Super Mario Brohers/Tetris/World Cup Soccer FAQ Copyright Nintendo 1988 Written By Brian P. Sulpher E-mail: briansulpher@hotmail.com Version 1.0 Dates Written: December 13th, 2005 I dedicate this to the NES fans out there, as this one is part of the NES FAQ completion Project of 2004-2005, courtesy of the FAQ Contributor Board. We honour the most truly awesome and great system... the Nintendo Entertainment System! Never mind about Atari, Commodore 64, Colecovision, Sega Master System, Super Nintendo Entertainment System, Sega Genesis, or any of the newer systems, we all know that the good old NES is where true gaming is at! Also, for Cougar, Howler, and Koonce. I miss you, and I hope you are living it up in the afterlife as you did in this world. You will always be in my memories, and you will never be forgotten. ----------- Version 1.0 ----------- -Submitted guide on December 13th, 2005 ---------------------------------------------------------------------------- -----------------------------Table Of Contents------------------------------ ---------------------------------------------------------------------------- 1) Introduction 2) Super Mario Brothers 3) Tetris 4) World Cup 5) Final Word ---------------------------------------------------------------------------- -------------------------------Introduction--------------------------------- ---------------------------------------------------------------------------- 1) This is a FAQ compiled from mostly older work with the sole intention of covering another listing at www.gamefaqs.com, part of the ongoing NES FAQ Completion Project. If you have anything that you would like to add to this work, please check out my e-mail at the top of the file or at the bottom of the file. ---------------------------------------------------------------------------- ----------------------------Super Mario Brothers---------------------------- ---------------------------------------------------------------------------- 2) This section will cover the classic NES game Super Mario Brothers. The following Table of Contents will help the reader find what they are looking for. ~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Table Of Contents ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~ i) Story ii) Controls iii) Advanced Moves iv) World One v) World Two vi) World Three vii) World Four viii) World Five ix) World Six x) World Seven xi) World Eight xii) Second Quest Details xiii) World One Second Quest xiv) World Two Second Quest xv) World Three Second Quest xvi) World Four Second Quest xvii) World Five Second Quest xviii) World Six Second Quest xix) World Seven Second Quest xx) World Eight Second Quest xxi) Enemies xxii) Items xxiii) Fighting Bowser xxiv) Bonus Rooms xxv) Warp Zones xxvi) 1-Up Methods xxvii) End Of Level Scoring xxviii) Continuing xxix) Weird Happenings ~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Story ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~ i) The following is the official story of the original Super Mario Brothers game for NES. This is taken directly from the Super Mario Brothers instruction booklet, so it is a work of the Nintendo corporation, and is no way a creation of Brian P. Sulpher. One day, the kingdom of the peaceful Mushroom Kingdom 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 horsehair plants, and the Mushroom Kingdom fell into ruin. The only one who can undo the magic spell on 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 hero 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! ~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Controls ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~ ii) This section will review the basic controls of the game. D-Pad...: LEFT and RIGHT will move Mario in the corresponding directions. DOWN will cause Mario to duck if he has a Power-Up, and UP has no apparent use. SELECT..: Only used to select between One Player or Two Players. START...: Confirms choice between One Player or Two Players, and it will also pause/unpause the game. B Button: By holding this down, Mario will run. If Mario Has Fire Flower Power, Mario will throw fireballs with every pressing of the B Button (max of two on the screen at a time). A Button: This Button will allow Mario to leap onto enemies, go over gaps, and to make your way past Bowser. Learning to control Mario exactly as he jumps will make your quest a success. This is also how Mario takes a stroke underwater in Worlds 2-2 and 7-2. ~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Advanced Moves ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~ iii) This section will review the advanced functions of