopa Troopa to
- make a vine appear (climb it), and then drop down when the water lowers again
- so Mario can move to the right to punch the first block he can to make another
- vine appear (climb it).
- Jump to the right to stop short of the wooden ledge below in the water, wait
- for the water to rise and then lower before jumping down to enter the area
- below to collect ALL the Coins before tripping the P-Switch t escape the
- flooding area. If you go after the three Coins standing on the ledge above,
- you can hit the top one to get a 1-Up.
- Continue right again to enter a pipe so you can go right unimpeded towards the
- Slot Box to finish the level!
- o---------------------o
- | World 3 Fortress #2 |
- o---------------------o
- Go through the pipe to swim past a Roto-Disc before having two Cheep-Cheeps
- to contend with for a Power-Up from a ? Block. Stroke your way right to
- pass another Roto-Disc and another Cheep-Cheep to go down a pipe.
- Now you will need to swim past two sets of Stretches carefully (you need to
- be very skilled on the tapping the A Button here) to cross under a low wall
- to go over a Stretch (the top is preferable as the Stretch does not come
- out of the top half for some reason). Now you need to pass through another
- Stretch set (your MUST go between the two in this set) to reach the pipe.
- When you land, go right to fight Boom-Boom with the usual strategies.
- Please note that the two blocks in the air are not there for you to stand
- on, but rather to limit your jumping. Also be sure to not allow Boom-Boom
- into the air after the first stomp as he has wings here.
- o-----------o
- | Level 3-9 |
- o-----------o
- You will have a few options here, as well as a neat trick that will be
- outlined at the end of the walkthrough because it serves no relevant
- purpose.
- ==========
- OPTION ONE
- ==========
- Start off by stomping the Green Paratroopa Koopa down to the shell, grab the
- shell, and then run past every enemy to throw the Koopa Shell past the second
- Bullet Bill Cannon (this one is right tight and low to the ground). Now turn
- and quickly get on the ledge above and move right so both Bullet Bill cannons
- are visible below so you can watch the Bullet Bills get mowed down by the
- shell for larger and larger points before the 1-Ups start rolling in.
- However, just be sure to knock the Bob-Omb up there away from yourself.
- Once you have had your fill, go through the bottom area to go down a pipe
- before turning left to swim through the tunnels here while avoiding the
- Cheep-Cheep to find a pipe.
- Immediately hold RIGHT to land on a ledge, which will drop down to an area
- where a gigantic ? Block contains a free Frog Suit! Go out the pipe to swim
- past the Cheep-Cheeps as you move right to go to the far side to go up a
- pipe.
- Run right to go hit the Slot Box to finish the level!
- ==========
- OPTION TWO
- ==========
- Start off by going right past the Green Paratroopa Koopa, under the Pirahna
- Plant, and then punch the sixth brick for a Power-Up (you will have to chase
- the Super Mushroom if that is the Power-Up) while dodging Micro Goombas from
- above and a Bullet Bill launcher to your right. Head right to see your first
- Bob-Omb, followed by taking the high route.
- Deal with the Bob-Ombs as you go right to get a Power-Up form a Note Block,
- and then move the ice blocks so Mario can pass through to kill the Green
- Koopa Troopa (use an ice block). Hit the brick for a 1-Up Mushroom, and
- then head right to go by two Green Paratroopa Koopas to go down the pipe.
- Swim right past the two Cheep-Cheeps to go up the pipe. Run right to hit
- the Slot Box to finish the level!
- ==========
- NEAT TRICK
- ==========
- Take the Koopa shell at the beginning of the level, and throw it just past
- the Bullet Bill cannon like in Option One. Now back track to the White
- Block, stand on top of it, and then duck for five seconds. When you fall
- through (you will be behind the scenery), quickly go right to go through the
- opening in the brick wall to go down the pipe into the water section.
- However, you will be invisible! This will last for a limited time and
- serves no practical purpose, but it is a neat thing to do for kicks!
- o--------------------------o
- | Wendy O' Koopa's Airship |
- o--------------------------o
- Jump over the wall to your right, fight/avoid the respawning Rocky Wrenches,
- and then go over a Bullet Bill launcher to jump up on top of a high roof.
- You then need to go through the path where some Cannonball launchers will be
- shooting, followed by leaping to the right, then to the left to get a
- Power-Up, and then back to the right while dodging the Bullet Bills coming
- from your right.
- Now you can use a Cannonball to bounce up on top of the roof (hold the A
- Button to get the extra height), or go through the hall with four Cannonball
- launchers bombarding you. The next section has a bolt-lift (jump on the
- screw repeatedly to get across the bolt-lift), but you can just go down and
- dodge the Exhaust Ports fire to go right.
- Now you can go down the hole to try and pass an Exhaust port followed by
- three Rocky Wrenches attacking from your left OR you can hop the gap and
- then the wall to face the Rocky Wrenches before moving right. Now go down
- the pipe to the Koopa Kid's Chamber!
- The following is her room's layout:
- | | | |
- | | | |
- | | | |
- | | | |
- | | | |
- | | | |
- | |___________________________| |
- | | | | | | | | | | | | | | | | |
- Wendy O' Koopa will start off by throwing a bracelet that will bounce around
- the room using 45 degree angles off the room dimensions, so stomp her. She
- will land from her shell jump to throw another bracelet, followed by some
- small jumping movements. After the second stomp, she throws a third
- bracelet before she begins to jump really highly all over the room! Grab
- the Magic Wand and fall down to the throne room to receive a letter from
- Princess Toadstool. She gives you a Music Box as you head off to Giant
- Land!
- ----------------------------------------------------------------------------
- -----------------------------------World Four-------------------------------
- ----------------------------------------------------------------------------
- 7) Welcome to Giant Land! This section will give you the know all for
- getting through with ease.
- ______________________________
- KEY |
- |
- S - Start Location |
- X - Level Location |
- P - Pipe Location |
- F - Fortress Location |
- R - Rock Location |
- H - Spade House Location |
- T - Toad House Location |
- W - Wandering Hammer Brothers |
- L - Locked Door Location |
- C - Castle Location |
- B - Bridge Location |
- ______________________________|
- G I A N T L A N D
- --S--P T--X-----+ PL-F-----X---W--x
- | | | | | |
- | C---B+-F W--+ W--H T |
- | | | | | |
- P H--+-----+ +--X TRP-X--X
- |
- T
- o-------------------------o
- | Mushroom House Contents |
- o-------------------------o
- House #1: Pre-Determined
- Items...: Tanooki Suit
- House #2: Random
- Items...: Super Mushroom, Fire Flower, Raccoon Leaf
- House #3: Random
- Items...: Super Mushroom, Fire Flower, Raccoon Leaf
- House #4: Random
- Items...: Fire Flower, Raccoon Leaf, Tanooki Suit
- o---------------------------o
- | Wandering Hammer Brothers |
- o---------------------------o
- Brother Set #1: Jugem's Cloud
- Brother Set #2: P-Wing
- Brother Set #3: Invincible Starman
- o-----------o
- | Level 4-1 |
- o-----------o
- The first thing you will notice is the oversized EVERYTHING, so be ready for
- this throughout Giant Land. Go right past a Pirahnacus Giganticus to stomp
- a Giant Goomba before stomping and kicking Red Giant Koopa Troopa to the
- right to make space underneath the ? Block so the Power-Up can be unleashed.
- Now go take care of the Colossal Green Paratroopa Koopa, and then you have
- he option of flying to the water area above to go left enter a pipe where
- two Big Berthas guard two 1-Ups (you will come out on the right side of the
- water area.
- Once you are done above (or you just can not/do not want to go there), head
- right to deal with a Giant Goomba and a Colossal Green Paratroopa Koopa
- while getting a Power-Up from the ? Block. Go through the opening in the
- bricks to start across small ledges/clouds where Red Giant Koopa Troopas
- patrol (you can kick one into the ? Block for a Power-Up).
- When you reach the huge pipe, jump across the gap when the Venus Fire Trap is
- not out and avoid the Green Gargantuan Koopa Troopa as you enter the pipe.
- Now run right to hit the Slot Box to finish the level!
- o-----------o
- | Level 4-2 |
- o-----------o
- This level is the White Mushroom House level, so go into this level trying
- to collect all the Coins possible to win yourself a fabulous prize! This
- level requires you collect a minimum of 22 Coins to make the White Mushroom
- House appear.
- This level will sink and rise with the water, so be sure to stay dry
- (especially when the Cheep-Cheeps are around!). Go across the gaps from
- pipe to pipe while dealing with the enemies until you arrive at the ice
- blocks. Keep throwing them to the right to hit the ? Block for a Power-Up,
- and then head right past a couple Venus Fire Traps to land near a wall of
- bricks and a P-Switch.
- Trip the P-Switch, get the Coins (that were bricks) to your left, followed
- by going right to get the newly formed Coins as you hit the ? Block to
- release an Invincible Starman. Now go right to get the last sets of Coins
- from bricks (before the P-Switch runs out), followed by collecting the many
- Coins as you head right to jump the final gap to enter a pipe. Run to the
- right to hit the Slot Box to finish the level!
- o-----------o
- | Level 4-3 |
- o-----------o
- If Sledge Brothers give you trouble, I suggest using an Invincible Starman
- before entering the level.
- Two Sledge Brothers will accost Mario before he can enter a pipe to head
- underground. Buzzy Beetles will attack here (one off the roof), followed by
- a jump across the gap to an elevated ledge where another Buzzy Beetle awaits
- Mario. Jump the gap past a Green Paratroopa Koopa to avoid another ceiling
- diving Buzzy Beetle, followed by a jump to a small ledge where a Power-Up
- awaits.
- A ceiling diving Spiny attacks next (DO NOT STOMP HIM), then a Buzzy Beetle,
- and then a Red Paratroopa Koopa hovers in a gap between you and the next
- ledge. Another ceiling diving Spiny attacks, then a Red Paratroopa Koopa
- blocks your jump to the next ledge where Buzzy Beetles block your path. Hit
- the bricks above these Buzzy Beetles to get Coins and unleash a 1-Up
- Mushroom, which you must run right to beat it to the far side of the ledge
- to grab it (while dodging/killing two ceiling diving Spinies and a Buzzy
- Beetle).
- Now hop the gaps that are next, making sure to take care around the wooden
- block stacks (they can bounce you backwards if you are not ready for them).
- Head up the pipe to find a free path to the Slot Box to finish the level!
- o------------------------o
- | World Four Fortress #1 |
- o------------------------o
- Run to the right under two Hotfoots and fall through the hole below to avoid
- the horizontal Thwomp that will move to get you. Go right under another
- Hotfoot, let the Thwomp above move, and then jump up through before it
- resets. Now you can choose which path you wish to take.
- ===========
- OPTIONE ONE
- ===========
- Head right underneath the Hotfoot to watch the Thwomp above go right,
- followed by it returning left. The instant you can jump into his area, do
- so and run right and duck (if Super Mario or better) to slide through the
- hole. Now avoid two hotfoots (one on each side) as you go under another
- Thwomp to gain a Power-Up. Now wait till the Thwomp below is out of your
- way (to the left) before hopping down and running through to reach the pipe
- on the far side.
- ==========
- OPTION TWO
- ==========
- Go down the third pipe of the five here to enter an underground area, where
- three Dry Bones and a Boo Diddly guard some ? Blocks (one of which is a
- Power-Up). Go right to jump straight up underneath the left side of the
- opening above to reveal a hidden block (worth a Coin), followed by a jump to
- the right to reveal another hidden block. Jump to the right to go up the
- pipe.
- ========
- REJOINED
- ========
- Run to the right to face Boom-Boom! He has no wings this time, but he has a
- platform in the middle of the room to interfere with your jumping room, so
- watch it! Three stomps and a ? Ball later, the Fortress will be dusted!
- o-----------o
- | Level 4-4 |
- o-----------o
- A water level with Lakitu throwing his Spiny Eggs, which will form into
- Spinies will be the worry of the day here.
- You can start off by killing Lakitu if you wish to make things easier for
- yourself with a well timed leap out of the water, but it is risky because of
- the Spiny Eggs. Go right to enter a choice in paths.
- ==========
- OPTION ONE
- ==========
- Get the Power-Up from the ? Block, stand on top of the ? Block, and then
- walk off to the left (continue to hold LEFT). If done correctly, Mario will
- pass through an air blowing current from a pipe to allow himself to enter
- a different pipe. Enter and trip the two P-Switched (one for each
- compartment) to collect a pile of Coins from both before taking the pipe to
- the right.
- ==========
- OPTION TWO
- ==========
- Get the Power-Up from the ? Block, head down the hole, and head right.
- ========
- REJOINED
- ========
- Now swim right through the obstacles underwater and avoid the incoming
- Spinies from above to eventually find a pipe near the top of a set of huge
- wooden block stairs. Run to the right to hit the Slot Box to finish the
- level!
- o-----------o
- | Level 4-5 |
- o-----------o
- Start the level by climbing up the stairs while fighting the Green
- Gargantuan Koopa Troopa and a Colossal Green Paratroopa Koopa before going
- down to the ground to fight another Colossal Green Paratroopa Koopa (use
- it's shell to smash the brick protecting the ? Block Power-Up). Jump the
- gap past a Pirahnacus Giganticus to see that Bullet Bill cannons are
- plentiful from this point on! However, some of these Bills are Missile
- Bills (they follow Mario somewhat) instead of Bullet Bills.
- Head right (grabbing a power-Up from the middle ? Block on the first ledge
- of them) before continuing right across some gaps while dodging Missile
- Bills and a Pirahnacus Giganticus. When you see two launchers right beside
- one another, stand on the one on the right, and then jump straight up to hit
- the brick above. Now wait for a Missile Bill to come your way so you can
- hop off of it (hold the A Button) to fly above the brick to find a Vine!
- Climb the vine and enter the pipe to find a gigantic ? Block containing a
- Tanooki Suit for Mario! it the P-Switch, go outside and then use your tail
- to descend slowly to the ground (along the silver Coin path). Continue to
- the right past a Pirahnacus Giganticus and one last launcher to go through
- the pipe. Head right to hit the Slot Box to finish the level!
- o-----------o
- | Level 4-6 |
- o-----------o
- This level contains doors that will switch Mario between gigantic enemies
- and obstacles to small enemies and obstacles. Of course, going through the
- doors while in the "small" sections will have the opposite effect.
- Head right to fight a Green Gargantuan Koopa Troopa and a Colossal Green
- Paratroopa Koopa before breaking into the brick outline to fight another
- Green Gargantuan Koopa Troopa before punching the right most brick you can
- reach on the top row to reveal a 1-Up. Continue right over the hole to pass
- a Pirahnacus Giganticus to fight off a Green Gargantuan Koopa Troopa and two
- Giant Goombas to enter a door.
- You will appear with two Goombas charging Mario, so kill them before flying
- into the sky to find a 1-Up and some Coins on a cloud platform before
- dropping down to take on a Green Paratroopa Koopa before butting the wooden
- blocks to the right to reveal an Invincible Starman. Now hustle over the
- ledge above (taking care of the Goomba), grab the Invincible Starman, and
- then jump the Pirahna Plant to take out the Green Koopa Troopa. Now jump up
- to reveal hidden blocks (one of which hides a 1-Up Mushroom) before you head
- right to take on two Red Koopa Troopas.
- A Green Paratroopa Koopa and a Pirahna Plant are your next obstacles, which
- is guarding a small gap to jump to a Red Koopa Troopa and a Green Koopa
- Troopa duo on two brick ledges. Head right across the bricks and then to
- ground level to hit the Slot Box to finish the level! Just note that two
- Green Paratroopa Koopas will accost you along the way.
- o------------------------o
- | World Four Fortress #2 |
- o------------------------o
- An intriguing Fortress that has two VERY different paths through it. You
- will have the option of short path with no rewards or the long path with
- some rewards.
- Go right up the stairs to start jumping over the lava on the donut lifts
- (making sure to not stay on the same block for too long), and then stomp the
- Dry Bones and collect the Power-Up (while the Dry Bones is down, walk across
- the Donut Lift it stands on to make it fall to the lava). Continue right
- across the donut lift ledges to take out another Dry Bones before doing a
- full run and jump to reach the high ledge above.
- When you come back onto solid ground, more Dry Bones will attack as you move
- right. When you reach the brick, jump up onto the top of it (courtesy of a
- Dry Bones) to trigger it. Now you have a fork in your path to choose from.
- ==========
- OPTION ONE
- ==========
- Jump up to the higher ledge to continue moving right past a Dry Bones and a
- Roto-Disc to find Boom-Boom! This room is cluttered with small ledges
- throughout to make maneuvering quite difficult, and this can be compounded
- by him jumping into the sky after one stomp. Three stomps and a ? Ball
- later means you will be out of the Fortress!
- ==========
- OPTION TWO
- ==========
- When you trip the P-Switch, seven silver Coins appear to Mario's left. They
- form an outline of a door, so go through it to enter the "Hidden Quarter" of
- the Fortress.
- Here you will see two types of yellow platforms: one with a specific arrow
- direction, and one with an exclamation mark on it. The specific arrow
- direction will be the ONLY direction the platform will move, but the
- exclamation mark platform can have it's direction changed by jumping up and
- down on it (starts up, then left, then right, then starts over).
- Jump on the arrow platform to go up until a ledge appears on the right for
- Mario to jump to, followed by taking the exclamation mark platform up until
- it is high enough to clear the Pirahna Plant, followed by jumping to change
- direction to go left.
- Take the arrow platform up, go left through the side of the screen to appear
- on the right, and then take the first pipe you come to, which will take you
- to a Power-Up. Go back down the pipe, take the other pipe, followed by
- going to the pipe on the right when you appear.
- When you appear, go onto the exclamation mark platform, jump once to head
- left, and then jump once more to go up between the two pipes. However, you
- will need to pick the left side of the gap to avoid the Pirahna Plant that
- is cooing in and out here. Change the direction of the platform by jumping
- once more to turn right to get under a hole, and then jump one more time to
- get the platform to turn upwards so Mario can reach the pipe above.
- Collect the nine Coins in this room, stand on the left side of the pipe
- before jumping up to reveal a hidden block. Now get on the hidden block to
- jump to the left of the block to reveal another block, and then one last
- block off of the second one (to the left) to find a 1-Up Mushroom. Go down
- the pipe.
- Hit the gigantic ? Block for three 1-Ups, and then fly up the left side of
- the room to break through some bricks o find thirty Coins (if you can not
- fly, then too bad). Go up the pipe to go past a Dry Bones and a Roto-Disc
- to find Boom-Boom!
- This room is cluttered with small ledges throughout to make maneuvering quite
- difficult, and this can be compounded by him jump into the sky after any
- stomp. Three stomps and a ? Ball later means you will be out of the
- Fortress!
- o----------------------o
- | Iggy Koopa's Airship |
- o----------------------o
- Head right to pass two Exhaust Ports to reach a choice of using a bolt-lift
- on the high path so you avoid the Exhaust ports below and grab a Power-Up,
- or you have to maneuver between the Exhaust Ports below (although you could
- get the Power-Up still).
