Classic NES Series: Super Mario Bros. – FAQ/Walkthrough
Game Boy Advance
FAQ/Walkthrough by Pegboy
Version: 1.2 | Updated: 04/20/03
****************** ******************** ************************ ************************** **#####******************#####** ********##**************##******** ********###################********* ****** ################### ******* ******* ### ******* ### ******** ********* ### ******* ### ********** ********** ******* *********** ********************************************** ********%%%%%%%%%%%%%%%%%%%%%%%********* %%%%%%%%%%%%%%%%%%%%%%%%% ####%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ############%%%%%%%%%%%%%%%%%%%%###### ##############%%%%%%%%%%%%%%%%####### #############%%%%%%%%%%%%%%######## ------------------------------------ Super Mario Brothers FAQ/Walkthrough v. 1.2 (c) Pegboy 2003 All rights reserved ------------------------------------ Welcome to my Super Mario Brothers guide! This document is copyright Pegboy (Derek Kader) 2003 and should not be copied, in whole or in part, changed in any way, shape or form, stolen from, or any other illegal crap that you might try to pull. If you'd like to use part of it or post it on your website, e-mail me at kader3@msn.com. Also, if you see it on any other site besides www.gamefaqs.com, e-mail me so I can take care of the problem. If you have anything to add, be it strategies, tips, tricks, or have questions, or just want to say what's up, e-mail me at kader3@msn.com. I will credit you with the info in the next update. If you want to use any of the ASCII art you see in the guide, feel free to ask me to use it. That being said, sit back, have a coke and enjoy the guide! =============================================================================== TABLE OF CONTENTS =============================================================================== I. Intro and Notes II. Version History III. Story IV. Controls V. Game Basics VI. Characters VII. Items VIII. Enemies IX. Walkthrough X. 8 Stage Walkthrough XI. Warp Zones XII. Secrets, Tips and Tricks XIII. Credits and Legal Stuff ******************************************************************************* I. INTRO AND NOTES ------------------- Super Mario Bros. is probably the most well known home console game ever. It is THE classic game, and a copy of it (or Super Mario Bros./Duck Hunt) was sold with the NES. If you have not played it before, and I know that sounds like a stupid statement as mostly every person who lived part of their childhood in the '80s has played the game, but I have found people my age before who had not played the game before and really didn't know who the Super Mario Brothers were! So, if you haven't played it, you owe it to yourself to do so. One of the greatest platformers of all time, Super Mario Bros. has earned a place as one of the most well known titles of all time. Not to mention, the Mario Brothers have probably shared as much stardom as most real life celebrities, having their own movie, action figures, collectibles, and at one time, even their own show, the Super Mario Super Show. ** In the future, I may add a section of common Game Genie codes, but there are already two big FAQs just dedicated to GG codes, so it may or may not happen. That being said, let's move on to the guide! ******************************************************************************* II. VERSION HISTORY -------------------- Check here for any revisions, additions, or updates here. v. 1.0 - March 30, 2003 ======================= Started work on FAQ March 23, 2003. First, basic version of the FAQ. That's all for now, if you have anything at all to add, you can e-mail me at kader3@msn.com and I'll if I add it, I'll credit you in the next update for your info. v. 1.1 - April 19, 2003 ======================= Found a few errors here and there, especially in the Table of Contents setup, and fixed them. v. 1.2 - April 20, 2003 ======================= Happy Easter to all. Changed the ASCII art at the beginning of the FAQ from an NES Controller drawn my Snow Dragon, which is now featured in my Super Mario Bros./Duck Hunt FAQ to a Goomba. Hope you like it! ******************************************************************************* III. STORY ----------- This is the story taken directly from the Super Mario Bros./Duck Hunt intruction manuel, and I give complete credit to Nintendo for writing it. One day the kingdom of the peaceful Mushroom People was invaded by the Koopa, a tribe of turtles famous for their black magic. The quiet, peace-loving Mushroom People were turned into mere stones, bricks and even field horse-hair plants, and the Mushroom Kingdom fell into ruin. The only one who can undo the magic spell of the Mushroom People and return them to their normal selves is the Princess Toadstool, the daughter of the Mushroom King. Unfortunately, she is presently in the hands of the great Koopa turtle king. Mario, the here of the story (maybe) hears about the Mushroom People's plight and sets out on a quest to free the Mushroom Princess from the evil Koopa and restore the fallen kingdom of the Mushroom People. You are Mario! It's up to you to save the Mushroom People from the black magic of the Koopa! --END OF EXCERPT-- One thing to note, the evil Koopa king they speak of is Bowser, just so there is no confusion. ******************************************************************************* IV. CONTROLS ------------- The controls of this game, as their were a limited amount of buttons on the original NES controller, are not very complicated, but here they are just in case you need them. ========== "A" Button ========== Jump - The longer you hold the button down, the higher you will jump. Swim - Repeatedly press A to swim during the various water stages. ========== "B" Button ========== Accelerate - If you hold down the B button while you run, you will run faster, allowing you to make higher jumps. Fireballs - If you have picked up a Fire Flower, you can throw fireballs by pressing B. ====== Select ====== Cursor - Select is only used on the title screen, and it moves the cursor, allowing you to select either a 1 Player of 2 Player game. ===== Start ===== Pause - Pressing start during gameplay will cause the game to stop, and when you feel like resuming gameplay, press it again to continue. Select - Make a selection on the title screen with this button. ===== D-pad ===== Right - Moves your character to the right. Hold down Right on the D-pad to run or walk to the right. Left - Moves your character to the left. Hold down Left on the D-pad to run or walk to the left. Up - Nothing Down - Crouch or duck down, but only when you are Super Mario. Also used to travel down pipes. ******************************************************************************* V. GAME BASICS --------------- This is to let you get a feel for the game and your surrounding while playing. Object of the game ~~~~~~~~~~~~~~~~~~ The object of the game in whole is to make through all of the worlds in the Mushroom Kingdom to destroy Bowser, King of the Koopas, and save the Mushroom People (mainly the Princess). The Mushroom Kingdom is broken up into eight different worlds. The short term goal is to make it to the end of each level. Each world is broken up into four levels, and the last of the four is always a big castle. Flagpole ~~~~~~~~ At the end of each stage, there is a flagpole that you must jump onto and slide down in order to pass to the next level. You can position yourself to jump on the flagpole in a number of different spots, but the higher you land on it, the better. You get a different score for landing at various heights on the pole, ranging from top (5000) to bottom (100). Time ~~~~ Each level has a time limit that you must stay within to complete the level. The time can range from 300-500 "ticks". Ticks are the term used to describe how time limits are kept in early Nintendo games. Ticks are faster than seconds, but much slower than nanoseconds, so really, on each level you have around 2 1/2 minutes to complete the stage. You can see how much time you have left by looking at the top right-hand corner of your screen. Hi-Score ~~~~~~~~ In the top left-hand corner, you will see the word "MARIO" or "LUIGI", and under that, a set of numbers. The number is 000000 when you start out, but as you collect points throughout your journey, the number will increase. Different items, enemies, and the amount of time you have left when you complete a stage are all factors that help determine your score. The score is not ment for anything serious, just a bit of fun, and is erased whenever you reset the game or turn the power off. World ?-? ~~~~~~~~~ Next to the time limit, you can see the words "WORLD" and under that, a number, hyphen, and another number. This signifies what world you are in and what level you are on in that world. Coins ~~~~~ Scattered throughout the Mushroom Kingdom are gold coins that you can pick up. Each time you pick up a coin, it adds to your total amount of coins, which is shown at the top of your screen. Each time you get a Game Over, your amount of coins resets back to 0. If you manage to collect 100 coins at any given time, you will receive a 1UP, or extra life. Lives ~~~~~ You have 3 lives when you start out the game. Each time you get hit while you are regular Mario with no Power-ups, you lose a life and must restart the level from the beginning or save point, if you have reached it. Save points ~~~~~~~~~~~ Most levels in the game, except for castles (?-4), will have a save point somewhere around the middle of the level, or halfway through it. If you pass the point and then die, you start at the save point. There is nothing that signals whether or not you have passed a save point, though. Enemies ~~~~~~~ Enemies are littered throughout the game and their is a certain way to beat each one. They all have a different strategy and most are not too difficult. Power-Ups ~~~~~~~~~ In hidden places throughout the game, you will find Power-ups that aid you in your quest to restore peace. How the game plays ~~~~~~~~~~~~~~~~~~ Super Mario Bros. is a side scrolling game and you are always moving to the right. You once you pass a certain area or screen, you can never backtrack to it. If you get hit once while you don't have a power up, you die. If you have any Power-ups at all when you get hit, you simply lose all of them and return to regular Mario. ******************************************************************************* VI. CHARACTERS --------------- There are several characters that are very important in the game. Almost all listed here have appeared in later Mario games. Mario o-----o The hero of the story, Mario is a very famous person now days. In this particular game, his first big adventure, he is off to save Princess Toadstool and the Mushroom Kingdom for the evil clutches of Bowser. Mario is a very talented plumber who turns action hero in this commonly-used-plot of a game. Luigi o-----o Mario's overshadowed brother, Luigi is Mario's companion on this quest to restore peace. He suffers from low self-esteem due to his brother's fame and he commonly gets shunned by the crowd. But, it seems that a lot of people today prefer Mario over Luigi, and he recently starred in his own game on Nintendo Gamecube, Luigi's Mansion. Luigi is an important part (not to mention half) of the Super Mario Brothers team, and is useful for many things (such as a 2 Player game :p ). Princess Toadstool o------------------o Princess Toadstool is the daughter of the Mushroom King, and is the only one who posesses the power to stop the magic of the Koopa tribe. The Princess is being held captive by Bowser and Mario is out to save her. Toad o----o Toad is the Princess' right-hand man, and is always...well, usually there to help. However, he has been captured by Bowser, too, and he appears at the end of every castle, excluding 8-4. Bowser o------o The King of the Koopas makes his first appearance in this game. He is featured in many games thereafter and is always the evil guy behind the situation, except in Super Mario RPG. In this, however, he is the bad guy, and has used his black magic to turn the good people of the Mushroom Kingdom to stone and what not, so Mario is out to defeat him and restore peace. ******************************************************************************* VII. ITEMS ----------- There are many an item to be found in Super Mario Bros., and you need to know them before we begin. Some things listed here are not items per say, but, will be listed under Miscellaneous. ============= A. POWER-UPS ============= Magic Mushroom ************** The Mushroom is the item that turns Mario into Super Mario (big Mario) whenever he picks it up. It can be found many places in the Mushroom Kingdom, and is very useful. Fire Flower *********** This can be found where a Mushroom would normally be, but it will only appear if you are already Super Mario. Once you pick it up, you can throw fireballs at enemies for a quick take down. Starman ******* This helpful little item is found hidden in blocks in the Mushroom Kingdom and when you pick him up, you become invinceble for about 10 seconds. During this time, you can run right through enemies, killing them, but you can't fall in holes or anything like that. ========= B. BONUS ========= 1UP Mushroom ************ This Mushroom looks identical to the regular Mushroom, except that this one is green instead of red. When you pick it up, it gives you an extra life. Coins ***** These golden objects are found in many various places in the Mushroom Kingdom, and each time you pick one up, it adds to your total number of coins. When you reach 100 coins, you earn an extra life, and the counter starts over at 00. ================= C. MISCELLANEOUS ================= Some of these aren't considered items, but they have no other place to be put, so I thought I'd place them here. Vine **** The vine, or stalk...or beanstalk, even, as it's sometimes called, is found hidden in blocks in the Mushroom Kingdom. If you hit a block and a vine grows out of it, the vine will reach the sky and you can climb up it to access a bonus section of the stage. ? Block ******* The ? Block is a common item strewn across the land of the Mushroom People. It can contain different items in it, ranging from a coin or a Power-Up item. Brick block *********** Brick blocks are the basic blocks found in the Mushroom Kingdom. They don't usually have anything in them, but from time to time they will have Power-Ups, coins, 1UPs, and vines. Coin Block ********** A brick block that contains multiple coins, and it is timed from your first hit to your last. You have about 6 seconds or so to get all the coins you can. Jumping Board ************* Jump on these and spring yourself up to higher areas. ******************************************************************************* VIII. ENEMIES -------------- There is a wide variety of enemies in Super Mario Bros. Here is a list of them, along with a description for each one and their point values. Goomba ------ Goombas are very common in the game, and look like little brown mushrooms. These guys just chug along, slowly walking, and don't really do much. Stomp on him once to get rid of him. 100 pts. Koopa Troopa (Green) -------------------- Koopa Troopa, another common enemy, is the most basic Koopa. He looks like a little turtle with a green shell. If you jump on him, he will retreat into his shell for a while. While he's in his shell, you can run into it to kick it across the screen, taking out other enemies in your path. 100 pts. Koopa Troopa (Red) ------------------ Same as the green Koopa Troopa. These guys will walk forward until they come to the end of a ledge, and then turn around and head back the other direction. Jump on him to make him go into his shell, then kick him away. 100 pts. Koopa Paratroopa (Green) ------------------------ A green Koopa Troopa with wings, he can be found either boucing around or steadily flying through the air. If you stomp on them, they become regular green Koopa Troopas without wings. 400 pts. Koopa Paratroopa (Red) ---------------------- The red Koopa Paratroopa is the same as the green, and when you stomp on them, they become normal red Koopa Troopas without wings. 400 pts. Buzzy Beetle ------------ If you jump on Buzzy Beetle, he will hide in his shell like Koopa Troopa. His shell can then be used as a projectile, also. But, unlike other enemies, he cannot be destroyed by fireballs. 100 pts. Hammer Brothers --------------- The Hammer Brothers are usually seen in pairs on two ledges made of bricks. They will come at you throwing hammers. 1000 pts. Spiny ----- Lakitu throws these out at Mario and when they land, they act much like Koopa Troopa. But, you cannot jump on them due to their spiny shells. They can only be defeated with the use of fireballs. 200 pts. Lakitu ------ A turtle who rides a cloud along the top of the screen. He chases after Mario throwing Spinies and Spiny's Eggs. 200 pts. Spiny's Eggs ------------ Like Spiny, Lakitu throws these at Mario and they can only be destroyed by fireballs. 200 pts. Pirana plants ------------- These creatures dwell in pipes across Mushroom Land and jump up every once in a while, snapping their jaws. They cannot be jumped on, so you must use fireballs to destroy them. If you are standing directly next to their pipe or on top of it, though, they won't come out. 200 pts. Cheep-Cheep (Green) ------------------- These fish-like creatures live in the lakes and seas of the Mushroom Kingdom. They will swim slowly along, and they can only be killed with fireballs. 200 pts. Cheep-Cheep (red) ----------------- These can also be found in the waters of the Mushroom Kingdom, and they swim a lot quicker than the green Cheep-cheep. Red Cheep-cheep can also have wings and make appearences outside of the water in other stages, and they can be stomped outside of water. 200 pts. Bullet Bill ----------- Bullet Bill is shot from cannons lining the grounds of some of the stages in Super Mario Bros. They act much like cannonballs shot from a cannon and only move in the direction they are shot. Jump on them to get them out of your way or simply jump over them. They can also be found in a few stages where there are no cannons to propell them... 200 pts. Bloober ------- Found in aquatic settings, Bloober is a squid-like enemy who chases after Mario. If you are regular Mario, with no Power-ups, you can stay on the ground of the lake and he cannot reach you, so will float away. Can only be killed with fireballs. If you stand on the bottom as either Mario or Super Mario, these sometimes aggravating creatures cannot reach you. 200 pts. Podoboo ------- A fireball that jumps from the fire and lava of the Koopa's various castles. He cannont be killed, so be careful. Podoboos will not be listed under enemy appearences in a level. Fire chain ---------- Not really considered an enemy, fire chains are attatched to blocks and can only be found in castles. Then spin around a block slowly, and it is sometimes not easy to avoid them. They're a hassle, if anything. Fire chains will not be listed under enemy appearences in a level. Bowser ------ Found at the end of every castle (stages ending in -4), he will jump up occasionally and spit fireballs that are much bigger than yours. You can only get points by defeating him with fireballs, and if you kill him with fireballs in castles other than 8-4, you will find that it is not really him... 5000 pts. ********************* MISCELLANEOUS KILLERS ********************* Other things in the game that can kill you are as follows: *Pits, holes, or lava. *Time (running out) *Running into a shell that has been kicked, as regular Mario. ******************************************************************************* IX. WALKTHROUGH ---------------- This is a level by level walkthrough of the entire game, but this excludes the second quest, as it is almost identical to the first but it has more difficult enemies earlier on in the game. Any secrets in the level that I may or may not take you to or help you obtain will be designated seperately with a * by them. I noticed towards the end of the guide that as I wrote the walkthrough, it gradually became more and more detailed, and the first few levels are very vague. But, as these levels are much simpler than the last few, they don't need long explanations and what not, so I may or may not update them, making them more in-depth, in the future. ------------------------------------------------------------------------------- ------------------------------------WORLD 1------------------------------------ ------------------------------------------------------------------------------- 1-1 --- Enemies: Goomba, Koopa Troopa (Green), Pirana Plant Level Type: Normal Time: 400 Grab the Mushroom and coins that are in the first couple of blocks, then jump over the pipes that proceed. When you get two the last pipe before the gap in the ground, stop in the middle of the area between that pipe and the pit. Jump up to reveal a secret block containing a 1UP mushroom and continue on over the pit. The next ? block you come across contains a Fire Flower, if you haven't lost your mushroom. The next ? block has a coin and below it, there's a coin block. Grab the coins then grab the Starman that's hidden in the second brick block of the pair ahead. Continue through the level with the star, holding B to accelerate, and you should make it to the end. Grab any coins that you want along the way. To score 5000 points on the flagpole jump, every level that has two bricks at the top of the steps is enough. Simply get back to the edge of the block, then run full speed to the other edge and jump. I needn't explain this again, but if other circumstances other than this arise, I shall explain where necessary. * 1UP between the fourth pipe and the gap. Hidden in secret block. * Bonus secret in the fourth pipe. 1-2 --- Enemies: Goomba, Koopa Troopa (Green), Koopa Troopa (Red), Pirana Plant Level Type: Underground Time: 400 Get the power-up item and coins in the first row of five ? blocks and then jump over the pillars ahead. Blast or stomp the Goomba that is in-between the set of pillars that has a coin block above them. Grab all of the coins you can and move on. Crush the blocks ahead and collect the coins on the row of blocks beside that. In the top brick of the vertical row of three bricks next to this, there is a Starman. Run and duck to get under the next couple of bricks and collect the coins on the ledge. In the bricks set in the form of a backwards J next there is a power-up. The 2X5 set of bricks next to this has a coin block in it. Jump across the gap and get on the ledge with coins. Get the coins and situate yourself on the last brick on the right side. Jump up to reveal a 1UP and if you're Super Mario, break the brick to the right of this one to let the 1UP fall and you can collect it. If not, you must avoid the array of enemies that ensue and various pipes containing Pirrana Plants. When you reach the area where there is a break in the bricks up top where the 1UP is, there will be platforms, moving down on the left side and up on the other. Jump on a platform and let the 1UP fall into you. In the row of blocks between the elevators there is a power-up. Jumping on the next set of platforms you can choose to take the route to the Warp Zone (top route) or the bottom route leading to 1-3. It's your choice. This Warp Zone has three different worlds you can go to, either 2, 3, or 4. * 1UP in the top row of bricks. * Warp Zone at the end of the level. 