the controller for in-game smoothness. o-----------------o | Coming Up Short | o-----------------o This is another way to not lose as much time due to a Piranha Plant in your way. What this requires is for Mario to jump onto the edge of the pipe that the Piranha Plant is coming out of. This will allow Mario to either jump over the plant in the way, or let it move down before he continues forward. o-----------------o | Crouching Slide | o-----------------o This is useful for getting underneath/getting through areas that are meant for Regular Mario. By doing this, Mario can gain access to Power-Ups, Gold Coins, etc. that he normally could not get to. It is also useful in a few places for saving Mario some time in progressing through the level. o-------------o | Lip Jumping | o-------------o This combines the first part of Coming Up Short (landing on the left edge of the pipe), with a jump immediately so Mario will clear the Piranha Plant. The main problem with this one is that it requires you to jump the exact instance you land on the pipe, or you will get hit by the Piranha Plant. o-----------------------o | Piranha Plant Jumping | o-----------------------o Piranha Plants have some hit detection problems that can be taken advantage of by an aggressive player. When running at a pipe, and a plant comes out, you normally stop to let it go back down into the plant. However, you can actually jump through part of the Plant to keep your momentum going. With a bit of practice, this can become an extremely useful and easy move to do. o-------------------o | Small Gap Running | o-------------------o This is pretty simple, but it is quite useful in many places in the game. Whenever a gap is one block wide, Mario can run right over them without falling through (this is most useful in World 8). Hold the B Button as you move forward, and you will run right over the gaps, but keep in mind that you can not jump when over a gap. o------------------o | Wrap Around Jump | o------------------o This is a move used to get Mario to jump around a ledge directly above his position to land on the same ledge. The easiest way to do this is to stand on the lip of a block that is below the end of the platform you are trying to jump to, and then jump up. Mario will get displaced a little by the platform above, and when that happens, just hold the direction to the platform to land on it. ~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ World One ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~ iv) This section will cover levels 1-1 to 1-4. o-----------o | World 1-1 | o-----------o Start your journey by running to the right to hit a ? block, kill a Goomba, and then hit the three ? blocks (two coins, and one Super Mushroom). After this adventure, head right to go over the pipes and the three Goombas, and when you pass the second and third Goombas, go halfway between the pipe and the bottomless pit. Jump up to reveal a hidden block that contains a 1-Up Mushroom! The pipe can also be gone down to a bonus room with multiple coins. 1-Up +--+ ++----++ | | ++ ++ +--+ | | | | | | | | -+----+----------------------------+ +---- | | | | Jump across the gap, hit the bricks above as the two Goombas fall down so you can then collect the power-up from the ? block, and then head right over the gap. Kill the two Goombas that approach, hit the brick by itself as it is a Coin Block (hit until it turns into a spent block), and then hit the ? block for a coin. Next, you should hit the second brick of two for a Starman, collect it, and then run right as you plow through up to eight Goombas. Jump carefully over the one last gap, and then head up the staircase to the top, where you should run and jump off at the Flagpole for the top to score high (like 5,000 or 2,000 points). o-----------o | World 1-2 | o-----------o You go underground, and once you land, destroy the two Goombas coming at you before you hit the five ? blocks to get four coins and a Power-Up. Now head across the mini-columns in your way, kill the Goomba in the shallow hole, and then hit the Coin Block till it runs out. Now head right to take on two Green Koopa Troopas, get the coins off the brick structure (if you are still tall), and then break the three right-most bricks to find a Starman! Now run right, duck as you run under the low ledge so you will fit under (or bust the bricks above to make a different path), and head right collecting coins and killing all the enemies you can until your invincibility runs out. A Power-Up is in the tip of a brick structure, so bust the bricks carefully to get at it, and then the brick structure that is 2 X 5, hit the second column