- Choose the high path to dodge one Exhaust Port and jump to the next ledge,
- or take the low road to jump through the three Exhaust Ports in their
- toughly timed path. Go past the Exhaust port shooting straight up and go to
- the right against the wall. Now wait for the Exhaust Port above to stop
- firing, duck, and then hop up to the right (this will allow Mario to pass
- underneath the flame from the next Exhaust Port unharmed).
- Once that Exhaust Port stops spewing flame, jump up when the one above the
- previously mentioned one stops so you can go right towards the pipe.
- However, wait until the screen stops scrolling to see a ? Block containing a
- Power-Up, so grab it and then head down the pipe to the Koopa Kid's Chamber!
- The following is the layout of his room:
- | | | |
- | | | |
- | | | |
- | | | |
- | |___ _____ | |
- | | | |___ _| | |_ | |
- | | | | | | | | |_________| |
- | | | | | | | | | | | | | |
- Iggy Koopa is very similar to both Morton Koopa Jr. and Larry Koopa, but he
- has an extra advantage they did not. He can fire off two consecutive sets
- of smoke rings to hurt Mario, as well as his leaping abilities that increase
- in height with each stomp received. Grab the Magic Wand and fall down to
- the throne room to receive a letter from Princess Toadstool. She gives you
- a P-Wing as you head off to Sky Land!
- ----------------------------------------------------------------------------
- -----------------------------------World Five-------------------------------
- ----------------------------------------------------------------------------
- 8) Welcome to Sky Land! This section will give you the know all for
- getting through with ease.
- ______________________________
- KEY |
- |
- S - Start Location |
- X - Level Location |
- P - Pipe Location |
- F - Fortress Location |
- R - Rock Location |
- H - Spade House Location |
- T - Toad House Location |
- W - Wandering Hammer Brothers |
- L - Locked Door Location |
- C - Castle Location |
- B - Bridge Location |
- O - Tower Location |
- ______________________________|
- S K Y L A N D
- +--X--T X---W
- | | | |
- X P P---+ +--O
- | | |
- | F--+ +---W
- | | |
- ---S +--H---+
- T
- |
- P +--X
- | | |
- +L-+---X--+ H
- | |
- H--+--F---+--X--+
- | | |
- C-----X--X +--T--X
- o-------------------------o
- | Mushroom House Contents |
- o-------------------------o
- House #1: Pre-Determined
- Items...: Tanooki Suit
- House #2: Random
- Items...: Fire Flower, Raccoon Leaf, Tanooki Suit
- House #3: Random
- Items...: Super Mushroom, Fire Flower, Raccoon Leaf
- o---------------------------o
- | Wandering Hammer Brothers |
- o---------------------------o
- Brother Set #1: Invincible Starman
- Brother Set #2: P-Wing
- Brother Set #3: Music Box
- o-----------o
- | Level 5-1 |
- o-----------o
- Two paths that lead to different rewards. The walkthrough will cover both
- step-by-step.
- ==========
- OPTION ONE
- ==========
- Head right past the Buster Beetle to bump the Wooden Block for a Power-Up,
- and then go past the Chain Chomp as you climb the blue structure (heading
- right). The next Chain Chomp can be baited into charging Mario so he can
- quickly move over his Wooden Block to go after the power-Up inside (very
- risky though).
- After passing one more Chain Chomp, Mario will need to hop up the steps as
- he jumps Nippers and a charging Buster Beetle. Pass the Chain Chomp to find
- a row of ? Blocks that contains an Invincible Starman (4th from the left),
- followed by charging down the steep slope to the right to pass through some
- Nippers and a light brown Para-Goomba before hopping a brick wall to go into
- the end of level Slot Box area (just watch for a final Nipper).
- ==========
- OPTION TWO
- ==========
- Head right past the Buster Beetle to bump the Wooden Block for a Power-Up,
- and then go past the Chain Chomp as you climb the blue structure (heading
- right). The next Chain Chomp can be baited into charging Mario so he can
- quickly move over his Wooden Block to go after the power-Up inside (very
- risky though). Keep in mind that as soon as you have Raccoon Mario, head
- back to the starting area to break all the bricks by the bouncy Wooden
- Block.
- By using a short hop to run back and forth while jumping the blue block and
- avoiding the Chain Chomp attack to wing to the air. Align yourself over the
- Wooden Block as you fly straight up to find a pipe to go into. Once inside,
- head right to the next pipe to head outside to grab FOUR 1-Ups (bust them
- out of their bricks one at a time to make sure they do not disappear before
- you collect them)!
- Return inside to perform a ducking fly maneuver up into the passages above
- and head right before standing to be sucked through the wall to find a
- Treasure Chest containing a Music Box! This will also end the level for
- you!
- However, please note that you can use the outside runway to fly through the
- few sections of the large arcing blue containment wall where bricks exist.
- However, this should only be done if you wish to get to the Slot Box (use
- OPTION ONE for enemy info as you head right).
- o-----------o
- | Level 5-2 |
- o-----------o
- Two paths that lead to different rewards. The walkthrough will cover both
- step-by-step.
- ==========
- OPTION ONE
- ==========
- Go down the pipe and fall straight down to land on a Note Block, so use it
- and the next Note Block to get to some firmer brick ledges. Climb upwards to
- go up the pipe (watch out for the Green Koopa Troopas falling from above).
- Slide down the hill to kill three Goombas, continue right to slide down
- another slope to kill two more Goombas, and then head down the first pipe
- you encounter. Inside is a Power-Up (left most brick on the bottom row) and
- the gigantic ? Block contains three 1-Up Mushrooms!
- Outside once more, head right to deal with a Green Paratroopa Koopa and get
- four ? Block Coins before heading right again to go up a pipe. Run to the
- right to hit the Slot Box to finish the level!
- ==========
- OPTION TWO
- ==========
- Go down the pipe and fall straight down to land on a Note Block, so use it
- and the next Note Block to reveal a Power-Up. Continue your long fall
- through the long expanse of air where Coins are randomly distributed until
- you land in a pond with three pipes (take the middle pipe to move on in the
- level).
- Upon arriving, go right to see a Buster Beetle pick and throw an ice block
- (just stand close to it to dodge the block on it's arc) before dispatching
- the Buster Beetle. Go right past the two Pirahna Plants, dodge the ice
- block from the Buster Beetle, and then go past the Venus Fire Trap to pass
- under a Pirahna Plant to go by another Venus Fire Trap.
- Go right to fight a Buster Beetle (watch out for ice blocks) as you move
- right to find more Buster Beetles with ice blocks and Pirahna Plants before
- reaching the end of the path to go up the pipe there. Run to the right to
- hit the Slot Box to finish the level!
- o------------------------o
- | World Five Fortress #1 |
- o------------------------o
- Keep in mind that this Fortress is only necessary to do if you wish to
- create a shortcut past 5-1 and 5-2 if your get a GAME OVER. However, a few
- 1-Up Mushrooms reside inside.
- Go right down the steps, jump across the lava when the Podoboo and the
- Roto-Disc to pass underneath a Thwomp. If you have are Raccoon Mario, go
- right to bust the bricks blocking the passage to the above (leave one as a
- stepping stone) and break the bricks on there too while getting a Power-Up
- (it will make you Raccoon Mario if you are only Super Mario).
- Now go left to go under the Thwomp again before running right to build your
- flight meter to fly up through the twisty path to enter the pipe above (grab
- the Coins and fly where the arrow pointed to reveal a 1-Up Mushroom,
- follwoed by looking off-screen to the left and right of the arrow for 2 more
- 1-Up Mushrooms). Skip the following paragraph to resume the walkthrough.
- If the above does not appeal to you (it is a fair bit of work for little
- reward), go right past the two Roto-Discs to punch the brick to the left of
- the Thwomp for a Power-Up before continuing right to run through the dual
- Roto-Disc attack.
- Go right to the wall, turn left to keep Boo Diddly from charging, and then
- jump onto the top of the wall before the Roto-Disc can get you (turn left to
- keep Boo Diddly away). Run under the Thwomp, get tight to the wall, and
- then jump over the wall when both the Thwomp and the Roto-Disc are not in
- your way.
- Continue right to jump a lava pit to see a Thwomp waiting over an area that
- is as big as him. You can either do a jump to the edge of the platform
- (difficult to do without getting hurt), jump out and then back in to bait
- him so you can jump across when he resets (decent), or you can do a short
- jump from a run to immediately pass under BEFORE he gets to land a hit (hard
- but the easiest with practice). Go through the door to find Boom-Boom!
- A room void of platforms and Boom-Boom does not wing to the sky here. A
- simple three stomps and you are out when you grab the ? Ball on this
- Boom-Boom execution 101!
- o-----------o
- | Level 5-3 |
- o-----------o
- Yes, this is in fact the lone level that houses the almighty (and
- worshipped) Power-Up, Kuribo's Shoe! Enjoy it while it lasts! Also
- remember to hit any Kuribo Goombas from below (when they are on brick
- ledges) to get the Kuribo Shoe free for Mario.
- Go down the pipe you see, walk left to wait for the Spiny to move so you can
- go after the power-Up in the ? Block between the pipes. Go left past the
- Venus Fire Trap, face-off with a Kuribo Goomba (brick ledge is right there
- to get it form the Goomba), and then continue left to find three Spinies.
- Another Kuribo Goomba and a brick ledge are next, followed by three more
- Spinies. Next are some Black Munchers that you can go across with your
- Kuribo Shoe for Coins and a 1-Up Mushroom (second from the left). Next are
- two Pirahna Plants and a Venus Fire Trap before you take a pipe to the level
- below.
- First up is your last shot at a Kuribo's Shoe (move the ice blocks and bait
- it onto the brick ledge before going below to de-shoe the Goomba), which is
- then followed by a Pirahna Plant and some Black Munchers to the right.
- Three Spinies, a Pirahna Plant, Black Munchers, and then another Pirahna
- Plant will challenge you before a Bob-Omb waddles into your hair.
- The middle ? Block contains a Power-Up, jump across the tall pipe between
- the Venus Fire Trap's attacks, and then fight with a couple Pirahna Plants
- and Black Munchers. One more Spiny then stands between you and the pipe to
- the end of level Slot Box goodness!
- o-----------o
- | The Tower |
- o-----------o
- Please note that a secret exists here that requires a P-Wing to get, but
- only if you wish to get a single 1-Up Mushroom.
- Head off to the right through the four Roto-Discs, possibly stopping to get
- the Power-Up before heading up the pipe. Now you need to move left past two
- Thwomps to go up another pipe to be on the outside. Head right across the
- gaps and fight off the two Pile Driver Micro-Goombas to reach the far right.
- If you have a tail, you can hit the wall to the right of the pipe for the
- Coins in the Coin Blocks, and if you have your P-Wing power on, fly over the
- wall to the right to find a lone brick in space with a 1-Up Mushroom inside.
- Go right to go under a Thwomp and jump a bed of spikes while dodging a
- Roto-Disc to go right and jump another bed of spikes to find a pipe to go
- up. Simple go left through this room and up the pipe to end up outside (the
- bricks below the pipe are worth 1 Coin each if you have a tail). Go right
- to punch the lone brick between the ? Blocks to make a beanstalk (deal with
- the Red Koopa Troopa) before climbing up to the cloud platforms. Use them
- to reach the pipe to exit!
- If you go back down (this will deposit you on the bottom half of this world),
- you can get a 1-Up Mushroom with the use of a tail (but you will have to climb
- up the Tower again to get to the top half of the World).
- o-----------o
- | Level 5-4 |
- o-----------o
- If you can fly, this level can play vastly differently than if you can not.
- ==========
- OPTION ONE
- ==========
- This is the regular level. Get the Power-Up, take a running leap past the
- two rotor platforms, use the still rotor platform (it will tilt in the
- direction you are standing), and then hop over the following rotor platforms
- to land on a ledge of wooden blocks.
- Jump the waterfalls and then use the still rotor platforms as you jump
- across the continually rotating ones to land on a cloud platform with a
- Green Paratroopa Koopa. Here you can use the spinning rotor platform to
- perform "The Fake Touch Down Move" (jump on the Koopa Troopa and bounce to
- the platform to wait for the Koopa Troopa to revive so you can jump onto it
- before bouncing back to the rotor platform to repeat the set-up for the
- chain).
- Once you are done/do not bother, head through the pipe to find Lakitu and
- the Slot Box to finish the level! Please note that if you let Lakitu throw
- all four of his Spinies (the maximum he is allowed to have on screen at a
- time) and you then hit the Slot Box, many points and a 1-Up will be yours!
- ==========</pre><pre id="faqspan-3">
- OPTION TWO
- ==========
- Grab the Power-Up at the start and you will need to be Raccoon or Tanooki
- Mario (in this case, NO grabbing the Power-Up). Use the run way to take off
- to the cloud ledges in the sky. When you reach the second one, build up
- your meter to wing to the sky to fly right, and then hover right when you
- run out of flying power to reach the end of the level. Go through the pipe.
- Once you are done/do not bother, head through the pipe to find Lakitu and
- the Slot Box to finish the level! Please note that if you let Lakitu throw
- all four of his Spinies (the maximum he is allowed to have on screen at a
- time) and you then hit the Slot Box, many points and a 1-Up will be yours!
- o-----------o
- | Level 5-5 |
- o-----------o
- This level is the White Mushroom House level, so go into this level trying
- to collect all the Coins possible to win yourself a fabulous prize! This
- level requires you collect a minimum of 28 Coins to make the White Mushroom
- House appear.
- This whole level has a multitude of Donut Lifts constructing the ledges
- Mario walks on, so be careful. Head right to fight two Green Paratroopa
- Koopas and a light brown Para-Goomba as you move to hit the top wooden block
- of the three block stack for a Power-Up. Now go right to stomp a Paratroopa
- Koopa down to it's shell, pick up the shell, and then throw it back to the
- left to uncover the pipe on the right so you may go down it.
- Fall through the Coins and hit the gigantic ? Block for a Tanooki Suit
- before exiting. Jump up through the bricks here to hit the left-most brick
- to get a Coin and continue right (if you get hit though, hit the right-most
- brick to get a Power-Up as well as bumping the Wooden Block just to the
- right of that on the Donut Lifts for another Power-Up).
- Head left through a Fire Chomp and some Pirahna Plants to get some Coins on
- a Donut Lift "bridge", followed up by using the Donut Lifts one at a time
- from left to right to get the Coins below. Now head right again to arrive
- back at the Venus Fire Trap/Green Paratroopa Koopa combo to continue right
- to go under another light brown Para-Goomba to go to the Slot Box to finish
- the level!
- Please not that you can go back to the same pipe you entered for the Tanooki
- Suit to reset the bricks that contain Coins until you have enough Coins for
- the White Mushroom House to appear!
- o-----------o
- | Level 5-6 |
- o-----------o
- Start off by going right with the scrolling screen to see some Para-Beetles
- flying towards the left side of the screen. They can not harm you (unless
- you jump into their bottoms), and you can not harm them as you use them as
- stepping stones between platforms to go between the platforms over the large
- gaps. Be sure to grab the ? Block Power-Up before you jump past the Red
- Paratroopa Koopa to use the Note Blocks to hop across the small wooden block
- platforms.
- Continue to collect Coins as you see a ledge of bricks appear, which you
- should go under to make a P-Switch appear out of the second brick from the
- right (trip it). Now jump across the larger ledges here to pass/kill a Fire
- Chomp as you move to the right to enter a pipe.
- Head through the pipe to find Lakitu and the Slot Box to finish the level!
- Please note that if you let Lakitu throw all four of his Spinies (the
- maximum he is allowed to have on screen at a time) and you then hit the Slot
- Box, many points and a 1-Up will be yours!
- o-----------o
- | Level 5-7 |
- o-----------o
- This level has an unique oddity that few levels share. If you use an
- Invincible Starman BEFORE entering the level, you will have the opportunity
- to run through the entire level while invincible provided you hit the proper
- block to cause replacement Invincible Starman to appear. However, they will
- only appear if you are still invincible WHEN you punch the block.
- The walkthrough will cover the normal level and the Invincible Starman
- strategies. Please note that you can go down the first pipe you see to find
- an area with some possible Invincible Starmen as well as a P-Switch with
- bricks high int he sky requiring a P-Wing to make it a somewhat useful
- diversion (you will collect very few Coins using a Raccoon Leaf or Tanooki
- Suit for this trick).
- ==========
- OPTION ONE
- ==========
- Go past the Green Koopa Troopa to find a Pile Driver Micro-Goomba guarding a
- Power-Up in a Wooden Block. Continue right to deal with three more Pile
- Driver Micro-Goombas, a Venus Fire Trap, and then two more Pile Driver
- Micro-Goombas.
- Lakitu will appear to throw Spinies at Mario, so head right swiftly while
- dodging the various Pile Driver Micro-Goombas and Bullet Bill launchers that
- litter your path. Run right across the flat white cloud to burn on through
- the pipe.
- You will happen upon Lakitu and the Slot Box to finish the level! Please
- note that if you let Lakitu throw all four of his Spinies (the maximum he is
- allowed to have on screen at a time) and you then hit the Slot Box, many
- points and a 1-Up will be yours!
- ==========
- OPTION TWO
- ==========
- Remember you need to use an Invincible Starman BEFORE entering the level.
- Run right to hit the first ? Block you see for the next Starman (collect),
- and then run right to hit the first ? Block in the next set of three for
- another Starman (collect).
- Now run right to go up the brick structure to quickly drop into the Venus
- Fire Trap area to hit the ? Block on the left part of the hole to get your
- next Starman (collect) before leaving the hole to run right to hop off the
- structure to turn left and hit under the lone brick sticking off that same
- structure for the next Starman (collect).
- Go right to land on the first pipe, hit the brick above for the next Starman
- (collect), and then continue right at top speed past the Bullet Bill
- launchers to go through the pipe you find at the end.
- You will happen upon Lakitu and the Slot Box to finish the level! Please
- note that if you let Lakitu throw all four of his Spinies (the maximum he is
- allowed to have on screen at a time) and you then hit the Slot Box, many
- points and a 1-Up will be yours!
- o------------------------o
- | World Five Fortress #2 |
- o------------------------o
- Jump right over the lava using the small block to go down the pipe. Jump to
- the right across the gaps when the Podoboos are not in your path when they
- fly from both the lava on the floor and the down from the roof. When you
- reach the ? Blocks, go over the top (making sure to watch out for the two
- Podoboos coming through the ledge below) to hit the last ? Block on the
- right for an Invincible Starman.
- Now head right across the small platforms to reach a part where a Boo Diddly
- waits, which you should kill with your disappearing invincibility (if you did
- not get here in time, you will have this ghost chasing you the whole way to
- the end). Go right to find a Power-Up from a ? Block (watch out for the
- Podoboo from the roof), and then continue right through some more Poboboos
- and another Boo Diddly to tangle with one last Dry Bones to get into the
- pipe.
- Head right to fight Boom-Boom! Another room clear of obstructions for your
- brawl, so a three stomp and out technique should be easy. However, he will
- try to wing to the sky after the first stomp, so get him before he becomes
- airbourne or you will have some troubles.