1-3 --- Enemies: Goomba, Koopa Troopa (Red), Koopa Paratroopa (Red) Level Type: Treetops Time: 300 Run along through the tree tops collecting coins until you come to a ? block containing a power-up. Take the item and jump on the platform and get the coins on the above tree top. Continue until you get to an area with a platform moving left to right. Grab the coins but be careful not to fall off the edges of the moving lift. Carefully time your jump to the next platform also moving side to side and be especially careful not to let the platform move out from under your landing position, so time your jump wisely. Continue on through the level collecting coins here and there until you reach the end. 1-4 --- Enemies: Bowser (Goomba) Level Type: Castle Time: 300 When you reach the second pit of lava, you will notice that the small area you must jump to next has a fire chain attached to it. There is also a ? block with a power-up inside it above. This fire chain is moving counter-clockwise, and when the timing is right, jump across to safety. Collect the power-up if you feel you need to, and then jump across the next pit of lava. Fire chains are all over the next few passageways, so proceed with care. When you reach the end of them you will see Bowser's fireballs starting to come toward you. Although you can't see him yet, whenever he starts shooting fire you know you're close. On the way there, there's a secret block containing a coin, but it's nothing cool really. Here is the way his bridge is set up: _________________________ | ____________________ | | | | | |__| | | ___ |_| (|) |_ __ __________________/| | | |___________________| | | | | | | |^^^^^^^^^^^^^^^^^^^| | | | | | _______________ KEY | | ___ - Platform | | (|) | | - Ax | _______________| When you reach him, there will be a platform overhead the bridge. You can either jump on the platform, ride it over him, and jump on the ax to cut the bridge down, or wait until he jumps to run under him and cut the bridge. During the battle, he periodically spits fireballs, so be on the lookout. There is one other way to beat him, and that's if you make it all the way to him with a Fire Flower. A few shots and he'll go down, and then it will reveal to you that this time, he was a Goomba, not the real Bowser. There's another suprise after you find out it really wasn't Bowser. You then find that Toad was being held captive, and that the Princess is in another castle! ------------------------------------------------------------------------------- ------------------------------------WORLD 2------------------------------------ ------------------------------------------------------------------------------- 2-1 --- Enemies: Goomba, Koopa Troopa (Green) Level Type: Normal Time: 300 In the middle brick of the three bricks in the beginning there is a power-up item. Grab it and jump over the area where the two Koopa Troopas are. Hit the 10 ? blocks, one's a power-up. You'll pass an area where there's a Starman hidden in the bricks, but there's no need to get him if you take the bonus route I'll show you. When you reach the next set of ? blocks, there will be a row of bricks above them. Get the coins and them smash the brick that is not directly above, but to the right of the third ? block. A vine will begin to grow out of it. Climb the vine to access the cloud bonus area. These area's are all over the game, and all you do is collect a huge amount of coins, and it eventually ends, where you jump back down to the ground. If you chose not to climb the vine for some reason or another, the next pipe you come to has a bonus secret in it. Coninue on and you'll come across an area with three pipes and four bricks positioned over the middle one. The brick on the far left has a power-up in it. You'll eventually meet the end of the cloud bonus stage route. When you fall, you land convientiently next to a coin block. Collect the coins and and then grab the coin in the last ? block. Above that ? block and to the right is a power-up hidden in a brick, but it's too hard to reach, so it's not really worth the effort. Go on to use the Jumping Board to spring yourself up to the top of the blocks. Press A whenever it bounces you up to propel yourself very high, and able to reach the blocks. * Clound bonus area. * Bonus secret in third pipe. 2-2 --- Enemies: Cheep-Cheep (Green), Cheep-Cheep (Red), Bloober Level Type: Aquatic Time: 400 Swim along collecting coins while avoiding the deadly underwater enemy, Bloober. Whenever you come to a pit, you find that it has a current trying to bring you down, so be careful when grabbing coins and such in areas like that. Having the Fire Flower really helps here, because you cannot kill enemies in the normal way (jumping on their heads), the only way is with fireballs. Also, there are no power-up items in 2-2. At the end of the level there will be a pipe, and when you enter it, it takes you to the exit. 2-3 --- Enemies: Cheep-Cheep (Flying) Level Type: Treetops (Flying Fish) Time: 300 This level takes place in the treetops. There aren't many trees in the level, but it is considered as such none-the-less. You must run through these trees and bridges, evading the only enemy in the level: flying Cheep cheep. Run along through the level, trying to not let the fish land on your head. There are many coins along the way, but you must decide if the conditions are safe enough to allow you to pick them up. The best strategy to use is to hold down the B button constantly, through the entire level, running through it. Do not let go, and you will fly through the level without getting hit, but it takes a few trys your first time. There is only one power-up, around the middle of the level, and you must decide whether you can grab it or not. 2-4 --- Enemies: Bowser (Green Koopa Troopa) Level Type: Castle Time: 300 The first part of the stage has a few loose ledges that you have to jump across to get over the lava pit. There is a power-up on one of the ledges. On the other side is a passageway divided in two down the middle of the stretch, by a row of bricks. Fire chains litter the top and bottom route, but the bottom has less to look out for and is probably the safer route. Next, you find two lifts right next to each other, there to help you get across a gap. There are platforms attatched to the lifts, moving up and down, and they are going in opposite directions. Jump on the first platform when you think you can make the jump, and then when one from the other side is in your range, leap to it. From here, there are six coins surrounding a would-be fire chain block, so grab them and jump across the next few pits and gaps until you reach Bowser's bridge. _________________________ | ____________________ | | | | | |__|_ _ _ _ _ | | |_|_|_|_|_| ___ |_| (|) |_ __ __________________/| | | |___________________| | | | | | | |^^^^^^^^^^^^^^^^^^^| | | | | | _______________ KEY | _ | |_| - Brick | ___ - Platform | | (|) | | - Ax | _______________| There will be a short row of bricks near the ceiling, that seem to be there mainly to get in the way. If you are Super Mario, you can crush the bricks to get them out of the way if you see it necessary. Either way, jump over him using the assistance of the platform hovering over him, but you don't have to use it, or you can run under him when he jumps. Watch out for the occasional fireball. If you have a Fire Flower, blast him to death, and it reveals that, yet again, it is not the King of the Koopa, but rather, a green Koopa Troopa. ------------------------------------------------------------------------------- ------------------------------------WORLD 3------------------------------------ ------------------------------------------------------------------------------- 3-1 --- Enemies: Goomba, Koopa Paratroopa (Green), Pirana Plant, Hammer Brothers Level Type: Night Time: 400 The first two ? blocks contain a coin and the thrid has a power-up. Carefully handle the Koopa Paratroopas. The second pipe you come to, you can go down it to a bonus stage. Grab the coins and power-up here and then exit. For more details on the various bonus stages, see section 10. Cross a few more gaps, pipes, and enemies and you'll come to the area where you would come out of the pipe from the bonus. Run across the bridge with the three Goombas and jump over the water. There will be a horizontal row of three bricks pretty high in the air, but if you're Super Mario, you should have no problem reaching your target block. The first block, the one on the far left, contains a Starman, so pick him up and run wild through the rest of the level. First, you'll run into the Hammer Brothers for the first time so far. They are hammer wielding Koopas who waste no time chucking countless amounts of hammers at you. With the Starman, though, you can run right through them. In one of the two ? blocks on their top row of bricks, there's a power-up. Next, you'll come to a Jumping Board, and two sets of bricks, three in each set, elevated high off the ground. Jump over the bricks with the Jumping Board and then kill the Goombas on the other side. Get some speed built up and jump in-between the two sets of bricks you jumped over the the Jumping Board. Hit the brick on the far right, and a vine will appear. It's the usual cloud bonus area.When you come out, you'll land on a set of bricks. The second brick from the left is a coin block. One more thing to note before I close this stage out. There is a way on to gain 99 lives on the steps leading up to the flagpole at the end of the level. I'm not completely sure on how to do this anymore, it's been so long, but as far as I know, you must jump on top of one of the green Koopa Troopas on the steps, then, once the other is out of the way, jump on him repeatedly without hopping off. You should build up points, and eventually, each time you hit him, you get an extra life. Do not go over 99, though, or you will die. *NOTE* In order to do this trick, both you and the Koopa Troopa have to be placed just right. * Bonus area in the second pipe. * Cloud bonus area towards middle of level. * 99 lives trick. 3-2 --- Enemies: Goomba, Koopa Troopa (Green), Koopa Paratroopa (Green) Level Type: Night (Normal) Time: 300 Hit the first Koopa Troopa you see and then kick his shell forward. Quickly follow it, and it will hits all of the enemies in your path. But, at the end of it's path o' destruction, there will be a block, so be sure to jump over it when it comes back at you. Continue on, grabbing the power-up in the next ? block, and if you have a Fire Flower, kill the Koopa Troopa in between the two block rods. The brick on the bottom is a coin block, and the one on top is a Starman. Grab him and run through, vanquishing your enemies. Don't bother to break the next brick you come across. It's oddly placed, like there should be something inside, but there isn't. The Starman should last you the remainder of the level. 3-3 --- Enemies: Goomba, Koopa Troopa (Red), Koopa Paratroopa (Red) Level Type: Night (Treetops) Time: 300 This is your basic treetop level, with platforms here and there. There is a power-up in the middle of the stage, and at the end is a new type of lift. This one is actually a pulley, as when you get on one, that platform sinks down and the other one raises up. Jump on the first platform, allow the other to raise up just slightly, and then jump on it and run and jump to the flagpole. You should easily get 5000 points. 3-4 --- Enemies: Bowser (Buzzy Beetle) Level Type: Castle Time: 300 The first part is cut filled with pits, and on each small piece of land that you jump to and from, there is a firechain. Most pits also will have Podoboo inhabiting it's depths. Then you come to the only ? blocks in the stage, two of which are coins and the other one being a power-up item. The next area is pretty tricky. There will be two two fire chains, one on the ceiling and one on the ground, directly above and below each other. They are both slightly elevated from where they are, so they are closer together. You must jump through several of these set-ups and the last one has three coins up for grabs if you time your jump right. There will be a few pits with lava that you must jump over next, each one having a Podoboo in it. You will then arrive at Bowser. Bowser's bridge is set up like so: _________________________ | ____________________ | | | |_|_| | | |__| |_|_| | | |_|_| ___ |_| (|) |_ __ __________________/| | | |___________________| | | | | | | |^^^^^^^^^^^^^^^^^^^| | | | | | _______________ KEY | _ | |_| - Brick | ___ - Platform | | (|) | | - Ax | _______________| The quickest method, yet again, is by fireballs. Plus, you get to see that it was Buzzy Beetle this time, and alas, not the real Bowser. You can also use the platform and ride over him or simply run under him when he jumps. It's Toad again of course, and your quest still has quite a ways to go. ------------------------------------------------------------------------------- ------------------------------------WORLD 4------------------------------------ ------------------------------------------------------------------------------- 4-1 --- Enemies: Lakitu, Spiny Level Type: Normal Time: 400 Go through the level until you come to two ? blocks. The one on the bottom has a power-up in it, the one on top a coin. Get on top of the top block and if you have fire power, you can shoot the ever-annoying Lakitu to stop his reign of terror. You