once, and then keep hitting the next block up as it is a Coin Block. Now get on the higher ledge, jump to the floating platform, and then hit the brick above you on the edge of the platform, quickly followed by hitting the one to the right of it immediately, so you will fall down to the bottom level as the 1-Up Mushroom will follow suit. -----------------------------+ Key | | 1,2 - order of brick hitting | | -----------------------------+ 1-Up +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | | | | | | | | | |1 |2 | | | | | | | | | | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+--+--+--+--+--+ | | | | | | | | | | | +--+--+--+--+--+--+--+--+--+--+ | | | | | | | | | | | +--+--+--+--+--+--+--+--+--+--+ Now you face three Goombas, and then three Piranha Plants. You can go down the first pipe to find a treasure trove of coins before you go back up to come out of the third pipe in the line. Now jump the two gaps, kill the two Goombas coming down the mini-stairs, and then jump onto the elevator coming down. Jump to the next platform (the far right brick has a Power-Up for you if you fight off the Red Koopa Troopa), and then hop onto the next elevator going up so you can land on the far ledge to go up the pipe. Once you move up the pipe, go right up the stairs, and launch yourself from the top to hit the Flagpole on the higher points of it. The other option is to ride the elevator to near the top of the screen, hop onto the roof of the level, and then run right till you fall down into a Warp Zone! You can warp to Worlds 2, 3, or 4 if you go this route! The following will make it clearer in picture form: MARIO => /\ +--+--+--+--+--+--+--+--+ || | | | | | | | | | +--+--+--+--+--+--+--+--+ -------------- | [][][][][][] | -------------- | | | | | -------------- | [][][][][][] | +--+--+--+--+--+--+--+ -------------- ++----| | | | | | | | | || | +--+--+--+--+--+--+--+ || | || | +--+--+--+--+--+--+--++----+--- | | | | | | | | | | +--+--+--+--+--+--+--+--+--+ | | | | | | | | | | +--+--+--+--+--+--+--+--+--+ | | | | | | | | | | +-----------------------+ +--+--+--+--+--+--+--+--+--+ | | TO THIS PART +--+--+--+--+--+--+--+--+--+--+ +--+--+ | | | | | | | | | | | | | | +--+--+--+--+--+--+--+--+--+--+ +--+--+ | | | | | +--+ +--+--+ | | | | | +--+ +--+--+ | | | | | +--+ +--+--+ | | WELCOME TO WARP ZONE! | | | +--+ +--+--+ | | | | | +--+ 4 3 2 +--+--+ | | | | | +--+ +--+--+ | | | | | +--+ +--+--+ | | ++---++ ++---++ ++---++ | | | +--+ ++---++ ++---++ ++---++ +--+--+ | | | | | | | | | | | +--+ | | | | | | +--+--+ | | | | | | | | | | | +--+---+---+----+---+----+---+--------+--+--+ o-----------o | World 1-3 | o-----------o Head right to kill a Red Koopa Troopa and two Goombas as you collect various coins on the unlevel platforms (careful not to fall off the cliffs). Jump down to the low platform (collect the two coins on the fall), jump across the gap using the elevator, and hit the ? block to find a Power-Up. Then you should take the aforementioned elevator up to the top ledge for four coins, and then jump the gap that the Red Paratroopa Koopa patrols (look out for the Goomba on the far ledge). Now you need to use the horizontally moving ledge, and jump from it to the next moving horizontally moving ledge, and then onto the next platform. Take out the Red Koopa, the Red Paratroopa Koopa, and then collect the coins before you jump across the horizontally moving ledge to reach the stairs. Now jump off the top to hit the Flagpole high up for a lot of points! Now you are entering your first fortress, so be ready! o-----------o | World 1-4 | o-----------o Jump the lava pit, go right, jump the lava pit (jump to the platform when the Fire Bar is just starting to pass 9 O'Clock), hit the ? block for a Power-Up, and then jump to the next ledge. Now walk right carefully so the Fire Bars will not hit you, and then when the hall opens a bit, jump the Fire Bars when they are pointed to 12 O'Clock (this allows you to clear the Fire Bars without worry of it swinging around to get you), and then hop the flames that flies at you (this is a BOWSER ATTACK!). Now you are in a depression in the floor where the flames from Bowser fly overhead, jump up in the air to find invisible blocks that yield one coin each if you hit them. They are arranged as follows: -------------------------------------+ Key | | 1,2,3,4,5,6 - order of brick hitting | | -------------------------------------+ +--+ +--+ +--+ |2 | |4 | |6 | +--+ +--+ +--+ +--+ +--+ +--+ |1 | |3 | |5 | +--+ +--+ +--+ --+ +-- | | | | | | +--------------------------------+ now you will have one more safe spot from Bowser's flames, and then you step onto his bridge to