- o-----------o
- | Level 5-8 |
- o-----------o
- This level works best if you run the whole way through, which allows for
- minimal attack time for Lakitu. However, make sure to take your time on the
- jumps near the end of the short level.
- Jump across the gap to get a Power-Up from a ? Block before continuing right
- across the gaps with Lakitu raining down Spinies until you see two Red Koopa
- Troopas. You can use this marker to know that the next high ledge will have
- a Power-Up in a ? Block AND a spot to kill off Lakitu (if you want to risk
- it).
- Then you will face a Red Paratroopa Koopa guarding the ascending cloud
- ledges that leads to a long high cloud ledge that has the pipe you need to
- pass through. You will happen upon Lakitu (AGAIN!) and the Slot Box to
- finish the level! Please note that if you let Lakitu throw all four of his
- Spinies (the maximum he is allowed to have on screen at a time) and you then
- hit the Slot Box, many points and a 1-Up will be yours!
- o-----------o
- | Level 5-9 |
- o-----------o
- A scrolling level that requires efficient movements on your part. Go right
- past the Red Paratroopa Koopa tot he next cloud ledge before hopping across
- the next seven floating ledges. Hop up to the horizontal moving ledge above
- the seventh in the set, and then ride it to the right to jump to the ledge
- dropping down from above.
- As a Fire Chomp attacks, jump to the ledge on the right, followed by
- going on a set of three jumps to the right (across a new platform each
- time). Another Fire Chomp attacks, so jump to the ledge above, jump to the
- right, and then jump up the remaining ledges to reach a cloud ledge where a
- pipe awaits.
- You will happen upon Lakitu and the Slot Box to finish the level! Please
- note that if you let Lakitu throw all four of his Spinies (the maximum he is
- allowed to have on screen at a time) and you then hit the Slot Box, many
- points and a 1-Up will be yours!
- o---------------------o
- | Roy Koopa's Airship |
- o---------------------o
- Head right to go by a Cannonball launcher and an Exhaust Port to find a ?
- Block Power-Up defended by a pair of Cannonball cannons. Go right past a
- Bullet Bill cannon, up the stairs, past the two Cannonball cannons, and then
- through a barrage of Cannonballs to find a Bullet Bill launcher.
- The next part of the Airship is known by many as "The Gauntlet", which is
- comprised of eight Cannonball cannons. However, you can bypass this
- dangerous section of death by using the first cannon along the top to bounce
- off a Cannonball (hold the A Button) to land on the roof of the wall the
- cannons are attached to. Now head right past the Bullet Bill launcher to go
- to the pipe to enter the Koopa Kid's Chamber!
- The following is the layout of his room:
- | | | |
- | | | |
- | | | |
- | | | |
- | | | |
- | | ___ _______ | |
- | |___| |___| | |_______| |
- | | | | | | | | | | | | | |
- Roy Koopa will greet you here with his smoke ring throwing wand in hand.
- However, he also has the additional power of shaking the ground whenever he
- lands from a jump, which immobilizes Mario for a few seconds. Also note
- that he will double hop after every stomp and they are very short and small
- hops. Grab the Magic Wand and fall down to the throne room to receive a
- letter from Princess Toadstool. She gives you a Jugem Cloud as you head off
- to Ice Land!
- ----------------------------------------------------------------------------
- ------------------------------------World Six-------------------------------
- ----------------------------------------------------------------------------
- 9) Welcome to Ice Land! This section will give you the know all for
- getting through with ease.
- ______________________________
- KEY |
- |
- S - Start Location |
- X - Level Location |
- P - Pipe Location |
- F - Fortress Location |
- R - Rock Location |
- H - Spade House Location |
- T - Toad House Location |
- W - Wandering Hammer Brothers |
- L - Locked Door Location |
- C - Castle Location |
- B - Bridge Location |
- ______________________________|
- I C E L A N D
- T P---B-+
- | |
- +--X---+RP +--+---+
- | | | |
- --S---+--X--H F---WL-+ +--X--W F--+ X---
- | | | | | | |
- P +------X H---+ T +--+R-+---X
- | | | | |
- +--X--+--+--S---+
- o-------------------------o
- | Mushroom House Contents |
- o-------------------------o
- House #1: Random
- Items...: Super Mushroom, Fire Flower, Raccoon Leaf
- House #2: Pre-Determined
- Items...: Hammer Brother Suit
- o---------------------------o
- | Wandering Hammer Brothers |
- o---------------------------o
- Brother Set #1: Hammer
- Brother Set #2: Jugem's Cloud
- Brother Set #3: Invincible Starman
- o-----------o
- | Level 6-1 |
- o-----------o
- Head right to get a Power-Up from a ? Block, jump over the Ptooie when the
- spiked ball is high in the air, and then continue right to see another
- Ptooie. However, if you are Raccoon Mario upon starting the level, ignore
- the ? Block Power-Up as you jump the Ptooie to then fly high into the sky to
- pass through a door. Here you will pass under some low hanging walls to hit
- a P-Switch and then reverse direction to slide back to collect the bounty of
- Coins from the bricks that were switched before exiting through the door on
- the right side of the bricks turned COins (if you are too slow, you will
- have to use your tail to bust the bricks to reach the door).
- A Pirahna plant is next, followed by a Venus Fire Trap, three Ptooies (the
- Bonus Roo will deposit you here), a dark brown Para-Goomba, and then another
- Ptooie. Take a timed running leap through the opening on the Ptooie and it's
- spiked ball to clear the gap on the far side of the pipe. Now run right to
- reach the Slot Box and finish the level!
- o-----------o
- | Level 6-2 |
- o-----------o
- This level will automatically scroll along (so keep up with the movements).
- Use the two cloud platforms to reach the ice platform, jump to the platform
- below, and then use the Ice Block on the ? Block on the right for a
- Power-Up. Jump to the platform on the right with the brick wall, use the
- clouds to climb past it, and then go by the Red Koopa Troopa ledge to go
- right along the wooden ledges to a large wall.
- Jump up the cloud ledges as they appear to climb up beside the wooden block
- wall, jump right across the ledges, and move the Ice Blocks so you can hit
- the Coin Block. Go right past the Red Koopa Troopa to use the cloud
- platforms as the stage scrolls downward to an ice platform, and then drop
- down so Mario is lower than the wooden block wall. Quickly jump to the
- cloud platform, then to the next one, and then back to the left for the 1-Up
- Mushroom in the block on the wooden ledge.
- Continue your leaping to the right across ledge and platform to find a pipe
- to go down. Run to the right to find the Slot Box to finish the level!
- o-----------o
- | Level 6-3 |
- o-----------o
- Jump off of the Note Blocks to land on the wooden platform to the right,
- duck (if you are Super Mario or better) to pass through the small opening,
- and then jump up to the ice ledge to stomp the Red Koopa Troopa. Take the
- shell as you jump right to use it on the ? Block for a Power-Up, run across
- the small gaps, and then deal with the two Red Koopa Troopas.
- When you see the three bricks, either jump and whack the left-most one with
- your tail OR use a Red Koopa Troopa shell to hit the brick to make a vine
- extend up to a spot with a pipe. Inside is a Tanooki Suit from a gigantic
- ? Block, and then fly up the left side for 30 Coins before going out the
- left pipe.
- Jump off the platform to the right and use your tail to slow your descent to
- land on a small ice ledge with a big wall. Jump across the small ledges as
- you head right (you can go the low route for a 1-Up Mushroom from the brick
- if you are daring), and then jump the two Red Paratroopa Koopas to reach
- solid ground. Run to the right to reach the Slot Box and finish the level!
- o-----------------------o
- | World Six Fortress #1 |
- o-----------------------o
- Go onto the platform to start your ride up the wire while Podoboos attack
- from below, making sure to get the ? Block Power-Up. Ride the long route
- through the narrow horizontal corridor, and when you reach the part where
- the wire cuts downward (a Hot Foot is visible), run off the platform and
- hold RIGHT to reach the ledge below where a door awaits your entry.
- A dual Roto-Disc enemy awaits here for you to jump over it, grab the Power-Up
- from the ? Block, and then head right. If you have flying ability, wing to
- the sky for a 1-Up Mushroom. The ? Blocks inside the pseudo-room contain an
- Invincible Starman (the left-most ? Block), so grab it and head right at top
- speed to go through a door and into Boom-Boom's Chamber!
- Run right towards Boom-Boom, and just smack him with your body if the
- invincibility has lasted the whole way for you (you also get a COOL upside
- down ? Ball!). Otherwise, it is a room with two small bricks in the air and
- Boom-Boom will wing to the sky after the first stomp. Three stomps will win
- you a ? Ball and you are on to the next level!
- o-----------o
- | Level 6-4 |
- o-----------o
- Jump to the right, use the rotor platform when it is still to jump to the
- ice block, and then jump to the right again. Now go down the ice stairs to
- hit the brick to get a 1-Up Mushroom (if you want to risk it), and then go
- right along the top to step onto a wooden ledge before jumping to the right
- to wait for the platform to move under the ice blocks. Not however you can
- enter a Coin Heaven from here when you first hop onto the wooden ledge again
- and jump up to the left along the ice blocks to reveal the Note Block that
- will carry Mario there (although it is not the Coin Heaven with teh 1-Up in
- the sky).
- Use the platform to get the ? Block Power-Up and the Coins before jumping
- across the gaps using ledges and platforms to find a P-Switch to stomp for a
- large brick wall of Coinly goodness. Run right to find rotor platforms
- (Mario will land form the Coin Heaven here) connected to the ice blocks and a
- Fire Chomp. Once you clear this area, run to the right to find the Slot Box
- and finish the level!
- o-----------o
- | Level 6-5 |
- o-----------o
- An unique level where the exit is found PARTWAY through the level, NOT the
- farthest point you can travel to.
- Head through the pipe at the beginning to go underground to see some Buster
- Beetles walking away from Mario, so follow them and go into the pipe coming
- from the ceiling to find a ? Block Power-Up. You can then go back down the
- pipe and then immediately return to Power-Up again (assuring yourself of the
- Raccoon Mario status you will need to finish the level).
- Head though the pipe on the left of the small room, use your tail on the
- Venus Fire Trap immediately, and then climb the slope to go down the
- segmented stair section. Wait for the Buster Beetle to throw his Ice Block
- into the wall, kill the Buster Beetle, and then go left to rid yourself of
- the three Ice Block wall. Remember that you need to be Raccoon Mario, and
- if you lose this you need to head right through the pipe to the Power-Up
- room (remember this for any time you get hit).
- Now knock the Green Koopa Troopa out, grab the Koopa Shell, and then build
- your flying meter to go through the hole in the roof to land on the brick
- ledge. Immediately throw your Koopa shell to the right to kill the two
- Nippers and go through the hole you made to enter the pipe. head to the
- right to get hit the Slot Box to finish the level!
- o-----------o
- | Level 6-6 |
- o-----------o
- Go through the pipe to find a path split, with the upwards one taking you on
- a detour past Spikes and a Cheep-Cheep for a Power-Up, while the downward
- path will put Mario onto a path past Cheep-Cheeps and a Pirahna Plant.
- Continue right to go past two Venus Fire Traps to enter the water.
- Swim along the top half of the water past the Cheep-Cheeps to enter a
- dead-end path with a small pocket of air (jump one spot to the left of the
- wall to find a 1-Up Mushroom). Continue right to find a Power-Up, followed
- by you slipping through the hole on the right to go down and then right once
- more.
- Navigate the school of Cheep-Cheep located here to find a few Pirahna Plants
- doing there thing under water (they will continually come out DESPITE your
- proximity, so be wary), followed by Mario leaving the water to face three
- Spikes, a Venus Fire Trap, a Cheep-Cheep, and then a Spike before heading up
- through a pipe.
- A Spike is all that stands between you and the Slot box to finish the level!
- o-----------o
- | Level 6-7 |
- o-----------o
- This level is the White Mushroom House level, so go into this level trying
- to collect all the Coins possible to win yourself a fabulous prize! This
- level requires you collect a minimum of 78 Coins to make the White Mushroom
- House appear.
- A scrolling level, your skills need to be dead on to get all the Coins.
- Jump to the right across the Donut Lifts (stand on the right Donut Lift of
- the second ledge to fall down and get three Coins before hopping right), and
- then get the Power-Up as you go onto the Donut Lift on the top ledge.
- Jump to the ledge on the right when the Donut Lift falls, kill the Fire
- Chomp, and then fall along with the Donut Lift to get six Coins before
- jumping right. Use the Donut Lift to get the three Coins below, get the
- Coins from the ice ledge, and then use the Donut Lift for the three Coins
- below.
- Now get the Coin from the ? Block, go right to use the Donut Lift for the
- Coins below, and then jump right for more Coins before hitting the brick for
- another Coin. Jump above to get the Coins with assistance from the Donut
- Lift, and then jump right to hit the ? Block to get the Power-Up (needs to
- be a Fire Flower for the White Mushroom House chances to continue).
- Use the Donut Lift to fall down to jump right, jump up two ledges, and then
- use the Donut Lift to get the Coins below (both columns). Now hop up until
- a row of Coins below a Donut Lift beckons, go down to get them, and then
- quickly hop up and then to the right to reach the solid ledge where a Fire
- Chomp guards some more Coins.
- Jump up the Donut Lift steps to reach the ice ledge, use the Donut Lift to
- fall on, and then jump right to the Note Blocks so you can reach the pipe.
- Use your Fire Power (which you needed to retain to this point for the White
- Mushroom House) on the iced Coins, making sure to rid yourself of the Green
- Paratroopa Koopa. Also look for an invisible block worth a Coin to the left
- of the stack of frozen currency before running to the right to hit the Slot
- Box to end the level!
- o-----------------------o
- | World Six Fortress #2 |
- o-----------------------o
- Please note that this fortress has icy floors throughout, so it will be a
- slippery ride.
- Run right to jump the small block, fall through the hole immediately so the
- Thwomp does not hit you (horizontal mover), and then head right carefully to
- hit the ? Block for a Power-Up. Now jump up to the right when the Thwomp is
- resetting to the left, head right to wait for the Thwomp below to move
- right, and then fall through the hole.
- Continue right to jump to the small ledge, wait for the Thwomp to move left,
- and then jump up to run and slide under the short wall (if you are Super
- Mario or better). Jump the gap to avoid two Roto-Discs to gain a Power-Up
- from a ? Block, and then go right to hop up a level once the Thwomp starts
- to reset to the left.
- Now go right past the dual Roto-Discs with the Boo Diddly in pursuit to see
- a Thwomp below. Wait for the Thwomp to reset to the left, jump down on the
- right, and then hop the Thwomp as it comes right to fall through the hole.
- Run to the right to jump up through the opening immediately so the Thwomp
- coming in from the right will not catch you. Take off to the right to find
- a door to Boom-Boom's Chamber!
- Boom-Boom begins on an elevated ledge on the right, with a few small ledges
- strewn throughout the lair. Add in the icy floors to cause problems,
- Boom-Boom has some real advantages here. However, Boom-Boom will not wing
- to the sky, so use the three stomp and out with the help of the ? Ball!
- o-----------o
- | Level 6-8 |
- o-----------o
- Grab an ice block, use it on the ? Block for a Power-Up, and then jump the
- Ptooie to stomp a green Koopa Troopa. Pick up the shell and kick it right
- to wipe the Nippers, Spikes, and the Buster Beetle out. Grab the Power-Up
- with the ice block, take on a couple Buster Beetles, face some Nippers, and
- then slide down the hill to kill another Buster Beetle.
- Fight another Buster Beetle before tripping a P-Switch and winging to the
- sky (directly above the P-Switch) to find a huge set of bricks that are
- Coins for a limited time. Now head right to ht the Slot Box and finish the
- level!
- o-----------o
- | Level 6-9 |
- o-----------o
- Two paths that lead to different rewards. The walkthrough will cover both
- step-by-step.
- ==========
- OPTION ONE
- ==========
- If you wish to use a P-Wing, you can just fly over the ice wall on the
- right, beat the Red Koopa Troopa up, get the 1-Up Mushroom, and then go
- right to hop off the wall to go to the Slot Box to finish the level.
- Also note that regular Mario can make it up to the top by jmuping at the
- wall and then jumping at the proper time to get another hop up onto the
- ledge. I have only performed this a handful of times as of yet I have been
- unable to devlop a surefure strategy for it (please send in your thoughts
- and strategies if you have them).
- ==========
- OPTION TWO
- ==========
- If you chose to go down the pipe, you will face some watery danger. Head
- right past a Cheep-Cheep to see a Blooper With Kids who uses the kid scatter
- attack, so swim up onto the wooden block to go onto dry land. Jump the
- Munchers, wait for the Pirahna Plant to retreat, and then jump the gap to
- the far ledge.
- Jump the Munchers, get the Power-Up from the Note Block, and then run under
- the pipe when the Pirahna Plant is withdrawn to run back into the water.
- Now swim past a Cheep-Cheep to go above water (allow the avoiding of more
- Blooper With Kids), so jump right over Munchers, jump up off the wooden
- blocks just to the left to reveal a hidden block, and then hit the brick to
- reveal a P-Switch (use the block you uncovered to reach it). Now collect
- the Munchers (they become Coins).
- Now head right past the first Pirahna plant to deal with a Venus Fire Trap
- before hopping into the pipe above the Venus Fire Trap's pipe to go outside.
- Run to the right to hit the Slot Box and end the level!
- o------------o
- | Level 6-10 |
- o------------o
- Go right to see some Red Koopa Troopas as Mario finds a ? Block containing a
- Power-Up, followed by using an Ice Block on the brick on the right in the
- set of two to make a vine appear. Climb it to find a P-Switch in a brick,
- trigger it, and then jump through the mass of Coins on your right before
- quickly heading right past the frozen Coins to find four frozen Munchers
- covering a pipe. Use your Fire Power (if you have it) to release the
- Munchers, which will still be Coins thanks to the P-Switch, which you follow
- by heading down the pipe to find a Hammer Suit!
- Head right past the dark brown Para-Goomba to jump a gap to find an area
- guarded by Buster Beetles. Then you need to jump some gaps using a rotor
- platform and deal with a Red Koopa Troopa before heading right to hit the
- Slot Box to finish the level!
- o-----------------------o
- | World Six Fortress #3 |
- o-----------------------o
- Head right to deal with a dual Roto-Disc set as you jump to the conveyor
- ledge over a spike bed to jump to another dual Roto-Disc obstacle, which is
- followed by two Boo Diddlies. Now jump right over the spike bed to avoid a
- Stretch as you get a Power-Up from a ? Block, followed by a Boo Diddly and
- another Stretch.
- Go right on past the Roto-Disc to pass a Thwomp, followed by leaping to a
- new conveyor belt to go by a Roto-Disc. Now two Stretches and a dual
- Roto-Disc are your blockade, so use the Stretch to cross the spike bed to
- leap to the far ledge to go through the door.
- You will fall to the floor far below, run to the right, and then turn left
- to keep the three Boo Diddlies away until the door is floor level for Mario
- to pass through to find Boom-Boom's Chamber!
- Boom-Boom has a crowded room with five different blocks in the air, limiting
- the jumping area. Boom-Boom does not wing to the sky here, so a three stomp
- for a ? Ball should be simple. However, just be sure to not get trapped
- underneath a block with boom-Boom charging you!