can also jump on his head. Unfortunately, he will come back later on as you progress through the level. With the now enemiless stage, run through grabbing numerous coins you come across, whether out in the open or contained in a ? block. When you come to the second pipe in the stage, go down it to the bonus stage because Lakitu will have made a comeback by now. The rest of the stage has nothing to offer, but there is a power-up in one area. There will be two rows of bricks, a top row and a bottom one, and the third ? block on the bottom row has the power-up in it. When you come out of the pipe or meet up with the area where you would have come out, if you didn't take it, run through the very last part of the stage. Drop down the stairway instead of immediately jumping for the flagpole. There is a coin block in plain sight. Then, to score the 5000 points, jump on the used coin block and back on the stairway, but don't let the screen scroll too far before you do. 4-1 is much easier than people make it out to be, simply because of Lakitu. * Bonus secret in third pipe. 4-2 --- Enemies: Goomba, Koopa Troopa (Green), Buzzy Beetle, Pirana Plant Level Type: Underground Time: 400 Rear back and get a good running start before proceeding. Jump over the first pit, and when you land, don't let go of B. Quickly jump again to make it over the next to pits, and you won't have to hassle with the the skimpy piece of land on the other side of the second pit. Go under or above, depending on if you're Super Mario or not, the bricks in your path. Grab the three coins below the small gap in the bricks and there is a power-up in the brick to the left of the gap. Move on through the narrow passage of bricks and destroy the three Goombas in your path. There is a coin block in the bricks above you. It is on the second row, fifth column from the area where the bricks end. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_| |_|_|_|_|_|_|_|_|_| |_|_|_|_|X|_|_|_|_| _ _ |_|_|_|_|_|_|_|_|_| |?|?| _ _ _ _ _ _ _ _ _ _ _ _ _ _ |_|_|_|_|_|_|_|_|_| |?|?| |?|?|?| |_|_|_|_|_|_|_|_|_| |_|_|_|_|_|_|_|_|_| |_|_|_|_|_|_|_|_|_|_________________ _________________ KEY | _ | |X| - Coin block | _ | |_| - Brick | _ | |?| - ? block | _________________| Grab the coins in the ? blocks, and in the row of three, the middle one is a power-up. Jump across the pit, using the platforms if necessary. There is a big secret here, the Warp Zone to World 8. Stand under the third brick in the horizontal row of three bricks way above you. Jump up to reveal a secret block (and receive a coin), then stand under the second brick (to the left of the one you were just under) and jump yet again. This reveals another secret block. If you are Super Mario, do not uncover the third block, which is right next to the one you just found. It makes it more difficult to access the secret with that block in the way. If you are regular Mario, however, feel free to get the third block. As Super Mario, get up on the second block and stand on it's left edge. Jump up and hit the brick on the far left and a vine will appear. As regular Mario, get on the third block and hit the same brick. At the top of the vine, you find a bonus area much like the treetop stages, except that the trees are orange with red spots, like the Magic Mushroom. There are many coins in this place, no enemies, and when you reach the end, you are take to Warp Zone that takes you to World 8. Actually, you have the choice between 6, 7, or 8. Onward with the rest of the normal level. There are many pipes, some very tall, in the next portion of the level. The second pipe, very tall, has two bricks attached each of its sides. On the left side, the right brick is a coin block. On the right side, the brick on the right is a Starman. Grab him if you dare, because there is a Buzzy Beetle guarding him. Continue through the level, until you come to an area with where there is are platforms going down on the left side, a median island with three rows of bricks above it, and platforms going up on the other side. Jump on a platform and get on the first set of bricks on the median. There should be a row of three bricks above your head, and the middle one contains a power-up. Jump onto a platform and get on the other side. There are several pipes and enemies to hurdle until you get to yet another set of platforms, going down. Clear the gap with their assistance and then hit the brick that is right above your head when you get over the pit; The very first brick in a long row. It's a power-up, and atop the rest of the row are coins. The next tall pipe you come to is your last, the exit is across the pit next to it. Be careful not to hit the bricks directly above you and fall in. An easy way to avoid this is to get on the left edge of the pipe and just run without jumping. If you build up speed, you'll make it over. That is, unless you intentionally hit the bricks and you want to access the Warp Zone... * Warp Zone to World 6, 7, 8 * Warp Zone to World 5 4-3 --- Enemies: Koopa Troopa (Red), Koopa Paratroopa (Red) Level Type: Treetops (Mushroom) Time: 300 This, like it's counterpart in the bonus part of the World 8 Warp Zone, is covered with coins all over the place. There are few enemies, and the level is relatively short. When you come to a pulley platform, just jump on it, let it float down a little ways, and jump to the platform on the other side. Sometimes there are coins below the platforms on the pullies and if you want to snatch them, just let the platform descend to that level, and then jump. To make the 5000 point jump at the end, ride the hovering platform until it reaches the top of the screen, run, and jump. 4-4 --- Enemies: Bowser (Spiney) Level Type: Castle (Maze) Time: 400 Right in the beginning of the castle, there will be two pits of lava to cross, and then the maze begins. This is much simpler compared to mazes of future castles, so enjoy it. Get on the top of the bricks. The first part, you must take the top path in order to proceed to the next part of the castle. In this game, unlike the Super Mario All-Stars version, there isn't any sound to tell you if you got it right or wrong, the level will simply loop. The solution to the first part is to take the top path. Get a running start and then you can run over the little gaps in the bricks without jumping. There's a fire chain at the end of this part of the maze, but nothing to worry about. At the next part, jump over the lava and fall into the gap in the top row of bricks. Then, head back left and fall in the very small gap in this row of bricks. You should be at the bottom of the screen. From here, run through this area, and only a one fire chain will be in your path. If you try to take a path different from this one, you will get it wrong and the level will loop. Bowser should start spitting fire now. When you arrive at his bridge, it looks like this this time: _________________________ | ____________________ | | | | | |__| | | |_| * o * (|) o * |_ __ ___o___*__________/| | | |____o__*___________| | | | * | | | |^^^^^^^^^^^^^^^^^^^| | | | | | _____________________ KEY | | * - Podoboo's path | | (|) | | - Ax | _____________________| This fight differs from the previous three in that there are more distractions and obstacles on the bridge. Also, there is no platfrom to "help you" over him (it never really helped me). The same ways to kill him apply here, too, as he himself is no different (just a different character). Run under him, jump over him, or blast him with fireballs to reveal his true identity, Spiny. You must avoid a fire chain attached to the bridge as illustrated above, and also, Podoboo inhabits the lava under the bridge, and will jump up occasionally to say hello and make trouble. The bottom line is to just be careful, watch out for enemies/obstacles, and you should pull through. ------------------------------------------------------------------------------- ------------------------------------WORLD 5------------------------------------ ------------------------------------------------------------------------------- 5-1 --- Enemies: Koopa Troopa (Green), Goomba, Pirana Plant, Koopa Paratroopa (Green), Bullet Bill Level Type: Normal Time: 300 Immediatly jump on the Koopa Troopa and send him flying ahead of you. Quickly follow him, and if he hit's all of the enemies ahead of you, sometimes you will get an extra life. Jump over the first two pipes, a gap in-between them. After a quite a few more enemies on a flat strip of land, you'll come to an obstruction of bricks extending over a pit with three bricks above it. There is a Starman in the third brick. With the Starman, run and ignore the various enemies and Bullet Bill, who you will see for the first time, because hey, you're invincible! Whenever Starman wears off, if you were running full speed you should end up near a Bullet Bill who is next to a pipe, which mysteriously can support itself in the air. Jump on the Bullet Bill and up into the elevated pipe for a bonus area. You'll come out in the pipe right next to the pipe you just entered, so you might as well get the bonus as there is nothing you are missing. Kill the two green Koopa Paratroopas and ahead of them is the stairs leading to the flagpole. There's a little break in the flight of stairs in this level, but nothing that will effect you (unless you fall through, of course). :) * Bonus secret in third pipe. 5-2 --- Enemies: Bullet Bill, Koopa Troopa (Green), Koopa Paratroopa (Green), Hammer Brothers, Cheep-Cheep (Red), Cheep-Cheep (Green), Bloober, Goomba, Koopa Troopa (Red) Level Type: Normal Time: 400 Ascend the steps and watch out for Bullet Bill at the top of them. Beneath them, there is a green Koopa Troopa parading about, so kill him if you have fire power. Use the Jumping Board to grab the three coins in the air in the top left hand corner if you didn't get them when you jumped off the blocks. Then use the Board to get on top of the top set of bricks to the right. Grab the coins on the bottom row and get the power-up that's in the brick farthest right in the top row. Just ahead, you'll find a lone Hammer Brother bouncing around on a set of blocks resembling stairs. It's easiet to take him out with fire if you have it, but if not, it will be much more difficult. Get up on the step right below him, or one more down if that makes you feel safer. You'll have to wait for his periodic break from throwing mallets and then jump over or on him. You have to be the judge of when you should go, and the breaks are few and far between, not to mention short. Once you've passed him, you can choose one of two paths. There is a pipe ahead that you can go in, albeit not a bonus stage like usual. Instead, it will be an underwater stage. Shorted than other aquatic stages and with more coins, it may be the route you want if you like the water stages (1). The other way is to simply ignore the pipe and move ahead (2). 1. As with most things, having a Fire Flower will make this part a whole lot easier. Swim along until you come to the part where there are two pits, each one having platforms moving down them. There will be a Bloober hanging about the area, take him out if you can, if not, grin and bare it. :) The platforms here are not meant to help, but to drag you down. If you get caught under one, you're basically dead. Collect the coins in-between the pits with the platforms and make sure not to get caught under them. The rest of the aquatic stage is merely Cheep cheep and Bloober coming after you while you swim toward the exit, grabbing all the coins you can. 2. Jump over the Goombas and the pit. On the other side there is another Hammer Brother by his lonesome and he will be either on top of a row of five ? blocks or below them. Shoot him or wait until he is atop the ? blocks and kill him by hitting the block he is standing on. Move on avoiding several enemies until you come to a set of Hammer Brothers, and this is where the aquatic and land routes meet. One note about the difference in the water and land route, the Hammer Brothers that would normally be there, are only there if you take the land route. They are not there if you go the underwater way. This time on their usual set of two rows of bricks. Defeat them, and grab the Starman that is in the brick on the top row, farthest right. Destroy the three Buzzy Beetles across the pit and slide under the low set of two bricks. The one on the left is a coin block and the one on the right a power-up. Jump across the gap with the aid of a row of bricks and hurry across the area, killing the two green Koopa Paratroopas. The brick before the gap has a power-up inside it. Jump across the gap, go through a few enemies, then you'll come to a two gaps with a pipe between them, the pipe being inhabited by a Pirana Plant. You're at the end of the level, as long as you defeat the Koopa Paratroopa on the steps leading to the flagpole. The steps are missing a step every two steps, replaced by a pit. * Pipe in middle of stage leading to aquatic region. 