fight him. If you have Fire Flower Power, shoot fireballs till the Koopa King is dead for 5,000 points (it is a fake), or if you are Fireless, then you should run forward to jump Bowser OR run underneath him when he jumps to pull the Axe Switch to send the bridge supports falling away (incidentally carrying Bowser to burn in the lava below!). Congratulations on finishing World One! ~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ World Two ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~ v) This section will cover levels 2-1 to 2-4. o-----------o | World 2-1 | o-----------o Start the level by going right to punch the middle brick of the three brick set to get a Power-Up, and then squish the Goomba before you go up the mini-stairs. Now jump down where you should hit one of the Green Koopa Troopas, but do NOT kick the shell. Now you should jump up and hit an invisible block which is found below and to the left of where the brick line is in the sky, and then get onto the block to jump straight up to hit the invisible 1-Up block. The following will give you an idea of what I mean: -----------------------------+ Key | | 1,2 - order of brick hitting | | -----------------------------+ 1-Up +--+--+--+--+ |2 | | | | +--+--+--+--+ +--+ +--+ | | | | +--+ +--+ +--+ | | |1 | | | +--+ +--+ +--+ | | | | +--+ +--+ | | | | +--+ +--+ | | | | +--+-------------------------+--+ After that, head right two face two Goombas, and then jump the pipe to land where a Green Koopa Troopa waits. After dealing with him, you have to get rid of two Goombas, and then you should bust up the ten ? blocks for a Power-Up and nine coins. Then you face three Goombas, jump up on the first brick you come across in the air, and hit the brick that is just to your up-right to release a Starman. Now collect it, hit the seven ? blocks as you kill the three Goombas, and then hit the third of five bricks above to make a beanstalk appear! Climb the beanstalk to go to Coin Heaven! VINE +--+--+--+--+--+ | | | | | | +--+--+--+--+--+ +--+--+--+--+ +--+--+--+ | | | | | | | | | +--+--+--+--+ +--+--+--+ ----------------------------------- Coin Heaven has a white platform for you to get on, and you will jump up to get the coins in the air, and when the platform is about to run out, get off the cloud so you can take running leap at the three coins left in the air before falling back to the regular level. When you land, hit the Coin Block to your left, and then hit the ? block for a coin before dealing with the Piranha Plant and the Green Koopa Troopa. Now use the Springboard or the invisible block above the bricks to get to the top of the wall, where you will run and jump to reach the top of the Flagpole. o-----------o | World 2-2 | o-----------o This is an underwater level, so you will press the A Button to swim, and B Button to throw fireballs (if you have Fire Flower Power). You will start by swimming right to get three coins on the bottom, go past a Blooper, go over the seaweed, and then get the three coins on the bottom. Next you face a Blooper, swim over the seaweed, go past another Blooper, and then swim over the suction of the pit below (go into it for coins if you like). Now Cheep-Cheeps will start coming at random locations on the screen for the rest of the level, so be wary. Three Bloopers will quickly appear, so stay on the bottom so they come to you, and then walk under them before swimming away from them. Now you will see another suction from the pit below (again the coins are optional pick-ups). Continuing right will take you over yet another suction pit with coins inside of it (collect if you dare), and then swim across the top of the water to avoid the fish. Then you should drop down to go through the pipe to find yourself at the staircase, so climb up and leap off at the Flagpole to finish the level. o-----------o | World 2-3 | o-----------o This level has enemies that are only flying Cheep-Cheeps. Each paragraph will represent each bridge you are crossing, and in some cases, the small ledges grouped together. Bridge #1 is fairly long run with nine total coins on it, and then hop the gap. Bridge #2 is a very short section with four coins on it before you hop to the next bridge. Bridge #3 is short and leads to a leap to Bridge #4 where you can get the lone Power-Up on it in a ? block. Leap down to the green platform before hopping to the Bridge #5. Bridge #5 has some coins, and it leads to an empty Bridge #6 before you leap to Bridge #7. Bridge #7 leads to three small platforms before depositing you onto Bridge #8. Bridge #8 is the end of the attacks, so run to jump the gap, climb the stairs, and then take a running leap