- o-----------------------o
- | Lemmy Koopa's Airship |
- o-----------------------o
- Head right to find a Bolt-Lift leading over a pit to the far side, so ride
- it across the gap OR just wait for the screen to scroll and take a running
- leap across to the far side. Now use the two Bolt Lifts to cross another
- gap, head down the path to maneuver through the Exhaust Ports that litter
- this area, and then jump to the left for a Power-Up.
- Now go right to jump up to the left between Exhaust port fire blasts and
- then right to find a pipe to the Koopa Kid's Chamber!
- The following is the layout of his room:
- | | | |
- | | | |
- | | | |
- | | | |
- | | | |
- | | | |
- | |___________________________| |
- | | | | | | | | | | | | | | | | |
- Lemmy Koopa could be the "clown prince" of the family with his ball balancing
- act as he rolls around his flat-floored room. He will release his
- star-adorned balls as you try to stomp him three times. Grab the Magic
- Wand and fall down to the throne room to receive a letter from Princess
- Toadstool. She gives you a P-Wing as you head off to Pipe Land!
- ----------------------------------------------------------------------------
- -----------------------------------World Seven------------------------------
- ----------------------------------------------------------------------------
- 10)Welcome to Pipe Land! This section will give you the know all for
- getting through with ease.
- ______________________________
- KEY |
- |
- S - Start Location |
- X - Level Location |
- P - Pipe Location |
- F - Fortress Location |
- R - Rock Location |
- H - Spade House Location |
- T - Toad House Location |
- W - Wandering Hammer Brothers |
- L - Locked Door Location |
- C - Castle Location |
- B - Bridge Location |
- A - Pirahna Plant Ambush |
- ______________________________|
- P I P E L A N D
- S-----+ P P F--H--X X------P
- | | | L | | | | P
- X--P P T P--A---+--P P H---+--X--T
- |
- P---P +--X--H--+--X--P PL--X-----F
- | | | | |
- X---P P X--P T C-----A
- o-------------------------o
- | Mushroom House Contents |
- o-------------------------o
- House #1: Random
- Items...: Super Mushroom, Fire Flower, Raccoon Leaf
- House #2: Random
- Items...: Frog Suit, Tanooki Suit, Hammer Suit
- House #3: Random
- Items...: Frog Suit, Tanooki Suit, Hammer Suit
- o------------------------o
- | Pirahna Plant Ambushes |
- o------------------------o
- Pirahna Scene #1: P-Wing
- Pirahna Scene #2: Super Mushroom
- o-----------o
- | Level 7-1 |
- o-----------o
- Go enter the door, take out the Red Koopa Troopa, and then continue jumping
- up to enter a pipe. Time your drop down to the left between the Pirahna
- Plant movements, head up the pipe, and then jump around the ? Block ledge
- above (very difficult to do) to find a 1-Up Mushroom!
- Now take the pipe on the left, use the Red Koopa Troopa on the ? Blocks on
- ground level for a Power-Up, and then use the Note Block to bounce up on top
- of the pipe.
- Now continue upwards past the Red Koopa Troopa and the Pirahna Plants to get
- onto a dual set of Note Blocks to bounce up to the pipe on the right. Then
- use the next Note Block to jump up to some wooden ledges. However, if you
- have flying ability, use the runway by the Red Koopa Troopa to fly up the
- left side to find a pipe system that will allow you to skip the Note Block
- sections and find a fair bit of Coins as well.
- When you go through the pipe, walk towards the approaching Green Koopa
- Troopas until you are under an opening, bounce off of a Green Koopa Troopa
- (hold the A Button), and then land on the blocks up top to go up the pipe.
- Head right to hit the Slot Box and finish the level!
- o-----------o
- | Level 7-2 |
- o-----------o
- This level is the White Mushroom House level, so go into this level trying
- to collect all the Coins possible to win yourself a fabulous prize! This
- level requires you collect a minimum of 46 Coins to make the White Mushroom
- House appear. Wear a Frog Suit if you attempt to get this challenge done.
- Go right past the Nipper to use an Ice Block on the left ? Block to find a
- Power-Up, and then head down the next pipe. Go to the far left to collect
- the Coins, trigger the P-Switch, and then swim right at top speed to collect
- as many Coins as possibly before they revert to bricks (note that this is
- impossible to do without the use of a Frog Suit though).
- Head back up topside to fight Nippers and Venus Fire Traps as you head right
- to jump into a large area where a Green Paratroopa Koopa is (kill it). Now
- jump up to reveal hidden Note Blocks ALL the way across this area before
- heading down the pipe on the right for a Power-Up before heading down the
- pipe on the left.
- Swim to the pipe on the left, head topside, turn right to go across the Note
- Block bridge (jump straight up off the seventh from the left Note Block to
- reveal a hidden 1-Up Mushroom), and then continue right to go down the first
- pipe you see leading into the ground to fight Nippers and a Pirahna Plant as
- you go right to get a Power-Up.
- Head back topside (using the pipe you came down in) to go right past a slew
- of Venus Fire Traps, a Pirahna Plant, and a Nipper to find the one short
- pipe that leads underground to another pipe for Mario to take. Run off to
- the right to find the Slot Box and finish the level!
- o-----------o
- | Level 7-3 |
- o-----------o
- This level has the potential for Mario to be invincible the whole way
- through, PROVIDED you hit the proper ? Blocks as you run through.
- Hit the ? Block at the start for the Invincible Starman, run right through
- the four Green Koopa Troopas to hit the left-most ? Block on the bottom set
- for another Invincible Starman. Head right through two Green Koopa Troopas
- and two Green Paratroopa Koopas to hit the left-most ? Block on the bottom
- set for another Invincible Starman, and then run down the hill through three
- Spinies.
- Jump past the Venus Fire Trap, hit the brick for an Invincible Starman as
- Lakitu shows up throwing Spiny Eggs (you can also go to the ? Block above
- for a Power-Up), and then head right to hit the brick for a P-Switch
- (trigger it for some Coins if you wish).
- Now head right to hit the next brick to get an Invincible Starman, with the
- same applying for the next brick you find. Now just run and jump right
- across the gaps to pass a couple Green Paratroopa Koopas to find the Slot
- Box to finish the level! Remember that you can wait for Spiny Eggs to be on
- screen along with Lakitu to win a 1-Up!
- o-----------o
- | Level 7-4 |
- o-----------o
- If you are Raccoon/Tanooki Mario, you can fly over the wall to the right to
- find two 1-Up Mushrooms. However, you will be unable to fly over the next
- wall, so go back to the right to go down the pipe.
- A scrolling screen will cause you some concern in this aquatic challenge.
- Head right to pass a Lava Lotus with Spiny Cheep-Cheeps swimming through the
- area from both directions to find a Power-Up in a ? Block. Swim right to
- face a Big Bertha as you exit the white bordered passage, which is followed
- up by a Blooper With Kids as you enter the "Jelectro Field".
- The Jelectro Field has a mass of Jelectros blocking most paths through, so
- control is VERY important! A Big Bertha will appear not too far into the
- field, so avoid it as best you can, and then a Blooper With Kids will attack
- as you exit the Jelectro Field.
- As a second Blooper With Kids attacks, the ground will reappear, bringing
- the return of Spiny Cheep-Cheep attacks as well. Get the power-Up from the
- ? Block, go past the Lava Lotus, and then go by a Big Bertha to pass through
- a small passage. Next up is a Lava Lotus that guards the pipe back to the
- surface, where a sprint to the right will gain Mario the Slot Box.
- o-----------o
- | Level 7-5 |
- o-----------o
- Head down the pipe to find two Green Paratroopa Koopas guarding the way to
- the next pipe. Go right underneath the Red Koopa Troopas to take a pipe
- down to face Bob-Ombs and Green Koopa Troopas as you move right jumping up
- towards openings in the floor above to reveal blocks.
- Go up the pipe on the right first to get a Power-Up from the ? Block,
- followed by moving left to hit the hidden block in the small opening before
- going down the pipe to go get the ? Block Coins. Now go up the first pipe
- you happen upon to jump and reveal a 1-Up Mushroom, which can be collected
- through the odd trick of letting it grow partway from the block, go down the
- pipe, and then immediately go back up the pipe to collect the 1-Up without
- ever touching it!
- Head back down again to go to the next pipe on the left to take that pipe
- up, followed by going to the right to either use your tail on the brick
- before performing a running slide under the wall or go down the pipe just
- below the brick to find three Green Paratroopa Koopas. These Green
- Paratroopa Koopas can be used to do the "Endless Enemy Stomp" for a pile of
- 1-Ups (just draw them to the right to perform the trick in the roomiest
- location possible)!
- Head right past the Red Koopa Troopa (do not go low or the Bob-Omb will get
- you because of hidden blocks stopping your escape), and go through the Ice
- Blocks while dealing with a Green Koopa Troopa to go down the pipe. Head
- right to hit the hidden blocks, and then go back up the pipe to go left to
- get to the platform with the Red Koopa Troopa so Mario can hit the hidden
- blocks there.
- Now go left until Mario can go up onto the top level, run right to use the
- pipe (look for a hidden 1-Up Mushroom to the side of the pipe), and then go
- across the hidden block bridge to go up the pipe. head right to hit the
- Slot Box to finish the level!
- o------------------o
- | Pirahna Scene #1 |
- o------------------o
- Go by the two Venus Fire Traps to find some Munchers that will only be
- attacking about three seconds, followed by three seconds retreated into
- their small pipes. Your job is to go across their area by stepping where
- the retreated Munchers are to arrive near a gap.
- Jump the gap to go past some Venus Fire Traps and a Pirahna Plant to go down
- the short pipe to find a P-Wing!
- o-------------------------o
- | World Seven Fortress #1 |
- o-------------------------o
- An unique level that requires some work to gain some great rewards,
- INCLUDING the infamous "Coin Fortress"!
- This paragraph is for the player who is Regular Mario (the rest of the Mario
- types can skip to the next paragraph). Go into the Fortress to go right
- through the door. Run right through this deserted room (all the enemies are
- mysteriously gone) to pass through another door to find a lava room where a
- Power-Up awaits on the right. Now head back to the initial room.
- Go underneath the grey platform, walk to the fourth brick to the right, jump
- straight up to break bricks until the top brick reveals a P-Switch, and then
- go trigger it. Now you have the choice of collecting the mass of Coins that
- appear for a limited time (go through the doorways quickly to return to this
- room) OR jump to the grey platform on the left to go through the just
- appeared door (you need to do this option to beat the Fortress).
- Go right to enter the first pipe you see to fall down through some Coins to
- find a gigantic ? Block containing a Tanooki Suit! Go back up the pipe to
- go through the pipe on the right to enter the lava room. Go down to the
- left to use the door to enter the deserted room. Now build your flying
- meter so you can wing to the sky near the pillar on the left side of the
- room to enter the pipe to find Boom-Boom's Chamber!
- A wide open room greets you here, so a three stomp and a ? Ball should be
- rather easy, however, Boom-Boom can wing to the sky after one stomp, so be
- ready to shoot him down!
- o-----------o
- | Level 7-6 |
- o-----------o
- You will see two types of yellow platforms in this level: one with a
- specific arrow direction, and one with an exclamation mark on it. The
- specific arrow direction will be the ONLY direction the platform will move,
- but the exclamation mark platform can have it's direction changed by jumping
- up and down on it (starts up, then left, then right, then starts over).
- Head right to enter the door to turn left and walk through the side of the
- screen to climb the wooden stairs while dodging the Green Koopa Troopas.
- Use the exclamation mark lift to ride up past the Pirahna Plants towards a
- Donut Lift ledge that should be boarded before jumping onto the arrow lift
- (ride it and void the ledges in your path).
- When you see the arrow platform going left, get on it and jump to the pipe
- before jumping down to the arrow platform once it passes through the pipe so
- you can ride through the side of the screen to go up the pipe on the other
- side.
- Use the exclamation platform to hit the third from the left ? Block for a
- Power-Up before continuing your ride up and around the ? Blocks to go through
- a hole in the ceiling. Use the left arrow platform to go to the up arrow
- platform, and then use the right arrow platform to duck under the wooden
- blocks to jump to the ledge. Next jump to the exclamation platform to ride
- upwards to navigate past the Pirahna Plants and then into the pipe.
- Run to the right to hit the Slot box to finish the level!
- o-----------o
- | Level 7-7 |
- o-----------o
- If you have flying capability, build up your speed in the short area near the
- pipe to fly up the right wall to enter into a narrow shaft that will lead
- Mario to hit an invisible block, revealing the 1-Up Mushroom within!
- Head through the pipe to find two Pirahna Plants before a ? Block containing
- an Invincible Starman, so collect it and start your run across the Muncher
- field! Every ? Block you encounter from near on out has an Invincible
- Starman for Mario, so collect them to keep your chances of surviving alive!
- Head through the pipe at the end to reach the Slot Box and finish the level!
- o-----------o
- | Level 7-8 |
- o-----------o
- Head right to pass a Pirahna Plant, two Venus Fire Traps, and then another
- Pirahna Plant before jumping across a gap while timing it between the
- Pirahna Plants. Go right to find an Invincible Starman from the left ?
- Block, followed by a Power-Up in the lower set of bricks on the left.
- Now head up the pipes (Pirahna Plants and a Venus Fire Trap) to deal with a
- Nipper before hitting the fourth brick in the ledge from the left to find a
- 1-Up Mushroom before going right again to pass a piep before hopping up tight
- beside it to the right to find a COin Heaven. Otherwsie, you will fight a
- Ptooie and a couple Pirahna Plants. Continue right to find a Coin Block,
- a Ptooie, a Venus Fire Trap, and then a Nipper all in a tight area. if you
- go down the pipe on the left, Mario will gain the awesome power of Hammers!
- Time your jump up to the high pipe so the resident Pirahna Plant is not out
- as well as avoiding he fireballs from the Venus Fire Trap from the pipe
- above. Next up is a hole infested bridge over Munchers and Nippers before a
- jump across a gap appears to lead into a couple Ptooies.
- Next is a Venus Fire Trap, some Nippers guarding ? Blocks (guarding a 1-Up
- Mushroom from the brick between the two ? Blocks on the top row). However,
- be warned that the Nipper on the middle ledge spits a pile of fireballs in a
- small arc at Mario (quite accurately too). Head to the right to hit the
- Slot Box to finish the level!
- o-----------o
- | Level 7-9 |
- o-----------o
- Run to the right to hit the middle Note Block for a Power-Up before going
- through the two holes above to fight a dark brown Para-Goomba followed by
- going up once more. Head left to pass through two Ice Block walls to jump
- up to the top of the structure where going left will allow you to fall down
- the side to go after some Coins or go right to continue on in the level.
- Head left past a couple Goombas to use the Wooden Block ledges to make it to
- the far side of the structure on the top row. When you reach the part with
- the Note Blocks below, go down to that level to move the Ice Blocks to the
- left to go through the hole in the roof. Go through the Ice Block wall to
- drop down past the Wooden Blocks to go right past a Green Paratroopa Koopa
- to get a Power-Up from the middle ? Block (if it is a Fire Flower, do a
- running duck jump to get into the narrow space).
- You will see a split in the path, so take the downward path to turn left to
- get Coins as you fight to the left to find a big stretch of Coins (duck and
- jump at the one spot in the line that is Coin-less to reveal a 1-Up
- Mushroom). To advance forward in the level, take the upward path to go
- right through the Ice Blocks or up and through the Ice Blocks and a brick to
- reach the area where some Wooden Blocks sit.
- Go right from there to go down two areas to find a Power-Up, followed by
- going through the hole to go right to find a pipe to go down. Head right to
- hit the Slot Box to finish the level!
- o-------------------------o
- | World Seven Fortress #2 |
- o-------------------------o
- Take a running leap to reach the tall pipe over the lava (wait for the
- Pirahna Plant to start going down), draw the Boo Diddly near, and then time
- your jump to the next pipe. Continue right past the Roto-Disc and the
- Pirahna Plant to carefully get the Invincible Starman from the brick below
- before moving right to pass Pirahna Plants and a Thwomp.
- Jump to the right over the big lava pit past the Boo Diddly to find a five
- pipe set with some Pirahna Plants. Jump right to a pipe to see a dual </pre><pre id="faqspan-4">
- Pirahna Plant attack that requires a jump to the small gap, followed by a
- jump right to clear their area before they return. Get the Power-Up from
- the ? Block before jumping right to a pipe to see a Thwomp you must either:
- bait out by jumping towards and then coming back to your pipe OR do a quick
- jump to and then a quick jump off to avoid the attacking Thwomp.
- Once you are on the tall pipe, jump past the Boo Diddly to another pipe,
- followed by hopping past ANOTHER Boo Diddly to reach a grey ledge. Jump out
- to clear the ledge you stand on as you fall to the pipe below.
- Head right to draw out two Dry Bones before sliding under the low wall while
- avoiding the Roto-Disc. The next challenge is a Thwomp and a Roto-Disc, so
- bait the Thwomp to come crashing down before performing a running slide to
- go under the low wall to head right to find Boom-Boom!
- Three small ledges are spaced evenly in the air, so be sure to move to the
- open spots before Boom-Boom attacks. Boom-Boom can not wing to the sky, so
- try for the quick three stomp and ? Ball to quickly leave this fortress!
- o------------------o
- | Pirahna Scene #2 |
- o------------------o
- Go right to get onto the tall pipe with the Pirahna Plant, take a running
- leap to clear the Munchers, and then head right to go to the pipe with the
- Venus Fire Trap. Now you will need to jump across the Note Blocks OVER the
- Munchers to reach the pipes, taking the middle pipe downward to find a Super
- Mushroom and finish the area!
- o----------------------------o
- | Ludwig Von Koopa's Airship |
- o----------------------------o
- Go right to find a Bolt-Lift (do not take as it goes over TWO Exhaust Ports)
- to wait by until the screen scrolls to allow your jumping to the second
- Exhaust Port ledge before hopping to the right to solid ground. Grab the
- Power-Up, go right to stop short of the Bolt-Lift to let the screen scroll
- until the other side is visible before jumping there.
- Now jump across the gaps to reach the next ship part to go right past a
- couple Rocky Wrenches to hit the Bolt-Lift to force it out to the open area
- on the left quickly so Mario can reach the Power-Up up above the lower area.
- Continue on right to face a Rocky Wrench before hopping the next two gaps to
- find another Rocky Wrench on the small ship.
- Continue right to find Bolt-Lifts that can be used to get to the next
- platform (continue the Bolt-Lift use), although jumping from platform to
- platform without assistance is also possible. The next set of Bolt-Lifts
- requires Mario to get to the top row Bolt-Lift to get over the wall to go
- right to find the entrance to the Koopa Kid's Chamber!