5-3 --- Enemies: Goomba, Koopa Troopa (Red), Koopa Paratroopa (Red) Level Type: Treetops Time: 300 This level is basically a repeat of 1-3, but during the entire course of the stage, Bullet Bill be flying through occasionally. Well, more than that; each time a Bullet Bill exits the screen to the left, another one will come from the right, at a different height. Run along through the tree tops collecting coins until you come to a ? block containing a power-up. Take the item and jump on the platform and get the coins on the above tree top. Continue until you get to an area with a platform moving left to right. Grab the coins but be careful not to fall off the edges of the moving lift. Carefully time your jump to the next platform also moving side to side and be especially careful not to let the platform move out from under your landing position, so time your jump wisely. Continue on through the level collecting coins here and there until you reach the end. 5-4 --- Enemies: Bowser (Lakitu) Level Type: Castle Time: 300 When you reach the second pit of lava, you will notice that the small area you must jump to next has a huge fire chain attached to it. This type of fire chain is much longer than the other type, probably three times longer, and are much harder to avoid. There is also a ? block with a power-up inside it above, but only get it if you absolutely need to. Fire chains are littering the next passageway, so proceed with caution. You can choose to go the top or bottom route, although neither is safer or has less fire chains. After you get through that, there will be two lifts right next to each other, one going up, the other down. Jump on the first one, and then quickly jump to the second one and to the other side. You should see his fireballs start to come at you about now, so collect the few coins you can before the fight. They are surrounding a fire chain, so only grab the ones you know you can get without being hit. Do not try and duck under the block with the fire chain attached because more likely than not this will only end in disaster. Jump over the next few lava pits, each having a Podoboo, and prepare to face Bowser. The platform has returned to "assist you" in getting over him, but if you have the Fire Flower, just blast him, or even run under him when you get the opportunity. _________________________ | ____________________ | | | | | |__|_ _ _ _ _ | | |_|_|*|_|_| ___ |_| * * (|) * |_ __ ____*_____________/| | | |____*______________| | | | * | | | |^^^^^^^^^^^^^^^^^^^| | | | | | _____________________ KEY | | * - Podoboo's path | ___ - Platform | | (|) | | - Ax | _____________________| Besides a little bit of a different setup, and obstacles in different places, this guy's no different than the last. By the way, it's Lakitu this time. ------------------------------------------------------------------------------- ------------------------------------WORLD 6------------------------------------ ------------------------------------------------------------------------------- 6-1 --- Enemies: Lakitu, Spiny Level Type: Night Time: 400 Get the coins in the first two ? blocks and then run across the stretch of blocks to get to the two bricks at the top of the screen. Jump on the bricks and kill Lakitu. The blocks on the left of the two you're standing on contains a power-up. Move to the bricks further down and grab the coins in the coin block. It's the brick farthest right. Keep on moving along, grabbing coins. Ignore the bricks that you come across first, because there's nothing in them. The next set of blocks, comprised of bricks and ? blocks, has something to offer. The ? block on the right has a coin in it and the one on the left a power-up. Continue through the level until you come to yet another set of bricks. These are set up in a stair-like manner, steadily heading down. The middle step (set of bricks) has a coin block on the right, but you must run, duck and slide to get it, but if you go too far you'll fall off the edge. This basically ends the level, and coming up is the flagpole. 6-2 --- Enemies: Koopa Troopa (Green), Pirana Plant Level Type: Night Time: 400 When you get to the first pipe, you can go into it for a bonus area or jump over it and kill the Koopa Troopa if you have fire power. If you not, avoid hitting him and uncover the secret block in the middle of this area (between two pipes). Above the secret block is a set of three bricks, and the middle is a coin block. Move along through the vast array of pipes, until you come to the sixth one. There is a Buzzy Beetle between it and the next pipe, and two bricks above the area where the Beetle is. Jump on the Buzzy Beetle, but don't kick him, and hit the brick on the right to get a power-up. The seventh pipe is an alternate route (bonus level) to the regular way, but like there has been previously, a water stage (1). You can also ignore the pipe and move on, taking the land route (2). 1. The water area here is identical to the one in 5-2. As with most things, having a Fire Flower will make this part a whole lot easier. Swim along until you come to the part where there are two pits, each one having platforms moving down them. There will be a Bloober hanging about the area, take him out if you can, if not, grin and bare it. :) The platforms here are not meant to help, but to drag you down. If you get caught under one, you're basically dead. Collect the coins in-between the pits with the platforms and make sure not to get caught under them. The rest of the aquatic stage is merely Cheep cheep and Bloober coming after you while you swim toward the exit, grabbing all the coins you can. When you come out, there is a coin block to your left. 2. When you get to the fourth pipe from the one you could have went down (pipe #11), hit the brick on the far right that is above it. A vine will appear, and to access it, fall to the right of the pipe and hit the secret block. It's a cloud bonus stage, and you come out a little ways past the pipe you come out of if you take the aquatic route. You're very close to the exit, all you have to do is jump over a few more pipes and you're there. * Bonus secret in first pipe. * Bonus area (alternate route) in seventh pipe. 6-3 --- Enemies: Bullet Bill Level Type: Treetops (Night, Ice) Time: 300 At the start of the level, there's not much there, really. When you reach the first platform, though, it will be moving up and down the screen. Grab the two coins that are directly above this and jump down to the next tree. Get on the Jumping Board, and when the time is right spring yourself up to the platform above you that's moving left to right. When it scrolls right, collect the coins and jump to the next platform right below this one, also moving left to right. From this one jump to yet another side-to-side moving platform that is a bit higher than the one you are currently on. There will be a ? block containing a power-up somewhere on this moving platform's path, so grab it if you need to. Make your way to the platform to the right of this one, but this one is going up and down like the first platform. From here you can jump to stable ground, a tree. There is a pulley system in front of you that you must use to get to the other side. Jump on the first side, level it out with the second, and then get over to that one, picking up two coins along your way. Get over onto the next pulley but let the other platform raise just a little bit higher this time. This way you can access the tree with coins lining it. About this time, Bullet Bills will start coming from nowhere onto the screen, so you must be careful to watch for them as you pass through the next couple of trees. When you come to a Jumping Board, use it to bounce yourself up to the hovering platform above. Leap from this moving platform to the pulley on the right and hop over onto the next tree. There are several platforms here that appear to be sturdy, but when you jump on them, they start to drop down. There are four of these in a row, and the second one has two coins under it. To get them simply let the platform fall just enough to grab them, but have enough leverage to make it to the next platform. 6-4 --- Enemies: Bowser (Bloober) Level Type: Castle Time: 300 Jump across the first few fire and lava pits, most containing Podoboos and most of the land you jump to has a fire chain attached to it. There is a power-up item in the middle of one of the islands. Next you'll come to a passageway lined with fire chains on the top of it, so just take your time and proceed through cautiously. The passage will widen a bit, only to make room for fire chains now on both the top and bottom of the passage. Jump through the wall of five fire chains and on the other side Bowser should begin throwing his flame. Like in level 1-4, there is a secret block worth nothing but a coin on the way from here to Bowser, but nothing special. The fight with Bowser will be a different from those before this one. First of all, he has a new arsenal along with the orginal fireballs. He now throws hammers much like that of the Hammer Brothers, but in many, many multiple shots, at the same time, anywhere between 6 to 8 at a time, all in a row. It's not as hard as it sounds, as long as you don't stand around admiring the scenery and quickly run through the battle. Speaking of scenery: _________________________ | ____________________ | | | | | |__| | | ___ |_| * * (|) * |_ __ ____*_____________/| | | |____*______________| | | | * | | | |^^^^^^^^^^^^^^^^^^^| | | | | | _____________________ KEY | | * - Podoboo's path | ___ - Platform | | (|) | | - Ax | _____________________| If you stand directly in front of him, the arc that he throws his hammers in will not affect you and you won't be hit. But if you stand there too long, he will eventually throw a fireball, disturbing the peace you were enjoying. The three normal methods to opening up a can on him all apply, from running under him, jumping over him, or pegging him with fireballs of your own. Fireballs will reveal that he is really Bloober, and still not the real King of the Koopas quite yet. ------------------------------------------------------------------------------- ------------------------------------WORLD 7------------------------------------ ------------------------------------------------------------------------------- 7-1 --- Enemies: Bullet Bill, Koopa Paratroopa (Green), Hammer Brothers, Buzzy Beetle, Pirana Plant Level Type: Normal Time: 400 Run along through the level past the first Bullet Bill and Koopa Paratroopa. When you get to the second Bullet Bill, or second and third really, as they are stacked one on top of the other. There are three bricks above these two enemies, so jump on top of him and hit the block on the left, containing a power-up. Continuing on you can choose to get the row of four ? blocks, each containing a coin, but as they're between two Bullet Bills standing at different heights, you might not want to risk it. For a while there's nothing but green Koopa Paratroopas and many a Bullet Bill. Under one of the Bullet Bills sitting on a row of bricks, the brick directly on his right is a coin block. You'll eventually come to a pair of Hammer Brothers that you must defeat, or simply run underneath their bricks with the correct timing. In this case, you might as well just run under them because there is nothing in their set of blocks this time. The pipe just beyond them is a bonus area. When you come out from the bonus area, a Bullet Bill to your right should fire off, not hitting you, and then proceed on. Almost immediately you come to another set of Hammer Brothers. Run under them as you can't gain anything from defeating them. Past the last Bullet Bill there is a Jumping Board, and at the top of the screen above it is a brick with a power-up in it. The other bricks around it have nothing in them. Go on over the two staircases of blocks and you'll finish the level. * Bonus secret in second pipe. 7-2 --- Enemies: Cheep-Cheep (Green), Cheep-Cheep (Red), Bloober Level Type: Aquatic Time: 400 This stage has a lot more Bloobers than any other aquatic stage or portion of a stage. As long as you walk along the floor, swimming only when necessary or to get coins, you should make it through unharmed. Sometimes you must leave the lake bottom, perhaps because of a wall or something, you can woo the Bloobers over to the left side of the screen, as they will follow you. As soon as they are over there, you can dart right and leave them behind. The level itself is relatively easy, and is almost identical to level 2-2. So, if you need reference, go to the level 2-2 walkthrough. 