at the Flagpole. o-----------o | World 2-4 | o-----------o Begin by running right to jump across the two platforms (be sure to miss the Podoboo flying from the lava), get the Power-Up from the ? block, and then finish the remaining two leaps over the lava (again avoiding the Podoboos). Go along the bottom route slowly so you can avoid the Fire Bars here, and then hop up to the next ledge when the Fire Bar there is at 2 O'Clock. Leap onto the Donkey Kong-like elevators here and get across the pit to find six coins. Now you need to jump across the two lava pits while dodging the Bowser flames, and then go past the two pits where you can hide from the flames to find a brick walkway above (bust a couple to get up there if you are big). Then you just need to run across to get to the Axe Switch, or you can use the Fire Flower Power method to wipe Bowser out (once again it is a fake). Congratulations on finishing World Two! ~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ World Three ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~ vi) This section will cover levels 3-1 to 3-4. o-----------o | World 3-1 | o-----------o You head right from the Fortress to hit two ? blocks before you tangle with two Green Paratroopa Koopas (you can also avoid them by going on top of the spent ? blocks). The next ? block contains a Power-Up, and then you will continue right past the bricks, past the first Piranha Plant to find a Goomba (smash it good). Go down the next pipe to enter a Bonus Room, and once you finish up in there (there is s a Power-Up on the left side of the brick structure), you will go onto a bridge. Kill the three Goombas, and then go about three quarters of the way across the bridge to where you will jump up to hit an Invisible Block with a 1-Up inside! 1-Up +--+ | | +--+ +--+-----------------------+--+ | | | | +--+ +--+ | | | | +--+ +--+ | | | | +--+ +--+ | | | | +--+ +--+ | | | | +--+ +--+ Now jump the gap, and then jump off of the two block high stack at the left-most brick to release a Starman. Carefully collect it as you kill/avoid two Goombas and a Green Koopa Troopa, and then go past the Piranha Plant to find the first Hammer Brother set of the game (just run through them as you are invincible). Now use the Springboard to get on top of the bricks high in the sky, and then go down to tangle with two Goombas. Now you should get right next to the steps, hold the B Button, and then run left, followed by a jump for the lower brick platform. Then you should hit the right-most brick above you to reveal a Vine to go to Coin Heaven! VINE +--+--+--+ | | | | +--+--+--+ +--+ | | +--+--+--+ +--+--+ | | | | | | | +--+--+--+ +--+--+--+ | | | | +--+--+--+--+ | | | | | +--+--+--+--+--+ | | | | | | +--+--+--+--+--+--+ | | | | | | | +----------+--+--+--+--+--+--+ | | When you fall back to the regular level, go under the brick platform, and start punching the second brick (going from the left) to find a Coin Block! Now jump over the gap, and you have arrived at the first place in the game that you can gain multiple lives! Kill the first Green Koopa Troopa, wait for the second one to start his step to the stair above yours, and then jump straight up to retreat the Koopa Troopa into it's shell. If done correctly, you will start to bounce repeatedly on the shell to more and more points before long 1-Ups start tot total up! You will have to start the jumping chain over on occasion, but you can gain many lives here (do not gain too many lives, as it will end your game: see the 1-Up Methods section for diagrams on this trick as well as info on too many lives). When you have had your run at extra Marios, go up the stairs, to where you launch yourself off to get a high total on the Flagpole! o-----------o | World 3-2 | o-----------o Start this level by hopping on the first Green Koopa Troopa you see, kick the shell, and then follow it to get a 1-Up for plowing through all the enemies on the path (be sure to jump the rebounding shell). Now you should collect the three Gold Coins, hit the ? block to release a Power-Up, and then collect it as you/before you fight a Green Koopa Troopa and three Goombas. If you have Fire Flower Power, roast the Green Koopa Troopa before you go to hit the Coin Block. If you do not have the fireballs to use, go hit the top brick to get a Starman, kill the Green Koopa Troopa, and then hit the Coin Block. Now head right to fight a Green Paratroopa Koopa, a Green Koopa, and then three Goombas before you hit a gap. Jump the gap, jump the next gap, and then stomp the Green Koopa Troopa so you can kick the shell. Follow the shell as it heads right to plow through enemies till you