- The following is the layout of his room:
- | | | |
- | | | |
- | | | |
- | | | |
- | | _____ _____ | |
- | | | | | |_____| | | |___| |
- | |_____| | | | | | | | | | | | |
- | | | | | | | | | | | | | | | | |
- Ludwig Von Koopa has the abilities of his siblings (with the exception of
- Wendy O' and Lemmy), so be ready for the ground to shake with each jump he
- takes as he throws the smoke rings in a machine gun fashion. Watch out for
- his short double hops after he is stomped. Grab the Magic Wand and fall
- down to the throne room to receive a letter from... BOWSER!!!!!!! He has
- taken the Princess captive as Mario was too occupied removing the Koopa Kid
- threat from the Mushroom Kingdoms! It is off to Dark Land to save the
- Princess and show Bowser he has messed with the wrong Plumber!
- ----------------------------------------------------------------------------
- -----------------------------------World Eight------------------------------
- ----------------------------------------------------------------------------
- 11)Welcome to Dark Land! This section will give you the know all for
- getting through with ease. A quick note for all is that M-Spades WILL
- NOT appear in this World.
- ______________________________
- KEY |
- |
- S - Start Location |
- X - Level Location |
- P - Pipe Location |
- F - Fortress Location |
- R - Rock Location |
- H - Spade House Location |
- T - Toad House Location |
- W - Wandering Hammer Brothers |
- L - Locked Door Location |
- C - Castle Location |
- B - Bridge Location |
- A - Grabbing Hand Trap Ambush |
- M - Koopa Military Blockade |
- ______________________________|
- D A R K L A N D
- P
- L
- S | |
- | | |
- +---M---+--M
- P
- |
- P--M PL+
- |
- +--A-A-A--P
- P---+ P-----+--+
- | | L
- +---X F--+ P
- | |
- X---P-----+-----P
- P---AL---------C
- o----------------------o
- | Grabbing Hand Ambush |
- o----------------------o
- Hand Trap Scene #1: Raccoon Leaf
- Hand Trap Scene #2: Raccoon Leaf
- Hand Trap Scene #3: Raccoon Leaf
- o-----------------------o
- | Koopa Tank Brigade #1 |
- o-----------------------o
- Bowser sends out the big guns right off to get you, so fight your way across
- the Tanks, starting with going past Tank #1 to set foot on Tank #2 to pass a
- couple Cannoball launchers to find a Bob-Omb launcher. Continue right to
- pass another Cannonball cannon, a Bob-Omb launcher, and then a couple more
- Cannonball launchers to finish Tank #2.
- An Exhaust Port, a Rocky Wrench, and a Bob-Omb launcher adorn Tank #3, so
- jump from Tank #3 to Tank #4 to avoid the Bob-Ombs below to fight a Rocky
- Wrench. Tank #5 starts with a Cannonball cannon, followed by a Rocky Wrench
- on top as you move right to Tank #6 to face two Cannonball cannons on the
- front, a Rocky Wrench up top, and a Bob-Omb launcher off the back.
- Wait for Tank #7 to appear before hopping to it (land on the Cannonball
- cannon) and deal with the Rocky Wrench before collecting the Power-Up from
- the ? Block. Tank #8 is a Cannonball launcher, a Rocky Wrench, and then a
- Cannonball launcher and a Bob-Omb launcher shooting off the back, so work
- past this carefully to jump to Tank #9 to fight a Cannonball cannon, a Rocky
- Wrench, and a Bob-Omb launcher.
- Tank #10 has a Bob-Omb launcher on front, a Rocky Wrench on top, and then a
- Cannonball launcher and a Bob-Omb launcher on back, so go right past the
- Bob-Ombs to find Tank #11 with it's piddly Cannonball cannon. However, when
- you get on top of it, duck down to let the MASSIVE Cannonball fly overhead
- before jumping to the top of Tank #12 to fight a Rocky Wrench and three
- Cannonball cannons. Tank #13 has a pipe, which leads to the cabin of the
- Commanding Officer of this brigade!
- A lowly Boomerang Brother controls this formation, so go stomp him when his
- Boomerangs are out and about or before he ever releases them to win an
- Invincible Starman as you finish the level!
- o---------------o
- | Koopa Navy #1 |
- o---------------o
- Go right past the Rocky Wrench to see some Cannoball launchers guarding a
- power-Up in the cubby below (challenge if you dare) before continuing right
- to deal with a Rocky Wrench and a Bob-Omb launcher so you can jump the hold
- below to the far side. Deal with the Rocky Wrench and dodge the MASSIVE
- Cannonball that shoots to the right as you jump into the "water" below.
- You have the choice now of continuing the trek across the topside of the
- ships and having to deal with the dangers, OR you can swim underneath the
- whole fleet to reach the Commanding Officer's room without the muss! If you
- choose to dodge the whole enemy set here, go against the hull of the next
- ship, let Mario sink for a second, and then swim along tot he right to pass
- under the ships (continually press the A Button once you pass under the
- hull).
- If you insist on going topside, you will face two Cannonball cannons, four
- Rocky Wrenches, and then a MASSIVE Cannonball cannon shooting to the right
- as you hop to the water below to go get on the next ship.
- A MASSIVE Cannonball cannon fires away at you on the first deck, so move to
- the right as soon as possible to tangle with a Rocky Wrench (wait around
- it's area). Once the screen scrolls to reveal the trap below of a Bob-Omb
- launcher and three Cannonball cannons, jump the trap area to the far ledge
- to find a MASSIVE Cannonball cannon and a couple exploding Bob-Ombs guarding
- the pipe to the Commanding Officer's Room!
- Boom-Boom is the boss here, so a simple three stomp and out strategy will
- carry the day here. Just remember he can wing to the sky at his leisure
- after a single stomp, so ground him right away.
- o---------------o
- | Hand Scene #1 |
- o---------------o
- A Fiery Brother greets you here on a bridge, so take him out as you move
- right to find a pair of Hammer Brothers with their legendary brick ledges to
- annoy you (kill them and collect the power-Up from the brick on the bottom
- row that is third from the right).
- A Boomerang brother awaits you on the next bridge, who is then followed by
- the lone remaining member of the family, a massive Sledge Brother! Once
- theses nuisances have been dealt with, go right to enter a pipe to find a
- Treasure Chest containing a Raccoon Leaf!
- o---------------o
- | Hand Scene #2 |
- o---------------o
- Jump across the lava field here from ledge to ledge between the erupting
- Podoboos to enter a pipe to get a Raccoon Leaf from a Treasure Chest.
- o---------------o
- | Hand Scene #3 |
- o---------------o
- Run to the right as Red Cheep-Cheeps continually attack from the lava (how
- do they survive down there anyway?) as you head right to find two ? Blocks,
- five gaps, and then a ? Block Power-Up. Next is a low wall, so a running
- slide will likely be needed to get through.
- Now run and jump the next four gaps to find some Coins before heading up the
- pipe to find a room containing a Treasure Chest that holds a Raccoon Leaf!
- o--------------------o
- | Koopa Air Force #1 |
- o--------------------o
- Before beginning here, this is the most challenging level in the game based
- on your reflex abilities. The Air Force flies high in the sky where one
- missed jump is death and they fly at a very fast pace. A P-Wing is
- recommended for the less skilled to make this an easier level to beat. Just
- remember that there are two danger still associated with the P-Wing, and
- they are: Flying too high up will lead to your death (not sure why) AND to
- not fall past the planes when returning to the area to go down the pipe
- (should not be a problem with the P-Wing still operational).
- Plane #1 contains an Exhaust port, followed by Plane #2 with a Rocky Wrench
- and an Exhaust Port. Plane #3 holds a Rocky Wrench and an Exhaust Port, so
- jump to the right to land on Plane #4 that holds a Rocky Wrench and an
- Exhaust Port.
- Plane #5 hold a Rocky Wrench and an Exhaust Port, so jump to Plane #6 to
- deal with the Exhaust Port as you jump down to Plane #7 to fight a Rocky
- Wrench and an Exhaust Port. Plane #8 contains an Exhaust Port only,
- followed by Plane #9 having a Rocky Wrench and an Exhaust Port that leads
- to Plane #10 (which is a bigger Plane with two Exhaust Ports).
- Plane #11 is up high and has a Rocky Wrench and an Exhaust Port, followed by
- a jump down to plane #12 where an Exhaust Port sits. Plane #13 has a Rocky
- Wrench and an Exhaust Port, which are followed by Plane #14's crew of a
- Rocky Wrench and an Exhaust Port.
- Plane #15 has an Exhaust Port, a big jump up to Plane #16 to fight a Rocky
- Wrench and an Exhaust Port before Plane #17 brings another Exhaust Port.
- Plane #18 contains the pipe to the Commanding officer's Room!
- Boom-Boom is the boss here, so a simple three stomp and out strategy will
- carry the day here. Just remember he can wing to the sky at his leisure
- after a single stomp, so ground him right away.
- o-----------o
- | Level 8-1 |
- o-----------o
- Two paths that lead to different rewards. The walkthrough will cover both
- step-by-step.
- ==========
- OPTION ONE
- ==========
- Make sure that Mario has at least Raccoon Mario (you should have a Raccoon
- Leaf after the Hand Trap Ambushes) or Tanooki Mario BEFORE entering the
- level to make things as muss free as possible. A P-Wing makes things that
- much easier as you can skip the enemies near the end of the level.
- Build up your flying meter and wing to the sky to crush a P-Switch there to
- make a fair bit of silver Coins appear for Mario to gorge upon until they
- disappear. Now build that flying meter again and take off to the right to
- fly as far as you can, and then use your tail to control your descent to
- land on a pipe (go inside). Collect the three 1-Ups from the gigantic ?
- Block, and build your flying meter along the bottom area, initiate it, and
- then go down the pipe quickly.
- Immediately wing to the sky to fly right as far as you can and then use your
- tail descent to land on a pipe. Now wait for the Pirahna Plant to the right
- to start going down the pipe to allow Mario to jump cross to go right to the
- Slot Box to finish the level!
- ==========
- OPTION TWO
- ==========
- If you want to be tough on yourself, jump the gap to go right to go over the
- pipe with a Venus Fire Trap inside to go after the ? Block below for a
- Power-Up if you wish (a tough one to grab though). Jump to the right across
- the pipes while dealing with the Pirahna Plants and Venus Fire Traps to
- reach solid ground.
- Head right to use the Green Paratroopa Koopa to bounce up to the higher
- brick ledges so Mario can jump right to land on top of the Bullet Bill
- cannons stack, followed by going for the ? Block for an Invincible Starman
- if you feel lucky enough to dodge the Bullet Bill firestorm you will face.
- Go right to hit eh brick among the ? Blocks to make a 1-Up Mushroom appear,
- and then continue right under the Bullet Bill cannons and the Boo Diddly to
- find some ? Block Coins guarded by a Red Koopa Troopa.
- Go right past the Green Paratroopa Koopa to use the Bullet Bill cannon to
- jump the gap past the large Bullet Bill stack (use the Red Paratroopa Koopa
- if you need to for distance) to jump on top of the nest Bullet Bill cannon
- stack. After dealing with the Green Koopa Troopa, run right towards the
- Note Block to do a half jump onto it before launching yourself far across
- the gap to the pipe. Now jump right when the Pirahna Plant will not be in
- the way and go hit the Slot Box to finish the level!
- o-----------o
- | Level 8-2 |
- o-----------o
- Two paths that lead to different rewards. The walkthrough will cover both
- step-by-step.
- ==========
- OPTION ONE
- ==========
- Head right to find some quicksand, which you will get into to ride downwards
- to find a secret compartment. Go left to head down a pipe to find a
- Power-Up. Go right to head down a pipe to find one hundred Coins just
- waiting to be snagged (you need a tail to fly for them all).
- When you come up the pipe, wait for the Venus Fire Trap below Mario to spit
- two fireballs before going up the hill to pass another pipe to run down the
- hill to find two Note Blocks spanning a gap along with a Green Paratroopa
- Koopa. Once across, head right to hit the Slot Box to finish the level!
- ==========
- OPTION TWO
- ==========
- Head right to jump some quicksand, to then go right to find a light brown
- Para-Goomba, which is then followed by three Venus Fire Traps in some
- quicksand holes. next you will face some Venus Fire Traps as you hit a
- brick to reveal a P-Switch that should be triggered before heading down the
- hill (dealing with more Venus Fire Traps) to find that the Coins have
- constructed a solid line of bricks for Mario to use as an Angry Sun attacks
- from the left!
- Once the P-Switch finishes, use the Note blocks to traverse the remaining
- area over the gap as the Angry Sun continue to buzz Mario. The far side is an
- uphill that consists of the Venus Fire Traps as the Angry Sun disappears.
- Run down the hill to find two Note Blocks spanning a gap along with a Green
- Paratroopa Koopa as the Angry Sun reappears, so go across and head right to
- hit the Slot Box to finish the level!
- o-------------------------o
- | World Eight Fortress #1 |
- o-------------------------o
- This fortress is unique in that it has two sides to it. If you enter a
- door, you will appear on the other side of the fortress. This walkthrough
- will cover the easiest path with the most Power-Up and minimal dangers to
- Mario, but it can be played through in a large amount of different paths.
- Go right past a Roto-Disc to find a dual Roto-Disc to wander past to find a
- Power-Up from the brick, and then continue right past another dual Roto-Disc
- to stomp a Dry Bones and then break the bricks to enter the enclosed door on
- the right (making sure to dodge the Roto-Disc located there). If you need
- to get a Power-Up for this job, go left to do the trials of that room for
- one.
- You will come through the door on a conveyor belt moving left, so jump to
- the right for a safe landing area before continuing right past the Podoboos
- and over the lava until you find a Thwomp standing between Mario and a ?
- Block Power-Up. You can even use the door below the Thwomp to quickly
- change to the other side before returning to have the Power-Up restored to
- the ? Block until you are fully Powered-Up!
- Head right across the lava field once more in the conveyor belts while
- dodging the Podoboos to find a grey ledge with a door waiting for Mario to
- enter. A P-Switch sits waiting for Mario, so stomp it and run to the right
- at top speed, just taking time to jump the odd Dry Bones. Go through the
- door at the end of the area to immediately run right across a long conveyor
- belt to fall down into an area where a horizontal Thwomp will be moving
- back into place on the right.
- Jump the Thwomp, move left to find a couple bricks (the one on the right
- holds a P-Switch), and then get back to the top area to crunch that P-Switch
- (if you are regular Mario, you will need to go back past the Thwomp to do
- so). Now that you have tripped the P-Switch, go right past the first door
- (it hold a Power-Up, so grab it if it is needed) and jump to the far ledge
- to take that door to find Boom-Boom's Chamber!
- Go under the spikes here (let the conveyor belt do it if you are Super
- Mario or better) to go find Boom-Boom! Boom-Boom has no obstacles in the
- air to hinder Mario, but the moving floor can be even tougher on Mario.
- Luckily, Boom-Boom will not wing to the sky in your final meeting in a
- Fortress with him, so get your three stomps quickly to get your ? Ball to
- move forward farther into Dark Land!
- o-----------------------o
- | Koopa Tank Brigade #2 |
- o-----------------------o
- Tank #1 has a single Cannonball cannon to hit you with, which is closely
- followed by Tank #2 which has a roof with some Cannonball launchers on it as
- does the floor. A Bob-Omb launcher is located on the bottom section of Tank
- #2, followed by a couple Cannonball cannons to end Tank #2.
- Tank #3 has a Cannonball launcher on the roof along with some Rocky Wrenches
- on the bottom ledge (located in holes 1, 3, 4, 6, and 7), which is followed
- by Tank #4 having three Cannonball launchers on the roof shooting before you
- even set foot on the bottom section. The rest of Tank #4 contains
- Cannonball launchers before a Bob-Omb launcher and a couple Cannonball
- cannons with a Rocky Wrench to round out the end of this vehicle.
- Tank #5 is a simple Tank that has a pipe that leads down to the Commanding
- Officer's room! Boom-Boom is the boss here, so a simple three stomp and out
- strategy will carry the day here. Just remember he can wing to the sky at
- his leisure after a single stomp, so ground him right away.
- o-----------------o
- | Bowser's Castle |
- o-----------------o
- Run to the right at top speed to pass underneath the laser beam-firing
- Bowser Statues to go up the brick stairs to step onto the middle of the
- floor directly underneath the opening above to be whisked up the shaft on a
- small blue platform. Head right when you arrive to ride a Donut Lift (hold
- RIGHT as you fall) to go right past a Hot Foot to find a large stairway.
- Climb up the stairs past the three Roto-Discs to move to the far wall to
- jump straight up and reveal a 1-Up Mushroom! You can then do a crouch jump
- into the space above the block that held the 1-Up Mushroom to slide through
- the wall into the large chamber to the right (if you do so, skip the next
- sentence).
- Head down the stairs past those same three Roto-Discs, turn right to go to
- the large lava room. Here you will see many Donut Lift ledges to deal with,
- and a fork in the path on which way to go fight Bowser! However, to
- understand the large room better, here is a quick look at the various
- hallways on the right side:
- ________________________________
- This route leads to OPTION ONE |
- ________________________________|
- |
- |________________________________
- This route leads to a Power-Up |
- ________________________________|
- |
- |________________________________
- This route leads to OPTION TWO |
- ________________________________|
- |
- |________________________________
- This route leads to the entrance|
- ________________________________|
- ==========
- OPTION ONE
- ==========
- Head across the lava field on the Donut Lifts while dodging Podoboos to get
- to the very top levels of the Donut Lifts to go right and into the opening
- there to find a door to pass through. You may want to drop into the passage
- below to get the Power-Up located there first before taking this path
- though.
- Head right when you appear to hop the first statue (it will shoot a laser
- beam) and then go past the remaining statues (which do NOT shoot any laser
- beams) to run right to see a lava field with some Donut Lifts dotting the
- path across. To further complicate things, Bowser will start a barrage of
- his flames as you move across the lava. Once you reach the far side, go
- through the door to find Bowser's lair!
- His room will look like the following on this route:
- ___________
- KEY |
- / - Bricks |
- D - Door |
- ___________|
- _ _
- |_|_|
- | |
- _ _ _|_D_|
- |_|_|_____________________|_|_|_|
- |_|_|/////////////////////|_|_|_|
- |_|_|_|_|///////////////|_|_|_|_|
- |_|_|_|_|_|_|///////|_|_|_|_|_|_|
- ----------
- METHOD ONE
- ----------
- Your job now is to stand over the section of bricks that is along the bottom
- row of the screen so you can finish Bowser off. Wait for Bowser to shoot
- his flames (dodge them as they fly at you) while holding your position until
- Bowser leaps into the air and tries to slam Mario with his body. Try to
- keep Mario in the very centre of the bricks to try and get Bowser to break
- the bricks when he slams down hard. Keep it up till Bowser falls through to
- take a long swan dive into the basement (that has got to hurt!).
- ----------
- METHOD TWO
- ----------
- If you are Fiery Mario, you can use your own mastery of the flame to battle
- Bowser! Bowser is a tough one though and he will take around 35 Fireballs
- to be knocked out of commission!
- ------------
- METHOD THREE
- ------------
- If you are Hammer Mario, you can use your arcing weapons of destruction to
- battle Bowser! Bowser is fairly susceptible to Hammers, requiring a maximum
- of three connecting Hammers to knock him out (how dead on your aim is
- decides how many Hammers it will take to kill him).