7-3 --- Enemies: Cheep-Cheep (Flying), Koopa Troopa (Green), Koopa Troopa (Red), Koopa Paratroopa (Green), Level Type: Treetops (Flying Fish) Time: 300 Hold down the B button during most of this level! I cannot emphasize this enough. It makes the entire level much, much easier, and as long as you only let go when you get the power-up in the middle of the level or at the part where the platform/bridge is broken up into three pieces, you should make it through without a scratch. Basically, this level is exactly the same as 2-3 (this game likes to repeat a lot), and you have to run through avoiding the Flying Fish, but this time around other enemies inhabit the area, like Koopa Troopa. The first bridge is very long, has numerous coins above it, and several enemies. The next one is shorter, and there is a red Koopa Troopa on it, with coins above it. Grab the coins and move on. The next bridge is identical to this one, but with no coins to get. The bridge after this one has the only power-up in the level, in a ? block, so try not to lose it, and you are almost finished. When you get to the free treetop, that is not a bridge, you are at the halfway point. Continue to run through, grabbing the coins and evading the green Koopa Paratroopas that are swaying right to left. The bridge after this one has the same kind of enemy. Then, the hardest part of the stage. There is a bridge/platforms broken up into three pieces. You definitely need to slow down, but do not stop as this gives the fish an easy opportunity to hit you. After this part, one more bridge or so and you should be home free. 7-4 --- Enemies: Bowser (Hammer Brother) Level Type: Castle (Maze) Time: 400 Jump on the across the two platforms that jolt down towards the lava when pressure is applied. Across the lava pit, the maze begins. Take the bottom path, then the middle path, and then the top one and you will clear this part of the maze. Jump over the lava and to the bricks at the top of the screen. Stay clear of the fire chain and move along the first two skimpy gaps until you come to a normal sized gap in the bricks. Drop down to the bottom from here, run on the bottom path first, then when you come to the next gap, jump up into the middle path. When an opening appears up top, jump to it and take the top path the rest of this route. You know you've cleared this maze area when you come to a screen where the ground is level, except for a few fox hole looking things in it, and Bowser will begin to throw fireballs. _________________________ | ____________________ | | | | | |__| | | |_| * (|) * |_ __ _____*____________/| | | |_____*_____________| | | | * | | | |^^^^^^^^^^^^^^^^^^^| | | | | | _____________________ KEY | | * - Podoboo's path | | (|) | | - Ax | _____________________| When you arrive to him, you find the bridge looks like the ASCII art above. This fight is nearly the same as in 6-4, but there is no platform to "assist you" over him. He will be hurling hammers as well, and the Podoboo is still there in the same area, but he has shifted to the right a little. Use any of the strategies mentioned before, including running under him, jumping over him, fireballs, to take this guy out. This time, the enemy behind the mask is a Hammer Bro. ------------------------------------------------------------------------------- ------------------------------------WORLD 8------------------------------------ ------------------------------------------------------------------------------- NOTES ===== As the last world in the game, excluding the second quest, 8 is by far the most difficult. There are no save points, halfway points, or whatever you want to call them. You will fight the real Bowser at the end of this world, and his castle is a huge maze, and there may be multiple paths to get through it. I'm not sure. As a matter of fact, I have never even checked, and unless I am motivated to do so, probably will not. I found my way, and stuck with it. So, if you find or know a different way to get through his castle, e-mail me at kader3@msn.com with the details. Onward. 8-1 --- Enemies: Goomba, Buzzy Beetle, Koopa Troopa (Green), Koopa Paratroopa (Green), Pirana Plant Level Type: Normal Time: 300 This is quite a long level, and it has a bonus area if you go down a certain pipe. To make sure you do not die by running out of time, I will take you down through the pipe route and not describe the overworld part of the level that you will miss, as I do not encourage you take that route. The first enemy you come across is a Buzzy Beetle, and you can use him as a projectile to take out the Goombas ahead of you. There are only a few, and he will quickly hit a pipe and come flying back towards you, so take caution. Once over this pipe, there will be two Koopa Troopas wandering aimlessly. Get them out of the way and turn your attetion to the series of small gaps in the ground ahead. To avoid any mishaps, get a running start and glide across them, but do not jump until the end. You must jump to avoid the Koopa Troopa on the other side. A series of three Goombas will be waddling towards you, jump over them and onto the pipe. Jump over to the next type, avoiding a run-in with the Buzzy Beetle in-between the two pipes. There are a few pipes ahead of this, and between each one, there is one coin. This seems to be a sort of "theme" with this level. You will commonly come across one coin by itself. Anyways, when you come to a pipe that has two coins in the air above and to the right of it, and three Goombas in front of it, go down it. For a detailed description of this and all of the other bonus areas, check section 10. Once outside, jump over the line of three Koopa Troopas and over the next pipe, avoiding the Goombas there. You will end up at a wall of blocks, a row of bricks above it spanning across a bit of land, and another block wall on the other side. Koopa Paratroopa is floating around between the pillars, and there is a secret block in the middle of them. Uncover it and get the coin block that is in the brick directly above it. Next, you come to an area much like the beginning, where there were many gaps in the ground. There are two green Koopa Paratroopas in the area, so be aware of them and watch out. Run across the gaps like you did earlier. On the other side there will be a row of bricks, the third one containing a Starman. Grab it and run across a few more small gaps, then destroy any enemies you meet. You will have to make a pretty big jump, but nothing you can't handle if you are holding B. There are three pipes, each having a Pirana Plant inhabiting it, and there is a gap inbetween them. With Starman, you can quickly maneuver over them, just take heed not to fall down in the pits between each one. Once you make it over them, there are numerous enemies such as Goomba on the other side. Your invincablility should last long enough for you to get through them, making it to the small block staircase. Hurdle that and and kill the Buzzy Beetle. Now there are two pits, a small median island between them, and one coin above each one. Make your way across and over the blocks containing the Koopa Troopa. This is one of the most difficult jumps in the game, and is hard to convey just what to do on paper, but you have to get a running start, holding B. Jump across the first gap to the tiny piece of land and without hesitation make press the A button to make the next jump. You'll grab three or four coins on the way, but more importantly, you made it. You may have to pull make a little so you don't overjump it, but otherwise, follow the plan. Jump over the next few Koopa Troopas and pipes and you'll be at the end of the level. The staircase is broken up into three tiny block walls, each with a pit in between. Proceed with caution and you'll be fine, and the blocks at the top have not been changed. The 5000 point jump is just as easy as ever. * Bonus area in pipe towards middle of level. 8-2 --- Enemies: Koopa Paratroopa (Green), Lakitu, Spiney, Bullet Bill, Pirana Plant Level Type: Normal Time: 400 Jump over the Koopa Paratroopa and head up the steps. Watch out for the Koopa Paratroopa on the steps and Spinies falling from the sky (Lakitu). When you reach the top, jump on Lakitu to get him out of the way for now. Grab the four ? blocks at the bottom of the steps and hop across the hole. You'll come to a Jumping Board on the other side of the pit, and there is a very long horizontal row of bricks above it, scrolling right. Jump on the Board and hit the block directly above it. A 1UP (gasp) will pop out of it and start rolling to the right. The path under the bricks is choppy, filled with small holes, but the gaps are short enough that you can run over them. In your path are two Paratroopas, so you can either let them fall in a hole or jump over/run under them. Whatever you do, though, don't get too far ahead of and don't let the 1UP get behind you. Stay with it so you can grab it when the bricks come to an end. If you're Super Mario, you can sometimes use the Jumping Board to hit the block next to the 1UP block and let the 1UP fall through there, but this takes quickness and good timing. Make your way over the Bullet Bills until you come to an area with a Bullet Bill on both sides of the screen. There are two bricks in the middle of this area, the second one having a power-up inside it. Grab it and be sure not to lose it right when you get it, because I've done this many a time before. Jump onto the Bullet Bill on the right and over to the blocks in-between these two Bills. Pass through the next few Bullet Bills, as they are everywhere, until you come to a huge gap. There are two tiny pieces of land to stand on before the jump, and the only way to make this jump is two get a running start on these two islands. Get on the first piece of land, and get over to the left edge of it. There is a small gap between this and the other piece, but small enough that you can run over it. Run to the second piece and when you get to the edge of it, leap and hold the A button to get the maximum distance from your jump. You should make it, as long as you follow those directions. You can go down the pipe on the other side of this very large gap. Take that route, I won't explain the normal way. This way is quicker. When you get out of the bonus area, evade the next few enemies, pits, and other obstacles until you come to the end. * 1UP in block above Jumping Board. * Bonus secret in pipe after long jump. 8-3 --- Enemies: Hammer Brothers, Bullet Bill, Pirana Plant, Koopa Troopa (Green), Koopa Paratroopa (Green) Level Type: Normal (Fortrace Background) Time: 300 When you get past the first two Bullet Bills, killing or avoiding the Koopa Paratroopa on the way, you'll come to a pipe. In front of the pipe there is a set of Hammer Brothers. You should probably kill them, because there is a power-up in the block on the top row, second from the right. You can always run under them, but it's not recommended. Avoid the Bullet Bill that lays ahead and the Koopa Paratroopa. You will come to another set of Hammer Brothers, with the same set up. Defeat them and grab the power-up in the top block, second from the left. Jump over the pipe with gaps on each side of it and kill the Koopa Troopa. There is a lone Hammer Brother ahead and he will be on a level surface going head to head with you. Just you and him, your fireballs against his hammers...that is, if you have fireballs. If you do, this battle is easy and you will prevail, but if not, you can run under him when he jumps up or jump over him (easiet). If you get a running start, you should jump high enough so that his hammers don't touch you. You will come across another Hammer Brother, then a pipe, and then two more Hammer Brothers, alone in the same fashion the previous two were. Again, if you have fireballs, this is easy. If not, it can be one of the biggest challenges in the game. Next is the last (and most difficult) final block stairways to get across. It is set up like so: _ _ |_|_| _ |_| _ |_| _ _ |_| |_| ____|_|_ ____ | | | | As long as you take it slowly and don't rush through it, you should be alright. 