gain another 1-Up! Now head over the Piranha Plant pipe, stomp the Green Koopa, kick the shell to follow it as it reaches 5000 points before the shell rebounds off the barrier. Now you should climb the staircase, take a running leap from the top, and then you will land on the Flagpole to get yourself a nice and high bonus score! o-----------o | World 3-3 | o-----------o Start by running right, jump up two ledges to fight a Goomba, and then use the moving platform to reach the next ledge. Now head right as you get a few of the scattered Gold Coins, kill the two Red Koopa Troopas as you get some more Gold Coins and a Power-Up, and then hop off the high ledge to a sinking platform )+(jump to the right immediately to the waiting ledge). Run across the holes as you get some coins, jump to the next ledge, and then make use of the pulley ledges (these will sink on your end, rise on the other) to get onto the next set of moving platforms. Now that you have got to a solid ledge, jump across the gap to the next ledge where you find three waiting Gold Coins, and then jump the gap that is guarded be a Red Paratroopa Koopa. The next ledge up has two Red Koopa Troopas patrolling it, and then use the next moving platform to get onto to another pulley ledge set. Draw the left side down so you can hop to the right ledge as it rises. Now you should take a running leap before the ledge sinks down to far so you can hit high on the Flagpole. o-----------o | World 3-4 | o-----------o Start off by running right to jump across three lava pits, but you have Podoboos flying out of each lava pit as well as Firebars on each platform (the best way to go is to jump across quickly). Now you come across three ? blocks, and the middle one has a Power-Up for you. Once you collect the Power-Up, jump the lava pit, then hop through the first two Firebars (the bottom ones) when they are at a 3 O'Clock position, and then hop though the last Firebar set when the bottom one is at 7 O'Clock position. Now hop the lava pit, at which point Bowser starts his flame barrage, and then you enter a room where three lava pits are found, each one with a Podoboo inside. You should carefully jump from one platform to the next when the Podoboo ahead of you is heading down into the lava and when the Bowser flames are not blocking your jump. Now head for the bunker in the pathway, and then head out again when no flames are coming. Run right to find Bowser and his bridge as usual, and you should use fireballs (if you got them). Otherwise, wait for Bowser to make a jump, and then cut underneath him, or jump him as he is landing from his jump. Pull the Axe Switch to send him into his lava bath! Congratulations on finishing World Three! ~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ World Four ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~ vii) This section will cover levels 4-1 to 4-4. o-----------o | World 4-1 | o-----------o This level is your introduction to the fun that is Lakitu. The best way to do this level is to rush your way through, or to kill Lakitu at every opportunity (high ledges). This guide will list the latter, but running through is the suggested method. Start off by going right, jumping the Piranha Plant, and get the Power-Up from the ? block. Now Lakitu should be raining Spinies down to accost you, so take this opportunity to jump on top of the higher ? block so you can kill Lakitu. Now run right to jump a gap, grab the four Gold Coins, punch the next four ? blocks, and then kill a Lakitu again when he shows up. Now head right to jump a gap, and then you will find four ? blocks in the air. Go on top of the blocks, stand on the third one (from the left), and then jump straight up to find an Invisible Block with a 1-Up inside! 1-Up +--+ | | +--+ +--+--+--+--+ |? |? |? |? | +--+--+--+--+ Head right as Lakitu returns to annoy you, jump the Piranha Plant pipe, collect the coins, and then go down the next pipe to enter a Bonus Room. After you exit, head right to jump three gaps (during the third one, Lakitu returns again), and then run right at full speed so Lakitu can not catch up to you (he will turn around when you reach the end of level staircase), Climb the staircase, fall down to hit the Coin Block, and then hop back on top of the staircase to jump for the high end of the Flagpole. o-----------o | World 4-2 | o-----------o Upon entering this level, you are immediately faced with some tough terrain to jump on. The easiest way to clear it is to start with a big run, half jump (tap the A Button) to land on the wider ledge, and then do a full jump to clear the rest of the pit. Go into the mini-bunker to get a Power-Up