- ==========
- OPTION TWO
- ==========
- Head across the lava field on the Donut Lifts while dodging Podoboos to get
- to the very top levels of the Donut Lifts to go right and into the second
- opening from the roof find the Power-Up located there before taking the
- Donut Lift down a floor. Head right to jump over the horizontally moving
- Thwomp to set foot onto the Donut Lift to fall down yet another floor to
- find a Roto-Disc and some Podoboos guarding the passage across the lava
- field to the door.
- Head right when you appear to hop the first statue (it will shoot a laser
- beam) and then go past the remaining statues (which do NOT shoot any laser
- beams) to find a ? Block Power-Up waiting for you. Continue past the
- remaining statues (these will not fire either) to start across another lava
- field using the small brick ledges that are strewn about. While you attempt
- this feat however, Bowser will complicate things by spewing forth his flame
- attack as you hop across to take the door to his lair!
- His room will look like the following on this route:
- ___________
- KEY |
- / - Bricks |
- D - Door |
- ___________|
- _ _
- |_|_|
- | |
- _ _ _|_D_|
- |_|_|_____________________|_|_|_|
- |_|_|/////////////////////|_|_|_|
- |_|_|_|_|///////////////|_|_|_|_|
- |_|_|_|_| |_|_|_|_|
- ----------
- METHOD ONE
- ----------
- Your job now is to stand over the section of bricks that is along the bottom
- row of the screen so you can finish Bowser off. Wait for Bowser to shoot
- his flames (dodge them as they fly at you) while holding your position until
- Bowser leaps into the air and tries to slam Mario with his body. Try to
- keep Mario in the very centre of the bricks to try and get Bowser to break
- the bricks when he slams down hard. Keep it up till Bowser falls through to
- take a long swan dive into the basement (that has got to hurt!).
- ----------
- METHOD TWO
- ----------
- If you are Fiery Mario, you can use your own mastery of the flame to battle
- Bowser! Bowser is a tough one though and he will take around 35 Fireballs
- to be knocked out of commission!
- ------------
- METHOD THREE
- ------------
- If you are Hammer Mario, you can use your arcing weapons of destruction to
- battle Bowser! Bowser is fairly susceptible to Hammers, requiring a maximum
- of three connecting Hammers to knock him out (how dead on your aim is
- decides how many Hammers it will take to kill him).
- ========
- REJOINED
- ========
- Congratulations on defeating Bowser, saving the Princess, and setting all
- that is wrong with the world right once more! Enjoy the ending, you deserve
- it!
- ----------------------------------------------------------------------------
- ----------------------------------Enemies-----------------------------------
- ----------------------------------------------------------------------------
- 12)This section will be divided into the following sub-sections to make it
- easier to find a specific enemies information: Fortress Family, Goomba
- Family, Hammer Brother Family, Koopa Military Family, Koopa Troopa
- Family, Pirahna Plant Family, Water Family, and Miscellaneous.
- o-----------------o
- | Fortress Family |
- o-----------------o
- Name......: Boo Diddly.
- Appearance: A White Ghost.
- Attacks...: Whenever Mario turns his back these little ghosts will charge at
- Mario.
- Solution..: Unless Mario has a Hammer Brother Suit, a Tanooki Suit, or an
- Invincible Starman, Boo Diddly is unkillable. This means that
- Mario will have to try and avoid the persistent ghost.
- Name......: Boom-Boom.
- Appearance: A spiked turtle that can walk on two legs as well as sometimes
- fly. He is the guardian at the end of every Fortress in the
- game.
- Attacks...: He tries to run into Mario, fly into Mario, and uses his spikes
- to defend against being jumped on.
- Solution..: Try to jump on Boom-Booms head just as he starts to move because
- he will be moving at his slowest then. If he is flying, wait for
- him to swoop down before jumping on his head.
- Name......: Dry Bones.
- Appearance: A skeletal turtle.
- Attacks...: Tries to walk into Mario, can revive itself from some attacks.
- Solution..: Stomping this enemy will only cause it to crumble, not die,
- although an Invincible Starman can do so as well as a well-placed
- hammer or statue stomp.
- Name......: Hot Foot.
- Appearance: A walking, red flame.
- Attacks...: Whenever Mario turns his back these little candle flames will
- charge at Mario.
- Solution..: Unless Mario has a Hammer Brother Suit, a Tanooki Suit, or an
- Invincible Starman, Hot Foot is unkillable. This means that
- Mario will have to try and avoid the persistent flames.
- Name......: Podoboo.
- Appearance: A fireball.
- Attacks...: These Podoboos fly out of pits of lava hoping to hit Mario!
- Solution..: Unless Mario has a Hammer Brother Suit or an Invincible Starman,
- Podoboos are unkillable. Just time your jumps between pits to
- avoid being picked off.
- Name......: Roto-Disc.
- Appearance: A glowing white ball.
- Attacks...: It will rotate around a specific point in a fortress, usually in
- an area Mario has to pass through.
- Solution..: Unless Mario has a Hammer Brother Suit, or a Tanooki Suit,
- Roto-Disc is unkillable. Mario must try to pass without getting
- hit.
- Name......: Statue.
- Appearance: Carvings of Bowser.
- Attacks...: Some of these busts will shoot laser beams on 45 degree angles
- to the floor.
- Solution..: A quick pace of running underneath them will get you by easily.
- Name......: Stretch.
- Appearance: A white ghost that lives in a small white bar.
- Attacks...: Stretch moves it's head along the white bar to try and hit
- Mario.
- Solution..: Unless Mario has a Hammer Brother Suit, a Tanooki Suit, or an
- Invincible Starman, Stretch is unkillable. Walk or swim past as
- the case may be.
- Name......: Thwomp.
- Appearance: A blue-hued, stone being.
- Attacks...: Usually positioned so Mario will have to pass underneath, and as
- Mario draws closer it tries to crush him. Thwomps can also move
- horizontally in some Fortresses.
- Solution..: Unless Mario has a Hammer Brother Suit, a Tanooki Suit, or an
- Invincible Starman, Thwomp is unkillable.
- o---------------o
- | Goomba Family |
- o---------------o
- Name......: Giant Goomba.
- Appearance: A walking, evil mushroom that is bigger than Mario.
- Attacks...: Tries to walk into Mario.
- Solution..: Any type of attack will kill it off except for a tail attack.
- Name......: Goomba.
- Appearance: A walking, evil mushroom that reaches Mario knees in height.
- Attacks...: Tries to walk into Mario.
- Solution..: Any type of attack will kill it off.
- Name......: Mugger Micro-Goomba.
- Appearance: a really tiny Goomba that drops from Para-Goombas.
- Attacks...: They try to fall onto Mario, causing his mobility to become
- greatly impaired.
- Solution..: Repeatedly press LEFT and RIGHT and press the A Button when they
- start to swarm all over you to break loose.
- Name......: Para-Goomba.
- Appearance: Two different types; one is dark brown and one is light brown,
- both with wings.
- Attacks...: The dark brown one will hop along the ground, and the light
- brown one will fly in the air dropping Micro-Goombas before
- swooping down at Mario.
- Solution..: Any type of attack will finish them off, but jumping on them
- turns them into Goombas (they lose their wings).
- Name......: Pile Driver Micro-Goomba.
- Appearance: A Micro-Goomba that lives underneath large bricks.
- Attacks...: This tiny Goomba will try and jump onto Mario.
- Solution..: Fireballs are only attack that does not work on them.
- o------------------------o
- | Hammer Brothers Family |
- o------------------------o
- Name......: Boomerang Brother.
- Appearance: A green turtle that stands upright.
- Attacks...: Throws up to two boomerangs at one time.
- Solution..: Try to use Fire Flower power from a distance, or you will have
- to get in close to jump on it or use a tail attack on it.
- Name......: Fiery Brother.
- Appearance: A red turtle that stands upright.
- Attacks...: Spits fireballs at Mario.
- Solution..: Try to use fireballs if possible, or else you will need to get
- in real close (not really advisable).
- Name......: Hammer Brother.
- Appearance: A brown turtle that stands upright.
- Attacks...: Throws hammers in large arcs.
- Solution..: Shoot them with fireballs, hit them with a tail attack, or hit
- the platform below them for the easiest way to kill them.
- Name......: Sledge Brother.
- Appearance: Large green turtle that stands upright.
- Attacks...: Throws hammers in large arcs while jumping periodically to try
- and stun Mario by shaking the ground.
- Solution..: Shoot them with fireballs or hit them with a tail attack for the
- safest (easiest) way to kill them.
- o-----------------------o
- | Koopa Military Family |
- o-----------------------o
- Name......: Bob-Omb.
- Appearance: a small, walking bomb.
- Attacks...: Once it has been stomped or it's timer runs out, it will flash
- before exploding.
- Solution..: Essentially you need to stomp them and then throw them or clear
- out of the area to avoid the blast radius. Fireballs are
- worthless against it.
- Name......: Bullet Bill.
- Appearance: A black bullet shot from a cannon.
- Attacks...: Tries to run into Mario to wound him.
- Solution..: Any type of attack will work except for the tail attack and
- fireballs. Stand directly beside a cannon to keep it from
- firing.
- Name......: Cannonball.
- Appearance: a small round black ball or a large black ball shot from a cannon.
- Attacks...: these ammunition rounds are shot in a steady pace on a variety of
- angles from the Koopa Army and Navy.
- Solution..: Only jumping on or an Invincible Star will kill the small
- Cannonballs, but the large ones are susceptible to all attacks
- except for a tail attack and fireballs.
- Name......: Exhaust Ports.
- Appearance: Small grey nodules that shoot flames out periodically.
- Attacks...: Periodically shoot flames out at Mario.
- Solution..: Only the statue stomp move of Tanooki Mario can bring these flames
- down.
- Name......: Missile Bill.
- Appearance: A flashing bullet shot from a cannon.
- Attacks...: This Bill will relentlessly home in on Mario until he kills it off
- or it gets Mario.
- Solution..: Any type of attack will work except for the tail attack and
- fireballs. Stand directly beside a cannon to keep it from
- firing.
- Name......: Rocky Wrench.
- Appearance: light brown ones and dark brown ones.
- Attacks : Both types will pop out of their hiding places periodically to
- throw wrenches at Mario.
- Solution : These guys can be killed through any manner of attack. Light
- brown ones can only be defeated for a second before returning,
- although dark brown ones will be gone after being killed once.
- o---------------------o
- | Koopa Troopa Family |
- o---------------------o
- Name......: Colossal Green Koopa Paratroopa.
- Appearance: A large, winged, green-shelled turtle.
- Attacks...: Hops along trying to hit Mario.
- Solution..: Fireballs, hammers, and Starmen are preferred as that completely
- kills the enemy off. Jumping on them will remove their wings
- however, causing a revert to a Green Gargantuan Koopa Troopa.
- Name......: Green Gargantuan Koopa Troopa.
- Appearance: A large green-shelled turtle.
- Attacks...: Tries to walk into Mario, but falls off platforms.
- Solution..: Fireballs, Starman, and hammers will kill it right off. Jumping
- on it will retreat the Koopa into it's shell.
- Name......: Green Koopa Troopa.
- Appearance: A green-shelled turtle.
- Attacks...: Tries to walk into Mario, but falls off platforms.
- Solution..: Fireballs, hammers, and Starmen will kill it right off. Jumping
- on it will retreat the Koopa into it's shell.
- Name......: Green Paratroopa Koopa.
- Appearance: A winged, green-shelled turtle.
- Attacks...: Hops along trying to hit Mario.
- Solution..: Fireballs, hammers, and Starmen are preferred as that completely
- kills the enemy off. Jumping on them will remove their wings
- however, causing a revert to a Green Koopa Troopa.
- Name......: Red Giant Koopa Troopa.
- Appearance: a large, red-shelled turtle.
- Attacks...: Tries to walk into Mario, but does not fall off platforms.
- Solution..: Fireballs, hammers, and Starmen will kill it right off. Jumping
- on it will retreat the Koopa into it's shell.
- Name......: Red Koopa Troopa.
- Appearance: A red-shelled turtle.
- Attacks...: Tries to walk into Mario, but does not fall off platforms.
- Solution..: Fireballs, hammers, and Starmen will kill it right off. Jumping
- on it will retreat the Koopa into it's shell.
- Name......: Red Paratroopa Koopa.
- Appearance: a winged, red-shelled turtle.
- Attacks...: Hops along trying to hit Mario.
- Solution..: Fireballs, hammers, and Starmen are preferred as that completely
- kills the enemy off. Jumping on them will remove their wings
- however, causing a revert to a Red Koopa Troopa.
- o----------------------o
- | Pirahna Plant Family |
- o----------------------o
- Name......: Munchers.
- Appearance: Small black plants that usually appear in large fields.
- Attacks...: Although they do not move, they still try to bite Mario when he
- passes over there spots.
- Solution..: Unless you have a P-Switch handy to make them into Gold Coins,
- you must try to make it across their fields carefully. Some
- places require an Invincible Starman as their fields are vast.
- Name......: Nipper.
- Appearance: Small white plant that walks around.
- Attacks...: It will wander around slowly, waiting for Mario to try and jump
- it, at which point it jump ups to try and "nip" Mario. A few
- also have the ability to shoot an arc of fireballs quite
- accurately at Mario.
- Solution..: Use your tail attack or fireballs to kill it, or you should just
- avoid them.
- Name......: Pirahna Plant.
- Appearance: A plant that comes in and out of various pipes in the game.
- Attacks...: Comes in and out of the pipes periodically, it will not appear
- if you are near/on top of the pipe.
- Solution..: Fireballs, tail attacks, and statue stomps will kill them, but
- you are likely to just pass them more often than not.
- Name......: Pirahnacus Giganticus.
- Appearance: A large plant that comes in and out of pipes in World Four.
- Attacks...: Comes in and out of the pipes periodically, it will not appear
- if you are on top of the pipe.
- Solution..: Fireballs, tail attacks, and statue stomps will kill them, but
- you are likely to just pass them more often than not.
- Name......: Ptooie.
- Appearance: a walking or potted plant that balances a spiked ball on it's
- breath.
- Attacks...: Balancing the spiked ball as it blows up and down.
- Solution..: Fireballs, tail attacks, and statue stomps will kill them, but
- you are likely to just pass them more often than not. If you
- can not kill it, wait for a high volley of the spiked ball to
- jump through.
- Name......: Venus Fire Trap.
- Appearance: a smaller plant with a rounded head.
- Attacks...: Spits fireballs at Mario (numbering between one to three per
- volley).
- Solution..: Fireballs, tail attacks, and statue stomps will kill them, but
- you are likely to just pass them more often than not.
- o--------------o
- | Water Family |
- o--------------o
- Name......: Baby Cheep.
- Appearance: a small red fish that comes out of the mouth of Big Bertha.
- Attacks...: Tries to swim into Mario.
- Solution..: Fireballs are your best bet for killing it. Swim past carefully
- otherwise.
- Name......: Big Bertha.
- Appearance: The female half of the large red fish pair.
- Attacks...: She will spit her Baby Cheep out as she swims back and forth in
- closed in spaces.
- Solution..: Fireballs are your best bet for killing it. Swim past carefully
- otherwise.
- Name......: Blooper.
- Appearance: A white jellyfish.
- Attacks...: Swims around trying to hit Mario.
- Solution..: Fireballs are your best bet for killing it. Swim past carefully
- otherwise.
- Name......: Blooper With Kids.
- Appearance: A white jellyfish leading four mini Bloopers.
- Attacks...: Swims around trying to hit Mario with itself or the kids. it
- also has the ability in later levels to use a kid scatter attack
- (four children shoot out in all directions) before re-appearing to
- do the same thing again.
- Solution..: Fireballs are your best bet for killing it. Swim past carefully
- otherwise.
- Name......: Boss Bass.
- Appearance: The male half of the large red fish pair.
- Attacks...: Swims back and forth across the top of the water, waiting for
- Mario to be within jumping range so he can swallow him whole
- (regardless of what Power-Up he has at the time).
- Solution..: Fireballs are your best bet for killing it. Otherwise you should
- find the high ground so he can not eat you.
- Name......: Cheep-Cheep.
- Appearance: A medium sized red fish.
- Attacks...: Tries to swim into Mario.
- Solution..: Fireballs are your best bet for killing it. Swim past carefully
- otherwise.
- Name......: Jelectro.
- Appearance: An electrified, black jellyfish only found in World 7-4.
- Attacks...: Though it does not move, it lives in a huge pack with other
- Jelectros, which makes a living mine field for Mario to cross.
- Solution..: No way to kill them, so just avoid them as best you can.
- Name......: Lava Lotus.
- Appearance: An underwater plant.
- Attacks...: Shoots out lava balls periodically (up to five at a time).
- Solution..: A statue stomp will knock it out. Swim past carefully
- otherwise.
- Name......: Spiny Cheep-Cheep.
- Appearance: A spine-covered, black fish only found in World 7-4.
- Attacks...: Tries to swim into Mario, and it is much faster than it's red
- cousin.
- Solution..: Fireballs are your best bet for killing it. Swim past carefully
- otherwise.
- o---------------o
- | Miscellaneous |
- o---------------o
- Name......: Angry Sun.
- Appearance: A sun that has a sour face.
- Attacks...: It will whirl around in the air a few times before dive bombing at
- Mario.
- Solution..: Use a weapon like a turtle shell to kill it, although a statue stomp
- or hammers will work as well.
- Name......: Buster Beetle.
- Appearance: A blue-shelled enemy.
- Attacks...: These enemies will walk around and try to hit Mario, unless they
- find a brick to pick up and chuck at Mario.
- Solution..: Kill them through any manner you desire, just try to do it before
- they find a block to throw.
- Name......: Buzzy Beetle.
- Appearance: A black-shelled enemy.
- Attacks...: Tries to walk into Mario, unless it starts on the ceiling, which
- it will drop down and spin it's shell towards Mario.
- Solution..: Stomping it will cause it to retreat into it's shell, and only
- an Invincible Starman, hammers, or a Tanooki Stomp will knock it
- out permanently.
- Name......: Chain Chomp.
- Appearance: A black head connected to a wooden block with a chain.
- Attacks...: Tries to bite Mario if he draws near enough. It will also break
- off the chain if you stay on the screen for 140 seconds (roughly
- that long).
- Solution..: Throw/run a Koopa Shell into the head portion, run into it while
- invincible, or throw a hammer into it as Hammer Mario.
- Name......: Fire Chomp.
- Appearance: a black head that has a fire tail.
- Attacks...: Flies through the air trying to hit Mario with fireballs that it
- spits from it's own tail. If it runs out of fireballs, it will
- self-destruct in an attempt to hit Mario. They will return if you
- re-visit the area they are found in originally.
- Solution..: Any type of attack will kill it.
- Name......: Firesnake.
- Appearance: A segmented snake made up of fireballs.
- Attacks...: Jumps around trying to hit Mario, and it is able to pass through
- walls and floors.
- Solution..: Use a tail attack to take it out, but if you leave and then return
- to the area, it will have respawned.
- Name......: Lakitu.
- Appearance: A turtle that flies in a cloud.
- Attacks...: He attacks my throwing Spiny eggs out of his cloud.