8-4 --- Enemies: Goomba, Buzzy Beetle, Koopa Paratroopa (Green), Hammer Brothers, Pirana Plant, Cheep-Cheep (Flying), Bloober; Bowser, King of the Koopa Level Type: Bowser's Castle (Maze) Time: 400 Bowser's Castle is a huge, complex maze with many dead ends and warps back to the beginning of the level. I will show you the way that I have always gone, and the way most people probably go, and if you know of any other way to get there, e-mail me at kader3@msn.com. Get on the third step, the bottom one, and try and get some speed and jump. You'll barely make it most of the time, but hey, at least you make it. Bypass the first pipe, and the second one. Kill the gray Goombas and jump onto the platform that is in the floating back and forth between the edges of the lava pool. Let the platform take you to the other edge and then jump up there. Go down the first pipe here. The next few pipes will have different enemies between them crawling around, such as Buzzy Beetle and a green Koopa Paratroopa. Jump over the small pit of lava and notice the pipe that the next pipe is in midair. That is the next pipe in this route to Bowser that you need to take. On the left side of the pipp, there is a secret block. There will also be two Koopa Paratroopas coming towards you whenever the pipe comes into view. Get them out of the way, then uncover the secret block. Jump up on it and up on to the elevated pipe. This area has Flying Fish coming through now and again, so be on the lookout. It's mainly at the beginning, though. Jump over the numerous pipes, evading the fish, until you come to a pit of lava. The first pipe on the other side of the lava is the next pipe you must go down. The aquatic part of the stage is really not all that hard, but the odd thing is it has fire chains in it...flames, underwater? Perhaps the game designers let physics fly out the window here, but it makes for a fun game anyway. Stay along the bottom as to avoid Bloobers and just time your movements past the fire chains. There are five total, but they are not a threat here for the most part. THE ROAD TO BOWSER, KING OF THE KOOPA ===================================== The pipe from the underwater portion was the last pipe on the long road to Bowser himself. It's all water under the bridge now...almost. Before you get to him, there is a final showdown with a member of the Hammer Brothers. He is by himself, and unfortunately, on the ground as in the previous level 8-3. If you have fire power this part will be a breeze, but for those of you who may have lost it, get down and stand right in his face. He will move back and forth as he throws hammers, but will never walk into you if you place yourself correctly. As soon as he jumps, jet under him and leap across the lava pit, to the showdown with the most famous villain in video game history. In the very small passage before his bridge, fire will be coming at you faster than in previous castles (perhaps because he is the real Bowser). There could be more than one, so just hurry and get into the fight. _________________________ | ____________________ | | | | | |__| | | |_| (|) |_ __ __________________/| | | |___________________| | | | | | | |^^^^^^^^^^^^^^^^^^^| | | | | | _____________________ KEY | | (|) | | - Ax | _____________________| It's just a straight fight between you and him, he has no assistance here. Like the previous two fakes, the real King of the Koopa throws multiple hammers at one time and throws fireballs, but his fireballs come out faster and in more quantity than in any previous fights. As infamous as Bowser is, this battle is not tough at all. The same strategies that applied before apply now. You can run under him, jump over him (not recommended), or the best way to beat him, blast him with fireballs of your own. He takes the same number of shots as the previous bosses, and goes down just as easy. Kinda disappointing for the final boss fight, eh? After you defeat him, you go to the back room where you usually find Toad, but this time it's the Princess! You saved the Mushroom Kingdom from their evil invaders, and saved the day! The game will say: THANK YOU MARIO! YOUR QUEST IS OVER. WE PRESENT YOU WITH A NEW QUEST. PUSH B BUTTON TO SELECT A WORLD Congrats on beating THE classic of classics, Super Mario Brothers! **************** THE SECOND QUEST **************** The second quest in the game can only be reached after completing the game. It is identical to the first quest in most aspects, but harder enemies appear earlier in the game. For example, Buzzy Beetle will replace all Goombas, and they will move twice as fast as they did the first time around. Some other things have changed too, but very minute things. Think you can handle the game a second time around? ******************************************************************************* X. 8 STAGE WALKTHROUGH ----------------------- This section will show the method to completing the game in the shortest amount of time and levels. Differences between the full walkthrough and this one are: ** I'll take you directly to Warp Zones ** You will avoid most enemies ** Most power-ups will not be picked up, nor pointed out ** You will take some alternate routes in some of the levels With that disclaimer, this method is the one used in getting record times for completing Super Mario Brothers. If you think you have what it takes to beat the world record, practice this over and over again. You might develop a way all your own, who knows. The record currently stands at about 5 minutes and 20 seconds. ------------------------------------------------------------------------------- ------------------------------------WORLD 1------------------------------------ ------------------------------------------------------------------------------- 1-1 --- Before the game begins, you should already be holding down the B button. Run through until you pass the first ? block, and jump right when you pass it. Try not to be stalled by the set of bricks/blocks. When you arrive at the fourth pipe, go down it. Clear the bonus area as quickly as possible and when you exit the bonus, you will be at the end of the stage. All there is left to do is run past the Goombas and jump up the blocks leading to the flagpole. You must try not to stop while on the bricks, and glide through without be stalled too much. 1-2 --- Grab the Mushroom in the first block of the five ? blocks. Run and jump over the several block walls until you come to the bricks ahead of them. Get up to the top of them, break the brick farthest to the right you can, then jump to the top row of bricks in the level. You have to get a running start to jump up there. Running over the top of the stage, you should get through pretty quick. This will save you lots of time and effort. When you come to the gap with the moving platforms, jump to the row of blocks above the median island, then on a platform moving up, and back onto the top row of bricks. Beyond the exit pipe is Warp Zone, and in this particular one, you can warp to either World 2, World 3 or World 4. Get over to the World 4 pipe and slide down it. ------------------------------------------------------------------------------- ------------------------------------WORLD 4------------------------------------ ------------------------------------------------------------------------------- 4-1 --- Run through the level holding B and the Spinies that Lakitu is hurling down at you should not hit you. When you come to the second pipe, enter the bonus level and then quickly proceed through it. Hop over the next few gaps once outside the bonus area and you will reach the end of the stage. Ignore the coin block. 4-2 --- Hop over the first couple of gaps, through the passageway of bricks until you come to a pit with plaforms moving down. On the other side, uncover the secret block that is directly below the last brick in the row of three. Uncover the secret block to the left of this one, and if you are regular Mario, get the one to the left of this. Hit the first block in the row and a vine will grow from it, leading to the bonus area and eventually to Warp Zone. Quickly run through the bonus area, ignoring any and all coins until you come to Warp Zone. You have the choice to go to World 6, 7 or 8, but of course, go to 8. ------------------------------------------------------------------------------- ------------------------------------WORLD 8------------------------------------ ------------------------------------------------------------------------------- 8-1 --- Avoid any enemies along the way to the pipe with the two coins above and to the right of it, and it has three Goombas in front of it (the fifth one). Go down the pipe. Rush through the bonus area and when you come out, head right and be sure to jump over the three Koopa Troopas, pipe, and the several Goombas. When you come to a block wall with bricks above it, get up on the bricks and rush over the area. Get the Koopa Paratroopas out of your way and then run over the several miniture gaps in the ground and get the Starman out of the third brick in the row. With Starman, you'll make it through a significent part of the level without having to yield to any enemies. When you come to the large gap with a small piece of land in the center, use the same strategy as before. Carefully proceed over the broken up block staircase to the end. 8-2 --- This is sprinting free for all as you must avoid numerous enemies, while being as fast as possible. Watch out for the Koopa Paratroopa on the first set of blocks and Lakitu, with Spiny. Run through the adaquete amount of Bullet Bills until you come to the big pit. As with before, get on the first piece of land, get on the first skimpy piece of land, run over the tiny gap to the second one and leap across. Go down the first pipe on the other side. Scramble through the bonus area. Jump over the Bullet Bill and the pit behind him, then over the set of block steps and another Bullet Bill. Avoid the Koopa Paratroopa on the blocks leading to the flagpole. 