and some Gold Coins before you head right down the hall to tangle with three Goombas in the enclosed space (try to bounce your way across all three at once, or just fireball them). The fifth from the right column of bricks has a Coin Block inside of it. ----------------+ Key | | CB - Coin Block | | ----------------+ +--+--+--+--+--+--+--+ | | | | | | | | +--+--+--+--+--+--+--+ | | | | | | | +--+--+--+--+--+--+ | |CB| | | | | +--+--+--+--+--+--+ | | | | | | | +--+--+--+--+--+--+ +--+--+--+--+--+--+ | | | | | | | +--+--+--+--+--+--+ Now you enter a choice in the level: you can continue on the normal level route, or you can go for the Warp Zone to Worlds Six, Seven, and Eight. The Warp Zone route will be shown first, and then the guide will revert to the same spot to continue the guide. ---------------------+ Key | | ? - ? Block | PW - Power-Up | IB - Invisible Block | | ---------------------+ ========== FIGURE ONE ========== +--+--+--+--+--+--+--+--+--+--+ | | | | | | | | | | | +--+--+--+--+--+--+--+--+--+--+ | | +--+ | | +--+ +--+--+ |? |? | +--+--+ -------------- [][][][][][] -------------- || +--+ +--+--+ +--+--+--+ \/ | | |? |? | |? |PW|? | +--+ +--+--+ +--+--+--+ | | +--+ | | +--+ | | +--+ | | +--+--------------------------+ +--- | | ========== FIGURE TWO ========== +--+--+--+--+--+--+--+ | | | | | | | | +--+--+--+--+--+--+--+ +--+--+--+--+ | | | | | +--+--+--+--+ +--+ |IB| +--+--+ |IB| +--+ ++----++ ++----++ | | | | +-----------------------------+----+- | ============ FIGURE THREE ============ +--+--+--+--+--+--+--+ | | | | | | | | +--+--+--+--+--+--+--+ VINE +--+--+ | | | +--+--+ +--+ |IB| +--+--+--+ |IB| |IB| +--+ +--+--+ |IB| +--+ ++----++ ++----++ | | | | +-----------------------------+----+- | =========== FIGURE FOUR =========== +--+--+--+--+--+--+--+--+--+--+--+ +--+--+ | | | | | | | | | | | | | | | +--+--+--+--+--+--+--+--+--+--+--+ +--+--+ | | | | | +--+ +--+--+ | | | | | +--+ +--+--+ | | | | | +--+ +--+--+ | | WELCOME TO WARP ZONE! | | | +--+ +--+--+ | | | | | +--+ 8 7 6 +--+--+ | | | | | +--+ +--+--+ | | | | | +--+ +--+--+ | | ++---++ ++---++ ++---++ | | | +--+ ++---++ ++---++ ++---++ +--+--+ | | | | | | | | | | | +--+ | | | | | | +--+--+ | | | | | | | | | | | +--+---+---+-----+---+-----+---+---------+--+--+ ========== FIGURE ONE ========== Get the Power-Up from the marked ? Block, and then go across the elevator gap. ========== FIGURE TWO ========== Punch the two Invisible Blocks, and then break the two bricks directly above each one. ============ FIGURE THREE ============ Punch the next brick in the line to release a Vine into the sky. Now fall down, punch the other two Invisible Blocks for two extra Gold Coins, and then climb the vine. Run right through the mushroom ledges, and then you arrive at... =========== FIGURE FOUR =========== Warp Zone #2! Choose your World that is your destination, and then head on to the next challenge! Now that you have seen and read how to do this Warp, we revert to the same starting point to continue on. Grab the Power-Up from the ? block second from the right of the elevator pit. Now go across the elevator, go past the Piranha Plant, go for the Coin Block beside the pipe (if you can handle the Green Koopa Troopa), and then jump over the tall Piranha Plant pipe to try and get the Starman from the right-most brick where the Buzzy Beetle is patrolling. Now head left over the pipes, past Buzzy Beetles, the Green Koopa Troopas, and then hop over the gaps to reach an elevator. Hop onto the second ledge of the middle part between elevators, and hit the middle brick for a Power-Up. Now you have a choice, ride the elevator up to the top so you can get on the ceiling to make a run for the Warp Zone to World 5, or continue on through the level (this walkthrough will finish the level). Once you get by the elevator, three Piranha Plants and a Green Koopa Troopa are waiting on this ledge, so jump the platform to face a Buzzy Beetle before you hop on an elevator moving downwards. Hop off to punch the first brick in the long horizontal row of them to reveal a Power-Up, and then hop over the two Green Koopa Troopas to get the Super Mushroom (or bust the bricks before the Koopa Troopas get to you so you can just roast them with Fire Flower Power). Head up the mini-stairs, hop to the tall Piranha Plant pipe, fall down to the low ledge, and then hop to the higher ledge to take the pipe out of the underground. Go up the staircase to launch yourself off the top to reach the upper reaches of the Flagpole. o-----------o | World 4-3 | o-----------o Go right to see that this is a multi-platformed level. Jump up to the next ledge where two Red Koopa Troopas guard many