- Solution..: Stomp or shoot him if you can, but remember that he is only
- defeated temporarily, meaning he will return.
- Name......: Para-Beetles.
- Appearance: A winged, red-shelled enemy.
- Attacks...: It does not attack really, but it flies in a straight line.
- Solution..: It can be killed by a tail whip, hammers, or an Invincible Starman,
- but they are better served as a stepping stone for Mario, since
- they like areas with deep chasms below them.
- Name......: Spike.
- Appearance: A green enemy who produces spiked balls from inside his body.
- Attacks...: He tries to walk into Mario while producing spiked balls to
- throw at Mario. Be careful as he often produces two at a time.
- Solution..: Any attack will kill them off, so just be wary as you do so.
- Name......: Spiny.
- Appearance: A Red bodied, yellow-spiked enemy.
- Attacks...: Tries to walk into Mario.
- Solution..: No jumping on this opponent unless you use the statue stomp, so
- try to use your tail attack or fireballs as they are more
- readily available.
- Name......: Spiny Eggs.
- Appearance: Red or Green spiked eggs.
- Attacks...: If they are red, they turn into Spiny when they hit the ground.
- If they are green, they will roll around the ground trying to
- hit Mario. Both types will hurt Mario while they are in the
- air.
- Solution..: No jumping on this opponent unless you use the statue stomp, so
- try to use fireballs as they are more readily available.
- ----------------------------------------------------------------------------
- ---------------------Hammer Brothers and The Koopa Klan---------------------
- ----------------------------------------------------------------------------
- 13)This section will look at strategies for dealing with each type of
- Wandering Hammer Brother type as well as the Koopa Kid Battles.
- The Koopa Kid Room maps are courtesy of Derek "Pegboy" Kader. Many
- thanks go out to him, and be sure to check out his FAQs on GameFAQs.
- o-----------------o
- | Hammer Brothers |
- o-----------------o
- -They are the Wandering Hammer Brothers in Worlds 1, 3, 5, and 6.
- -They will appear in some Worlds with one level of bricks, although later
- Worlds will have two levels of bricks.
- -Hitting the bricks underneath the Hammer Brothers is the tried and true
- method for succeeding.
- </pre><pre id="faqspan-5">
- -Fireballs are a good way to go as you can shoot the Hammer Brothers from
- afar when they jump to ground level.
- -Hammers work alright for ones that are a level above Mario.
- -Tail attacks from Raccoon Mario or Tanooki Mario will kill them as well if
- they are right in front of you.
- -Using an Invincible Starman before entering the battle is an easy way to
- kill them.
- o--------------------o
- | Boomerang Brothers |
- o--------------------o
- -They are the Wandering Hammer Brothers in World 2.
- -They will be positioned on an elevated block from the ground.
- -Fireballs are great for jumping up to chuck one before hiding in the safety
- of Mario's ground position.
- -Waiting for the two Boomerangs to start going before hopping off his head,
- followed by avoiding the returning Boomerangs.
- -Using an Invincible Starman before entering the battle is an easy way to
- kill them.
- o----------------o
- | Fiery Brothers |
- o----------------o
- -They are hidden set of Wandering Hammer Brothers in World 2.
- -One will be positioned on the ground, one on an elevated block from the
- ground.
- -Fireballs are great for knocking the first one out before it shoots,
- followed by jumping up to chuck one fireball before hiding in the safety
- of Mario's ground position.
- -You can immediately hop of the first Fiery's head, and try to use your
- momentum to reach the second on the fly (and avoid the fireballs flying at
- you).
- -Using an Invincible Starman before entering the battle is an easy way to
- kill them.
- o-----------------o
- | Sledge Brothers |
- o-----------------o
- -They are the Wander Hammer Brothers in World 4.
- -The one Sledge Brother you face will be positioned on ground level with
- Mario.
- -Fireballs are a good way to go as you can shoot the Sledge Brother.
- -Jumping on it's head will be more difficult since they throw hammers as
- they shake the ground, but it can be done.
- -Using an Invincible Starman before entering the battle is an easy way to
- kill them. Just be sure to avoid being on the ground when the Sledge
- Brother lands so he does not waste your Starman on you.
- o-------------o
- | Larry Koopa |
- o-------------o
- -A simple boss, he has no special powers other than his Magical Wand.
- -His room looks as such:
- | | | |
- | | | |
- | | | |
- | | | |
- | | | |
- | | _____ | |
- | |_____| | |_______________| |
- | | | | | | | | | | | | | | | |
- -All you need to do is stomp him three times or shoot him with ten fireballs
- to beat this weakling of the family.
- o------------------o
- | Morton Koopa Jr. |
- o------------------o
- -A simple boss, he has no special powers other than his Magical Wand.
- -His room looks as such:
- | | | |
- | | | |
- | | | |
- | | | |
- | | _______| |
- | | _________ | | | |
- | |_____| | | |___| | | |
- | | | | | | | | | | | | |
- -All you need to do is stomp him three times or shoot him with ten fireballs
- to beat this weakling of the family. This battle is slightly more
- difficult because of the more uneven terrain.
- o---------------o
- | Wendy O'Koopa |
- o---------------o
- -A tougher boss, she sends red and white rings around the room when jumped
- on. All the while she jumps around the room, making her more active than
- her siblings.
- -Her room looks as such:
- | | | |
- | | | |
- | | | |
- | | | |
- | | | |
- | | | |
- | |___________________________| |
- | | | | | | | | | | | | | | | | |
- -The flat room allows Wendy to move all around, and she will jump around more
- often and higher after each stomp. So, if you use fireballs, you will only
- have the original red and white ring to contend with.
- o------------o
- | Iggy Koopa |
- o------------o
- -A simple boss, he has no special powers other than his Magical Wand.
- -His room looks as such:
- | | | |
- | | | |
- | | | |
- | | | |
- | |___ _____ | |
- | | | |___ _| | |_ | |
- | | | | | | | | |_________| |
- | | | | | | | | | | | | | |
- -Rather uneven terrain here, you will need to be careful. He does tend to
- shoot smoke rings slightly faster than Larry or Morton Koopa Jr. (often
- throwing two sets out in a row), but he still requires the usual three
- stomps or ten fireballs the other Koopa Kids do.
- o-----------o
- | Roy Koopa |
- o-----------o
- -A tougher boss, he shakes the ground when he jumps, which will immobilize
- Mario for a short time. He also has the power of shooting his Magical Wand
- at Mario.
- -His room looks as such:
- | | | |
- | | | |
- | | | |
- | | | |
- | | | |
- | | ___ _______ | |
- | |___| |___| | |_______| |
- | | | | | | | | | | | | | |
- -Make sure to stay off the ground when Roy lands, or you will be temporarily
- stunned (making yourself an easy target for the Koopa Kid). Three stomps
- or ten fireballs will get you onto the next World.
- o-------------o
- | Lemmy Koopa |
- o-------------o
- -A tougher boss, he has up to three balls that bounce around the room as he
- rolls on top of another one firing his Magical Wand at Mario.
- -His room looks as such:
- | | | |
- | | | |
- | | | |
- | | | |
- | | | |
- | | | |
- | |___________________________| |
- | | | | | | | | | | | | | | | | |
- -You can bounce on his balls, so use that to your advantage if the balls are
- cornering Mario. Iggy will release the balls periodically, but this is not
- in relation to being stomped like his sister Wendy O'Koopa's Bracelets were.
- Three stomps or ten fireballs will knock this wannabe circus reject down for
- the count.
- o------------------o
- | Ludwig Von Koopa |
- o------------------o
- -Ludwig also has the ability that Roy Koopa possessed, meaning he too shakes
- the ground when he lands from a jump. He also differs from the other six
- Koopa Kids in that his jump in the air after being hit is much faster (and
- shorter), meaning he gets to attack you quicker. He also is a fiend for
- firing his Magical Wand at Mario.
- -His room looks as such:
- | | | |
- | | | |
- | | | |
- | | | |
- | | _____ _____ | |
- | | | | | |_____| | | |___| |
- | |_____| | | | | | | | | | | | |
- | | | | | | | | | | | | | | | | |
- -Try to avoid getting trapped in the deeper holes in the floor, or Ludwig
- will make short work of you. Also avoid being on the ground when he lands
- or he will likely get you wit his Magical Wand. Three stomps or ten
- fireballs will gain Mario access to Bowser's domain, Dark World!
- o----------------------------o
- | Bowser, King Of The Koopas |
- o----------------------------o
- -Bowser, King of the Koopas hides in his large castle waiting for Mario in
- the off chance the Italian plumber actually lucks his way into his lair.
- Bowser himself does not have a Magical Wand with which to attack Mario
- with, but he does have his Fire Breath as well as his body with which to
- hit Mario.
- -His room looks as such:
- ___________
- KEY |
- / - Bricks |
- D - Door |
- ___________|
- _ _
- |_|_|
- | |
- _ _ _|_D_|
- |_|_|_____________________|_|_|_|
- |_|_|/////////////////////|_|_|_|
- |_|_|_|_|///////////////|_|_|_|_|
- |_|_|_|_|_|_|///////|_|_|_|_|_|_|
- -The idea here is to bait Bowser into jumping onto the bricks, causing them
- to break. Try and make Bowser stomp through the bricks to fall down a deep
- passage to thud hard on the ground below. You can also use thirty-five
- fireballs or three hammers to put him down for the count.
- ----------------------------------------------------------------------------
- --------------------------------------Items---------------------------------
- ----------------------------------------------------------------------------
- 14)This section will look at all the enemies available to Mario as he tries
- to rescue the Princess from the evil clutches of Bowser!
- o----------------o
- | Power-Up Items |
- o----------------o
- Name......: Fire Flower.
- Power.....: This little petunia will allow Mario to become Fiery Mario so he
- can throw fireballs at his foes.
- How To Use: Press the B Button to throw a fireball.
- Name......: Frog Suit.
- Power.....: A relatively rare find, this Item allows Mario to gain amazing
- swimming skills.
- How To Use: The A Button will cause Mario to take a powerful swimming
- stroke, and the D-Pad can be used to move around underwater
- accurately.
- Name......: Hammer Suit.
- Power.....: A relatively rare find, this Item allows Mario to become a Hammer
- Brother! He can throw hammers and he can duck inside the helmet
- to be invulnerable to fireball attacks (not from Bowser though)!
- How To Use: Hold DOWN on the D-Pad to make Mario invulnerable to fireballs,
- and throw Hammers with the B Button.
- Name......: Invincible Starman.
- Power.....: When collected, this Star will make Mario flash wildly (his
- colour you perverted person!) and make him invulnerable to
- enemies (although he can still die through a few ways).
- How To Use: Simply collect and plow through enemies without fear!
- Name......: P-Wing.
- Power.....: A rare find for sure, it is won through a few special levels, beat
- certain Hammer Brothers, and the Princess Letters. The power they
- offer are unlimited flight, making them a sought after Item for
- sure! This Item also allows for a tail attack like Raccoon Mario.
- How To Use: Simply press the A Button whenever you want to fly higher. The
- tail attack is done by pressing the B Button.
- Name......: Raccoon Leaf.
- Power.....: When Mario collects this Item, he will become a Raccoon who can fly
- (with enough running room) as well as kill enemies with his tail.
- How To Use: For flying Mario has to hold the B Button to run around building
- his P-Meter up to maximum before jumping into the air with A Button
- (continuing to press the A Button to climb in altitude). The tail
- attack is done by pressing the B Button.
- Name......: Super Mushroom.
- Power.....: Mario will change from Regular Mario into Super Mario, which will
- allow Mario to take a hit instead of dying. This is also required
- for Mario to be eligible for Raccoon Leafs and Fire Flowers.
- How To Use: Just collect it to gain the power.
- Name......: Tanooki Suit.
- Power.....: A relatively rare find, this Item gives Mario the same abilities as
- Raccoon Mario (flying and tail attack) as well as the ability to
- turn into a stone statue!
- How To Use: For flying Mario has to hold the B Button to run around building
- his P-Meter up to maximum before jumping into the air with A Button
- (continuing to press the A Button to climb in altitude). The tail
- attack is done by pressing the B Button. To turn into a stone
- statue, press DOWN on the D-Pad at the same time as B Button, but
- be warned that it can only be held for five seconds before
- reverting back to Tanooki Mario.
- o----------------o
- | In-Level Items |
- o----------------o
- Name..: 1-up Mushroom/Treasure Chest.
- Effect: When collected, Mario gains an extra life.
- Name..: ? Ball.
- Effect: Collected from a defeated Boom-Boom, this ends a Fortress Level.
- Name : Coin.
- Effect: Besides being worth 200 points per collect, 100 of these little
- beauties will gain Mario an extra life.
- Name..: Coin Block.
- Effect: A Block that contains multiple Coins, the amount of which if dependent
- upon how fast Mario hits the block.
- Name..: Kuribo's Shoe.
- Effect: Only found in one level (5-3), this Item can be usurped from a Goomba
- who s using it. With it in his possession, Mario can then step on
- ANYTHING without fear of being hurt.
- Name..: P-Switch.
- Effect: When stomped, it turns all Coins into bricks and all bricks into
- Coins.
- o----------------o
- | Map Only Items |
- o----------------o
- Name..: Anchor.
- Effect: When the Koopa Kid's Airship is on the map screen, this item can be
- used to keep it in place so it can not fly across the screen to hide
- in an area not explored already.
- Name..: Jugem's Cloud.
- Effect: When used, Mario can pass over one level. However, if he dies on
- that life, he will go back behind said level (unless he entered a
- pipe first or beat a Wandering Hammer Brother).
- Name..: Hammer.
- Effect: If used on a rock of the map screen, the rock will crumble away to
- reveal another path (although the Hammer will disappear as well).
- Name..: Music Box.
- Effect: When used, all the Wandering Hammer Brothers/Pirahna Plants will
- fall asleep for a few turns (anywhere from one to three), which
- allows Mario to pass by unimpeded.
- Name..: Warp Whistle.
- Effect: When played, Mario will be whisked away to World Nine, the Warp
- Zone. Depending on where you play the Whistle from will determine
- which Worlds you can reach. World One will allow access to Worlds
- Two Through Four, Worlds Two through Six will allow Access to Worlds
- Five through Seven, and World Seven through Nine allow access to
- World Eight.
- ----------------------------------------------------------------------------
- -----------------------------White Mushroom Houses--------------------------
- ----------------------------------------------------------------------------
- 15)These little secrets can be found once per world, and they offer a
- fabulous prize of a P-Wing or an Anchor. The following will list the
- requirements for getting the White Mushroom House in each World. The
- Coins stat is the minimal required amount to get the White Mushroom House
- to appear.
- o-----------o
- | World One |
- o-----------o
- Level: 1-4
- Coins: 44
- Prize: P-Wing
- o-----------o
- | World Two |
- o-----------o
- Level: 2-2
- Coins: 30
- Prize: Anchor
- o-------------o
- | World Three |
- o-------------o
- Level: 3-8
- Coins: 44
- Prize: P-Wing
- o------------o
- | World Four |
- o------------o
- Level: 4-2
- Coins: 22
- Prize: Anchor
- o------------o
- | World Five |
- o------------o
- Level: 5-5
- Coins: 28
- Prize: P-Wing
- o-----------o
- | World Six |
- o-----------o
- Level: 6-7
- Coins: 78
- Prize: Anchor
- o-------------o
- | World Seven |
- o-------------o
- Level: 7-2
- Coins: 46
- Prize: P-Wing
- ----------------------------------------------------------------------------
- ------------------------------Card Game Solutions---------------------------
- ----------------------------------------------------------------------------
- 16)This section will be dedicated to the eight different possible patterns
- that the cards will take when ever a player enters a N-Spade.
- o----------------------o
- | Requirements & Stats |
- o----------------------o
- -For every 80,000 points scored by one player, along with their successful
- completion of a level, and N-Spade will appear.
- -The Pattern inside will be randomly selected from one of eight programmed
- sets.
- -The pattern will remain constant until a player finishes the current
- pattern, at which point their run in the N-Spade ends. The next N-Spade to
- appear will then select a new pattern.
- o-------------------o
- | Possible Patterns |
- o-------------------o
- ________________________
- KEY |
- |
- 1P - 1-Up Treasure |
- 10 - 10 Coins |
- 20 - 20 Coins |
- FF - Fire Flower |
- IS - Invincible Starman |
- SM - Super Mushroom |
- ________________________|
- ===========
- Pattern One
- ===========
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |1P| |SM| |10| |SM| |FF| |IS|
- |__| |__| |__| |__| |__| |__|
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |SM| |10| |IS| |20| |20| |FF|
- |__| |__| |__| |__| |__| |__|
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |IS| |1P| |FF| |SM| |FF| |IS|
- |__| |__| |__| |__| |__| |__|
- ===========
- Pattern Two
- ===========
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |SM| |FF| |20| |SM| |10| |IS|
- |__| |__| |__| |__| |__| |__|
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |FF| |1P| |SM| |10| |1P| |20|
- |__| |__| |__| |__| |__| |__|
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |IS| |FF| |IS| |SM| |FF| |IS|
- |__| |__| |__| |__| |__| |__|
- =============
- Pattern Three
- =============
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |FF| |IS| |1P| |FF| |1P| |SM|
- |__| |__| |__| |__| |__| |__|
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |10| |SM| |FF| |IS| |SM| |10|
- |__| |__| |__| |__| |__| |__|
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |IS| |20| |20| |SM| |FF| |IS|
- |__| |__| |__| |__| |__| |__|
- ============
- Pattern Four
- ============
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |SM| |FF| |1P| |FF| |IS| |IS|
- |__| |__| |__| |__| |__| |__|
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |20| |IS| |SM| |10| |1P| |FF|
- |__| |__| |__| |__| |__| |__|
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |20| |SM| |10| |SM| |FF| |IS|
- |__| |__| |__| |__| |__| |__|
- ============
- Pattern Five
- ============
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |FF| |IS| |1P| |FF| |20| |SM|
- |__| |__| |__| |__| |__| |__|
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |10| |SM| |20| |1P| |SM| |10|
- |__| |__| |__| |__| |__| |__|
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |IS| |FF| |IS| |SM| |FF| |IS|
- |__| |__| |__| |__| |__| |__|
- ===========
- Pattern Six
- ===========
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |FF| |10| |1P| |FF| |1P| |SM|
- |__| |__| |__| |__| |__| |__|
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |IS| |SM| |20| |IS| |SM| |10|
- |__| |__| |__| |__| |__| |__|
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |IS| |FF| |20| |SM| |FF| |IS|
- |__| |__| |__| |__| |__| |__|
- =============
- Pattern Seven
- =============
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |SM| |FF| |20| |FF| |10| |IS|
- |__| |__| |__| |__| |__| |__|
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |20| |1P| |SM| |10| |1P| |FF|
- |__| |__| |__| |__| |__| |__|
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |IS| |SM| |IS| |SM| |FF| |IS|
- |__| |__| |__| |__| |__| |__|
- =============
- Pattern Eight
- =============
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |FF| |20| |SM| |IS| |1P| |FF|
- |__| |__| |__| |__| |__| |__|
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |1P| |FF| |10| |SM| |20| |IS|
- |__| |__| |__| |__| |__| |__|
- __ __ __ __ __ __
- | | | | | | | | | | | |
- |SM| |10| |IS| |SM| |FF| |IS|
- |__| |__| |__| |__| |__| |__|
- o------------------------o
- | Things To Keep In Mind |
- o------------------------o
- -The three right-most cards of the third row will always be the same three
- cards (from left to right: Super Mushroom, Fire Flower, and Invincible
- Starman).