8-3 --- Hurry past the two Bullet Bills and Koopa Paratroopa and when you come to the Hammer Brothers, you have two choices. One, you can run under them, ignoring the power-up and making it a bit more difficult later in the level. Two, you can fight them, and grab the power-up in the brick second from the right, top row. Continue on until you come to yet another set of Hammer Bros. Here again you have the same two choices as last time, and if you got the power-up last time, stick around to defeat them and get the one in the brick second from the left on the top row. If you did grab it last time, it would be wise to get this one too, or your choice to get it the first time was basically obsolete. If not, run under them when they are bother occupying a set of bricks. If you have a Fire Flower by the time you get to the four Hammer Brothers who are on the ground face to face with you, the rest of the level is much, much easier. Simply blast them and move along. When you get to the end, be careful jumping across the blocks, and then go down the flagpole. If you didn't get them, however, you must: A. Without stopping, run and jump over them, hoping that you won't get hit (this actually works pretty good, believe it or not). B. Get in their face so that their hammers fly over you at an arc. When they jump up in the air, quickly dash under them to the other side. 8-4 --- Get down onto the third step, run, and jump across the lava pit. Hop over the first two pipes and three Goombas. Use the platform for assistance crossing the next lava-filled gap and then enter the pipe on the other side. Continue on until you come to the pipe suspended in mid-air. There is a secret block a little to the left of the pipe, so uncover it and use it to access the pipe. Evade the several Flying Fish as you cruise through the next part, and when you cross the lava, go into the first pipe on the other side. Swim through the all-too-easy water section of the stage, avoiding the ample amount of fire chains and Bloobers and enter the pipe on the other end. As long as you walk along the floor, even as Super Mario, the Bloobers can't hit you. If you still have that Fire Flower from earlier, nows the time to use it. If not, use the strategies pointed out in 8-3. Jump over the last lava pit, being careful not to be a victim of Podoboo, and Bowser is awaiting you on the other side. Speed along under him, flame him to death, whatever, just get over him and cut the axe. Princess Peach is waiting for you on the other side... ******************************************************************************* XI. WARP ZONES --------------- First off, there are three Warp Zones. Warp Zones are secret areas, usually featured behind the normal end of level, that allow you to access other worlds beyond the world you are currently in. For example, in World 1, you can use the Warp Zone to skip to World 4. It's just skipping levels. Some people like to use Warps, but others prefer to play the full game. I have provided the location and other miscellaneous information about the Warp Zones here. All Warp Zones look something like this: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_| |_|_| |_| |_|_| |_| |_|_| |_| |_|_| |_| WELCOME TO WARP ZONE! |_|_| |_| |_|_| |_| |_|_| |_| 4 3 2 |_|_| |_| _____ _____ _____ |_|_| |_| |_____| |_____| |_____| |_|_| |_| | | | | | | |_|_| |_| | | | | | | |_|_| |_|__|___|______|___|______|___|____|_|_| |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_| |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_| =================== WORLD 1-2 WARP ZONE =================== Warps: World 2, World 3, World 4 TO ACCESS IT //////////// When you get to the part where there are two sets of platforms, one going up and the other down, jump onto the second set of platforms and then onto the top row of bricks. When you pass the usual exit, the Warp Zone will be behind it. You can now choose to go to either World 2, 3 or 4. ==================== WORLD 4-2 WARP ZONES ==================== #1 Warps: World 5 #2 Warps: World 6, World 7, World 8 TO ACCESS #1 //////////// At some time during the level break the bricks on the top row and jump up to it. Follow it and you will eventually pass the exit and enter the Warp Zone. If you're not Super Mario, after a set or two of platforms there will be a row of three blocks pretty high off of the ground. There are secret blocks below each one of them, so uncover whatever ones you feel necessary, get on the row of bricks, and leap up to the top row. The only warp here is World 5. TO ACCESS #2 //////////// Get to the row of three bricks part as explained above. Reveal the secret blocks (only the left two if you are Super Mario) and hit the block on the left. A vine will spout from it, enabling you to climb up into the overworld. Collect the coins in the bonus stage, and when you come to the end of it you will be at Warp Zone. You can now warp to World 6, 7 or 8. ******************************************************************************* XII. SECRETS, TIPS AND TRICKS ------------------------------ There is wide array of tricks, secrets and all sorts of goodies throughout the game Super Mario Bros. I will break them up into little sections, and try to squeeze every trick, tip, or secret I know about the game into this section. I really need input here, so if you know anything that you think I should add here, feel free to e-mail me at kader3@msn.com and credit will be given where it is due. ============== LEVEL SPECIFIC ============== These secrets are only found in a certain level. That level will be labeled along with whatever it has to offer. 1-1 --- * 1UP between the fourth pipe and the gap. Hidden in secret block. * Bonus secret in the fourth pipe. 1-2 --- * 1UP in the top row of bricks. * Warp Zone at the end of the level. 2-1 --- * Bonus secret in the third pipe. * Cloud bonus area 3-1 --- * Bonus area in the second pipe. * Cloud bonus area towards middle of level. * 99 lives trick. 4-1 --- * Bonus secret in third pipe. 4-2 --- * Warp Zone to World 6, 7, 8 * Warp Zone to World 5 5-1 --- * Bonus secret in third pipe. 5-2 --- * Pipe in middle of stage leading to aquatic region. 6-2 --- * Bonus secret in first pipe. * Bonus secret in seventh pipe 7-1 --- * Bonus secret second pipe. 8-1 --- * Bonus secret in pipe towards middle of level. 8-2 --- * 1UP in block above Jumping Board. * Bonus area in pipe in middle of level. ================== SECRET/BONUS ROOMS ================== There are types of secret or bonus rooms found in the game. _____________________ KEY | C - Coin | X - Power-Up | _ | |_| - Brick block | | M - Multiple coin | block | _____________________| BONUS AREA 1 ************ There is nothing but coins here, but useful and usually level-length reducing anyway. Can be found in: 1-1, 2-1 _ _ _ _ _ _ _ _ |_| |_|_|_|_|_|_|_| | | |_| | | |_| | | |_| | | |_| | | |_| C C C C C | | |_| | | |_| C C C C C C C | | |_| | | |_| C_C_C_C_C_C_C | | |_| |_|_|_|_|_|_|_| ___| | |_| |_|_|_|_|_|_|_| || \ | |_|_____|_|_|_|_|_|_|_|___||__/_| | | | | BONUS AREA 2 ************ This is one of the better bonus areas as there are not only coins here, but a power-up as well. _ |_| | | |_| | | |_| | | |_| C C | | |_| _ _ _ C C C C _ _ _ | | |_| |_|_|X| |_|_| |_|_|_| | | |_| |_|_| C|_|_|C |_|_| | | |_| |_| C|_| |_|C |_| | | |_| |_|C|_| |_|C|_| | | |_| |_| |_| | | |_| ___| | |_| || \ | |_|_______________________||__/_| | | | | BONUS AREA 3 ************ Another useful bonus area, this one also contains a power-up. _ _ _ _ _ _ _ _ _ _ _ _ _ |_| |_|_|_|_|_|_|_|_|_|_|_|_| | |_| | | |_| | | |_| | | |_| | | |_| | | |_| | | |_| | | |_| C C C C C C C C _ | | |_| |_|_|_|_|_|_|_|_| |X| | | |_| |_| |_| ___| | |_| |_| |_| || \ | |_|____C_C_C_C_C_C_C_C_C_C||__/_| | | | | BONUS AREA 4 ************ This bonus area is the only one to feature both coins and a multiple coin block. _ _ _ _ _ _ _ _ |_| |_|_|_|_|_|_|_| | | |_| |_| | | |_| |_| | | |_| |_| | | |_| _ C C C C C|_|_ _ | | |_| |_|C C C C C|_|_|_| _| | |_| |_|_|_|_|_|_|_| |M| | |_| | | |_| | | |_| | | |_| ___| | |_| || \ | |_|_______________________||__/_| | | | | ===== CODES ===== Well, sort of...the following codes are used by pushing a certain combo of buttons at a certain time, so I figured "Hey, codes". CONTINUE ON SAME WORLD ********************** To do this, once you lose and have lost all turns for Mario or Luigi or both, hold A and then press Start at the Game Over screen. Continue to hold A when the menu comes up, and then select 1 Player Game. LEVEL SELECT ************ Before you begin the second quest, if you press the B button during the demo, you can change what level you start on. ======== GLITCHES ======== THE MINUS WORLD -1-1-1-1-1-1-1- The Minus World (World -1) is perhaps the most well-known glitches in video game history. -1 is a level that loops continuously, with no end, until you run out of time and lives. The level is reached from World 1-2, and here is an explanation on how to get there. When you reach the end of 1-2, stand on the pipe that takes you to the usual exit. Break the bricks above you that are second from the left of the pipe and third from the left. Now, stand near the edge of the pipe, face left, duck down, and jump up towards the block remaining and the pipe. It takes a while to pull off, but when you get it, Mario will begin walking backwards through the wall. Turn him around so that he is facing right, and walk off into the Warp Zone. Quickly enter the first pipe you come to, without letting the Welcome to Warp Zone! text come up, and you will access the infamous Minus World. World -1 is almost exactly the same as World 2-2, except that when you enter the pipe at the end that usually takes you to the exit, you are taken back to the beginning of the level! It continues on like this until time runs out, which you have 400 units of, and then until you lose all of your lives. If for some odd reason you want to stay in the Minus World, you can use the Continue on the same World or Level code. LITTLE FIRE MARIO ***************** In any castle (a level ending in -4), if you jump on the Axe at the end and get hit by Bowser at the same time, in the next level you will be big, but if you get hit, you will die! To perform this trick, do what it says above. Jump up and hit the Axe and Bowser at the same time. You must be Super Mario or Fire Mario to pull this off. You will continue on as normal, and in the next level, when you get hit, you die. If you grab a Mushroom, you will become regular Mario, and vice versa if you get hit. When you grab a Fire Flower, you will become Fire Mario, but in his smaller form. Each time you throw a fireball, you will become Super Fire Mario, but only for the brief second you are throwing the fireball, and then you will quickly shrink back down to the regular Mario. DEAD MARIO ********** Performed the same way as the Little Fire Mario trick, except that you need to be regular Mario. When you touch the Axe and Bowser at the same time, you will die, the bridge will fall and Bowser will die, but the screen will scroll to the back where Toad will begin to thank Mario. Maybe he's thanking him for dying because they have a grudge...who knows. ;) DISAPPEARING JUMPING BOARD ************************** In levels that have a Jumping Board at some part or another in them, sometimes the Jumping Board will not be there. Do not jump or walk into the area where the Jumping Board should be or you will become stuck and have to wait for time to run out. DIFFERENT MUSIC IN CASTLE ************************* In levels 1-1 and 6-2, hit the block with the Starman and wait until the last moment to get it. If you touch the flagpole at the end of the level while still flashing, the track from 1-1 (the theme song) will play during the castle. ============= MISCELLANEOUS ============= This is just a bunch of misc. tricks and stuff that don't really belong in any of the other categories. FIREWORKS ********* Grab onto the flagpole at the end of any level. If the time's last digit was a 1, 3 or 6, you get that number of fireworks to go off in the background. Each firework is worth 500 points. VINE DANCING ************ When you reach the top of a vine, get off, and then hop back on. Climb to the top and Mario will start doing this little dance. On a scale of neatness ranging from 1-10, I'd probably give this one a "meh". ******************************************************************************* XIII. CREDITS AND LEGAL STUFF ------------------------------ This document is copyright Pegboy (Derek Kader) 2003 and should not be copied, in whole or in part, changed in any way, shape or form, stolen from, or any other illegal crap that you might try to pull. If you'd like to use part of it or post it on your website, e-mail me at kader3@msn.com. Also, if you see it on any other site besides www.gamefaqs.com, e-mail me so I can take care of the problem. If you have anything to add, be it strategies, tips, tricks, e-mail me at kader3@msn.com. I will credit you with the info in the next update. If you want to use any of the ASCII art you see in the guide, feel free to ask me to use it. I would like to thank the following people/sites/corporations: Snow Dragon - He banged up the ASCII NES controller you see at the beginning of the FAQ. GameFAQs - For hosting this and all of my other FAQs. Gamewinnners - I got many Game Genie codes from their site. CJayC - For posting my stuff on his site. Nintendo - They created the game, and I would like to thank them for this and so many other good times. I also used a few excerpts from their Super Mario Bros./Duck Hunt instruction manuel, and got some info from it. Anyone who helped me develop my writing ability, or got me into writing this stuff, thanks. All characters, games, systems, and components of systems are all trademarks of Nintendo. You can always find the newest version of this FAQ at GameFAQs <www.gamefaqs.com>. (c) Pegboy 2003
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