- -If you are closing in on earning another N-Spade, be sure to check your
- inventory to see if you should use an Item first so you will have lots of
- room for the new Items being won.
- -To figure out which pattern you are playing, flip the fifth card from the
- left in the first row before looking below to see what Pattern you have.
- i) If it is a 20 Coin prize, you have yourself Pattern Five.
- ii) If it is a Fire Flower, you have Pattern One.
- iii) If it is an Invincible Starman, you have Pattern Four.
- iv) If it is a 10 Coin Prize, you need to flip the first card from the
- right in the second row. If it is 20 Coins, you have Pattern Two,
- and if it is a Fire Flower, you have Pattern Seven.
- v) If it is a 1-Up prize, you have to flip over the first card from the
- left in the second row. If it is a 10 Coin Prize, you have Pattern
- Three. If it is an Invincible Starman, you have Pattern Six. If it is
- a 1-Up prize, you have Pattern Eight.
- ----------------------------------------------------------------------------
- ----------------------------Warp Whistles Locations-------------------------
- ----------------------------------------------------------------------------
- 17)This section will give information on how to find all three Warp Whistles
- contained within the game.
- o------------------o
- | Warp Whistle One |
- o------------------o
- The first Whistle to be found is located in World 1-3. To gain access to
- it's hiding place Mario must go towards the end of the level to the point
- just short of a Para-Goomba that drops Micro-Goombas. Get onto the White
- Platform (the only one in the level), duck down (hold DODN), and after 5
- seconds Mario will fall through the block. Now Mario has the ability to
- walk behind the scenery (including other blocks and bushes), so run to the
- right at top speed to get behind the black at the end of the level (this
- will be the same area as the Card Box). Keep running right to enter into a
- hidden Mushroom House to gain access to the Whistle from a giant Treasure
- Box! Keep in mind that if you are jumping around behind the black scenery,
- you may jump the entrance to the Mushroom House, so just run along the
- ground).
- o------------------o
- | Warp Whistle Two |
- o------------------o
- The second Whistle is to be found in the World One Fortress. Head right
- from the start, dodging through the obstacles of the Fortress until Mario
- arrives at an area with a Power-Up, a Dry Bones, and a door. Stomp the Dry
- Bones as Mario collects the Power-Up (it needs to be a Leaf to make next
- part of retrieval possible), and then run right to go past the door to the
- wall. Quickly run back to the left to build up the Speed Meter so Mario can
- fly, and then take flight straight up off the screen where you should hold
- RIGHT so Mario will fly over the wall to the right. Then Mario should run
- right until he can move no further before pressing UP to go through the door
- located there. Mario will fall into a closed room where a small Treasure
- Chest sits, holding the second Warp Whistle!
- o--------------------o
- | Warp Whistle Three |
- o--------------------o
- The Third Whistle is found beyond the Dunes of World Two's desert. You must
- first defeat the Wandering Boomerang Brother that carries the Hammer in a
- Treasure Chest. Then Mario should move across the map until he arrives at
- the top right screen. where he should use the item to break the rock to his
- right. Now Mario can head east through the newly opened path to find a
- Mushroom House (contains a Frog Suit for Mario) as well as a Wandering
- Hammer Brothers. However, this time it is not a Boomerang Brother like the
- other two in this level, but rather a pair of Fiery Brothers! Defeat this
- pair of fire-intensive enemies to get a Treasure Chest containing the third
- and final Warp Whistle!
- ----------------------------------------------------------------------------
- ----------------------------------Coin Ship---------------------------------
- ----------------------------------------------------------------------------
- 18)This section will look at all aspects of the Coin Ship.
- o-------------o
- | What Is It? |
- o-------------o
- The Coin Ship happens when certain specifications are met (see later in this
- section for more details on getting it to appear), and it transforms a
- Wandering Hammer Brother into the Coin Ship. These can be made in World
- One, World Three, World Five, and World Six.
- o---------------------o
- | How Does It Appear? |
- o---------------------o
- There are more than a few requirements for getting it to appear, so I will
- now list them.
- i) You must get your coin total to a multiple of 11. This means that 11,
- 22, 33, 44, 55, 66, 77, 88, and 99 (00 does not work).
- ii) You must get your tens digit in your score to be equal to your coin
- total's tens digit OR you must get your tens digit to be FIVE
- higher/lower than your coin total's tens digit (if you have 22 coins,
- you need 2 OR 7 in your score's tens digit).
- iii) Now you need to get to the end of the level without changing your coin
- total or tens digit in your score (just avoid collecting coins or
- breaking bricks). When you get there, you need to hit the slot block
- when the timer is an even number IF your score's tens digit is equal to
- your coin total's tens digit. IF your score's tens digit is five
- higher/lower than your coin total's tens digit, you HAVE TO hit the
- slot block when the timer is at an odd number.
- o---------------------------o
- | Can I Lose The Coin Ship? |
- o---------------------------o
- Yes you can, and this can be accomplished through two methods. Method
- Number One is most the common way to do it, and it involves Mario dying on
- the Coin Ship (squished by scrolling screen or by the Boomerang Brothers on
- board). Method Number Two requires the player to repeat the steps in
- Sub-Section "How Does It Appear?" to cause the Coin Ship to revert.
- o---------------------------o
- | The Coin Ship Walkthrough |
- o---------------------------o
- ___________________
- KEY |
- |
- O - Coin |
- 1 - Invisible 1-Up |
- P - Pipe |
- ___________________|
- __
- OOOOOOOOOOOOOO | |OOOOO OOOOO
- OOOOOOOOOOOOOO | |OOOOOO OOOOO 1
- ______________ | |______ _____ PP
- OOOO OOOOO OOOOO | |OOOOOO OOOOO ______PP__
- START OOOO OOOOO OOOOO | |OOOOOOO OOOOO O| |
- ________ ________________ | |_______ _____ OO| o o o o |
- \ |OOOOO OOOOO OOOOOO| |OOOOOOOO OOOOO OOO| |
- \ |OOOOO OOOOO OOOOOO| |OOOOOOOO OOOOO OOOO| /
- \ |__________________|__|______________________| /
- \ /
- \_______________________________________________________/
- Collect all the Coins as the screen scrolls, and be sure to get the
- invisible 1-Up that is just short of the pipe. Also be sure to avoid
- getting squished by the scrolling screen against the pole in the middle of
- the ship. Once you go down the pipe, fight the two Boomerang Brothers
- inside to win your prize.
- ----------------------------------------------------------------------------
- ---------------------------Mario Brothers Battles---------------------------
- ----------------------------------------------------------------------------
- 19)This section will look at all the aspects of the Mario Brothers Battles.
- o-------------o
- | What Is It? |
- o-------------o
- A throwback to the classic arcade hit "Mario Brothers", this occurs in a Two
- Player game. This situation will occur when the current player in control
- of their character on the map screen crosses the spot that the other player
- occupies (represented by a small letter), and one of them presses the A
- Button to enter into the battle
- o---------------------o
- | What Is The Battle? |
- o---------------------o
- This is a situation where the following screen appears:
- _____________________
- KEY |
- |
- P - Pipe |
- PW - POW Block |
- SM - Start For Mario |
- SL - Start For Luigi |
- _____________________|
- PPP PPP
- PPP PPP
- PPP PPP
- XXXXXXXXXXX XXXXXXXXXXX
- XXXXXXXXXXX XXXXXXXXXXX
- XXXXXXXXXXXXXXXX
- XXXXXXXXXXXXXXXX
- XXX XXX
- XXX XXX
- SM -- SL
- XXXXXXXXXXX PW XXXXXXXXXXX
- XXXXXXXXXXX -- XXXXXXXXXXX
- PPP PPP
- PPP PPP
- PPP PPP
- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- The screen is wrap around, meaning you can walk through one side of the
- screen to appear on the far side of the screen. The main idea is to knock
- out more enemies than your opponent can out of five OR survive longer than
- your opponent.
- Enemies appear from the pipes on top of the screen, and to be defeated they
- must be hit from underneath or by hitting the POW Block when they are on the
- ground. Take too long and Fireballs appear to try and hit the competititors.
- o-------------------o
- | Enemy Information |
- o-------------------o
- Fireball: If the two players take to long to defeat the enemies, this baddie
- will fly across the screen on the same level. It can not be
- defeated so avoid it at all costs.
- Fly.....: An enemy that hops around at a fairly slow pace, it can be
- somewhat difficult to knock onto it's back with the POW Block.
- Lobster.: The toughest enemy in these battles to face is the Lobster, which
- means he requires two hits to knock onto his back. If you land
- only one hit, it will be faster than before.
- Spiny...: The most common enemy you will face, it walks in a straight line.
- -All enemies will right themselves after being knocked onto their backs, and
- they will be faster upon doing so.
- -The last enemy remaining in the battle will automatically speed up.
- -An enemy who has sped up will change colour.
- o-------------o
- | Why Battle? |
- o-------------o
- An interesting question, but there a few reasons to battle, including:
- a) The most co-operative way to use it is to exchange slot cards so someone
- can get a better set. For instance, Player one may have a Star and a
- Mushroom while Player Two has two Mushrooms. By stomping Player One on
- the head, the Mushroom card will fly into the battle area, where Player
- Two can grab the Mushroom to get a 2-Up. This can also be used in battle
- to steal cards if you are mean to one another.
- b) To steal your opponent's turn. This is a good way to get them as they
- pass your position so you can go ahead and do the next level instead of
- them.
- c) For a unique and diversionary distraction from the main game. It can be
- fun to duke it out with a buddy in the Mario Brothers Battle.
- ----------------------------------------------------------------------------
- ---------------------------------1-Up Tricks--------------------------------
- ----------------------------------------------------------------------------
- 20)This section will look at various methods of gaining multiple lives in a
- single run through a level.
- o---------------------o
- | Endless Enemy Stomp |
- o---------------------o
- This trick requires an endless supply of enemies for Mario to kill and that
- Mario be Raccoon Mario. He must stomp on an enemy, bounce into the air, and
- then slowly descend to the ground to bounce up again. The slow descent
- allows for more enemies to appear so Mario can bounce in the air forever
- (theoretically). The ninth enemy killed without touching the ground will
- begin the 1-Up collecting.
- This trick works on World 1-2 where the elevated pipe produces continual
- Goombas for Mario to use the above strategy on. A slightly changed
- variation of this trick can be performed in the World Two Fortress right
- near the start. Draw the first three Dry Bones together, and stomp on them
- one-by-one using the slow descent of the Raccoon Tail. Now, you will be
- coming down from the third Dry bone stomp when the first Dry Bones that was
- stomped will revive to be stomped again. Continue along this pattern to
- gain extra lives to your hearts content. Also check World 7-5 for three
- Green Paratroopa Koopas that can also be used to perform this technique.
- o-------------------------o
- | Ricocheting Koopa Shell |
- o-------------------------o
- This is a variation on the Endless Enemy Stomp, but instead of Mario hopping
- on enemy after enemy, he just needs to watch the continual supply of enemies
- get taken out by a ricocheting Koopa Shell.
- Most notably done in Worlds 3-4 and 3-9, they both require Mario to bring a
- Koopa Shell with him as he travels forward into the level. On 3-4, Mario
- will come across three Green Koopa Troopas on a slope, so retreat one back
- into it's shell before running right to have Lakitu appear overhead. Get to
- the part of the level where a green pipe is over head with two blocks on the
- ground blocking the Koopa Shell from being tossed away. Let the Koopa Shell
- loose between the blocks so the thrown Green Spiny Eggs will be plowed
- through for larger and larger amounts of points. In 3-9, you need to
- retreat the first Green Paratroopa Koopa you see into it's shell before
- running right underneath the next ledge to toss the Koopa Shell past a low
- lying Bullet Bill cannon. Now Mario should get on the ledge above quickly
- before running right to stand so two Bullet Bill cannons are visible. Now
- he just needs to sit tight as the Bullet Bills get killed by the Koopa Shell
- and rack up the 1-Ups.
- o--------------------------o
- | The Fake Touch Down Move |
- o--------------------------o
- A much slower way to gain extra lives, it is still a decent way of winning
- some extra lives nonetheless. This trick requires Mario to not actually set
- foot onto solid land, but rather rest between jumps on an object that does
- not count as solid ground.
- Worlds 3-7 and 5-4 are both good areas to do this technique. World 3-7 has
- a point halfway where an elevated brick set has a Green Koopa Troopa walking
- between it's walls, so kick it to start moving to create a beanstalk. Now
- you need to stomp the Koopa Shell to stop it form ricocheting, followed by
- getting back onto the vine without touching the ground. Now wait for the
- Green Koopa Troopa to come out of it's shell, and then stomp it before
- landing back on the beanstalk. Repeat this to slowly gain more and more
- points, followed by 1-Ups.
- 5-4 has rotor platforms that will spin periodically before quitting, and
- these two work in the same way as the Beanstalk. This time you need to take
- the Green Paratroopa Koopa down before getting back onto the spinning
- platform. Much tougher to do, but a skilled player can do it easily enough.
- o--------------------------o
- | End Of Level Enemy Coins |
- o--------------------------o
- Whenever you finish a level by grabbing the changing card and an enemy is
- present, it will be killed off and turned into Gold Coins as well as points.
- If enough of them are present, the points will end up totaling into some
- points.
- Now, this is truly effective when you have a level where Lakitu follows
- Mario to the end of the level, so use it on those levels to gain a few
- 1-Ups.
- o-----------------------------o
- | Multiple Extra Lives Levels |
- o-----------------------------o
- These are levels where at least 2 extra lives can be gained before the
- player purposely kills themselves to re-enter the level to repeat the same
- steps over to build up their extra lives.
- The most famous example of this is the First World Seven Fortress where the
- first room you enter is all bricks, with the exception of a hidden P-Block
- waiting to turn the brocks into Gold Coins! Collect as many as you like and
- then exit and re-enter the room to do it again and again and again!
- ----------------------------------------------------------------------------
- -------------------------------Various Tricks-------------------------------
- ----------------------------------------------------------------------------
- 21)This section will look at the other oddities, tricks, and quirks of Super
- Mario Brothers 3.
- a) When you hit a block where a Super Mushroom or 1-Up Mushroom pops out of,
- the direction it moves can be controlled. If you hit the block on the
- left half, the Mushroom will go right, and if you hit the block on the
- right half, the Mushroom will go left.
- b) If you stand away from a wall by one block space and throw a shell, when
- it bounces back it will pass right through Mario.
- c) When you get to the end of a stage, get to full running speed (meaning
- you could fly if you desired to), and jump at the slot box so you hit it
- on a 45 degree angle on the lower right corner of it. This will
- guarantee a Star Card.
- d) When you get three cards from the slot boxes at the end of the levels,
- you will receive a 1-Up. However, if you match three of the same symbol,
- you will receive some bonus extra men. Three Super Mushroom Cards will
- net you a 2-Up, three Fire Flowers will net you a 3-Up, and three
- Invincibility Starmen will net you a 5-Up. This means that c) is a very
- useful trick for gaining lots of lives.
- e) If you do not have enough of a runway to get enough speed to fly because
- of elevating paths, you can still fly by using a tap jump to get to the
- next level while maintaining Mario's speed so he can fly. You can also
- use a partial runway to run back and forth to build your speed up for an
- easy way to get into flight.
- f) If you stand next to a wall and throw a shell, the shell will die off
- without bouncing back.
- g) While Mario is Tanooki Mario, he can turn into a grey statue, however you
- can make Mario grey in the face without him actually becoming a statue.
- When you are about to go down a pipe by pressing DOWN, use the B Button
- as well (just like you were trying to become a statue). As Mario starts
- down the pipe, he will turn grey before exiting the pipe as his usual
- Tanooki colour palette.
- h) Mario can only carry a maximum of 28 Items. If he has a full set of
- Items and gets a 29th one, it will replace the 28th Item in his reserves.
- Use up some Items if your inventory is getting packed.
- i) You will receive different thank you from the king's of each country in
- the Mushroom Kingdom if you manage to defeat the Koopa child with one of
- the three special suits (Frog, Tanooki, Hammer) on. Try it out and see
- if you can hear all three!
- j) Some grass levels will have a dark streak of green along the bottom of
- the screen. If Mario has a P-Wing equipped, he can fly through the
- bottom of the grass (the dark streak of green).
- k) Some levels allow Mario to have a streak of Invincibility Starmen,
- all contained within the level. Some of these levels require Mario to
- use an Invincible Starman before entering to cause this occurrence to
- happen.
- l) When fighting Bowser, if you are standing on a spot where he will stomp
- that is NOT breakable brick just as he begins to jump and THEN move to a
- spot where breakable brick is (causing him to jump your direction if you
- time the movement right), he WILL NOT break the brick despite it being
- breakable brick.
- m) A well known thing, but I have recieved emails about it, so I will add it
- in. After you beat the game, you will get 28 P-Wings if you start a new
- game right after (ie no shutting down the game).
- ----------------------------------------------------------------------------
- ----------------------------------Credits-----------------------------------
- ----------------------------------------------------------------------------
- 22)This section sends a shout out to all of those who have helped me in the
- creation of this FAQ.
- -Derek "PegBoy" Kader for his glorious ASCII maps of the Koopa Kid's rooms
- and Bowser's Room. I can not believe I forgot to mention that he made
- those kick-ass diagrams!
- -Kaze Sama for giving me the dedication to use in this FAQ.
- -Adam Peltz for contributing the strange behaviours of the Magic Wands when
- attacked with special abilities.
- -Javier Dorantes Hernandez for contributing the 1-Up at the beginning of
- World 7-7.
- ----------------------------------------------------------------------------
- -------------------------------Final Word-----------------------------------
- ----------------------------------------------------------------------------
- 23)As is the usual, this walkthrough is copyright property of Brian P.
- Sulpher, 2003. The only website, group, person, etc. to have access to
- post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and
- www.honestgamers.com. You must ask for permission before posting this,
- as doing so without consent is a violation of international copyright
- law.
- If you liked it, hated it, have anything to add, then please E-mail me at
- [email protected]. You can also contact me through MSN messenger
- through the same E-mail address.
- A great NES game (considered the best ever by many) that I felt I wanted
- to write for. I mean, it will finish off my trilogy work on the SMB
- series for the NES, but I felt that I needed this one to make my NES FAQ
- collection fill out that much more nicely. Besides, who DOESN'T enjoy
- playing this game? It stands to reason I enjoyed writing this FAQ as
- well! Hell, with such a large and extensive treat just lying around,
- waiting for writing attention from yours truly, so how could I not the
- answer the call of the FAQer? Seriously, anyone know how not to? It
- has always been a passion since I started, and I hope it will continue
- onwards for years to come.
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