Gold Coins, and then hop to the next high ledge on your right . Hop the Red Paratroopa Koopa, get the Power-Up from the ? block, and then go down to the bottom ledge where the Red Koopa Troopa guards some coins. Head right once more to play on a pulley ledge, and use that to get to the moving vertical platform set. Once you get across that set, wait for the second platform in the set to go high before you vacate it so you can get some coins, and then kill the Red Koopa Troopa on the next platform. Now you have to go across three pulley ledges, so do the following maneuvers: stay on the left ledge till the right starts to rise, and do this two more times for the second and third pulley ledges in the set. You will land on a platform with five Gold Coins, and then head left across the remaining platforms to reach a vertically moving ledge, which you will take a running leap off of when it is at it's highest point so you land on the higher part of the Flagpole. o-----------o | World 4-4 | o-----------o This Fortress is the first of three castles that requires Mario to go through the castle on a certain path because it is a maze. If the wrong path is taken, you will have to repeat the area you just attempted. The castle starts off by giving two lava pits to be jumped, followed up by a choice between the high road or the low road. Take the high path, and make sure to run as you head right so you will go over the gaps in the floor (the Firebar will not hit you, so do not worry). Now when you get to the next section of the maze, go up the small, rising platforms, and when you reach the first hole in the top floor, go through it, and then go through the hole on your left to reach the bottom floor. Now run right to finish off this section of the maze, and Bowser will choose this moment to start trying to barbeque you (be wary of the Firebar as you go right). Continue right past the bunker in the floor to reach the Bowser bridge where Bowser has both a Firebar and a Podoboo to help defend him. Shoot with fireballs form a safe distance (behind the Firebar), or carefully jump the Firebar, get by the Podoboo, and then go under/over Bowser if you are Regular/Super Mario. Grab the Axe Switch to send Bowser falling into the lava, and then head over to find Toad once more! Congratulation on finishing World 4! ~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ World Five ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~ viii) This section will cover levels 5-1 to 5-4. o-----------o | World 5-1 | o-----------o Stomp the Green Koopa Troopa at the start, kick the shell, and then follow it to kill nine enemies for a lot of points as well as a 1-Up (be sure to hop the rebounding shell)! Jump the Piranha Plant pipe, jump the gap to the next pipe when the Piranha Plant is going down into the pipe, and then take the Green Paratroopa Koopa down to it's shell so you can kick it to clear enemies out of your way (up to the 8000 point spot in the chain). Now hit the middle brick of the three to receive a Starman, ad then run right through three Goombas, past the Bullet Bill cannon, over the gap through three Goombas, a Green Koopa Troopa, three Goombas, and then two Green Koopa Troopas. Now you should jump the wall, and then try to jump back through the small hole to reveal an Invisible Block hiding a 1-Up! ---------------------+ Key | | IB - Invisible Block | | ---------------------+ 1-Up +--+--+--+--+ | |IB| | | +--+--+--+--+ | | +--+ | | +--+ | | +--+ | | +--+-----------+ | After collecting the 1-Up, take a running leap to the floating pipe when the Piranha Plant is starting to return to the inside of the pipe. When you land on the pipe, go down inside of it to find a Bonus Room. When you return to the level, go past the Bullet Bill cannon, and then tangle with two Green Paratroopa Koopas before heading up the broken stairs (make sure to hop over to the far side if the staircase). Take a running leap off of the staircase top to reach the Flagpole top. If you are extremely good, you can make one of the Green Paratroopa Koopas into a Green Koopa on the stairs, where you can do the 1-Up trick on the stairs. This is extremely hard to do, but it is possible on this staircase to do so. o-----------o | World 5-2 | o-----------o Go up the stairs to find a Bullet Bill cannon, which you will jump to land on a lower edge. Here you will find a Springboard, which you should use to get onto the high brick ledge. Now go to the end of the brick ledge, drop down to the lower brick ledge, and hit the right-most brick to gain a Power-Up. Move to the right to see a solo Hammer Brother guarding the stairwell, and he leaves you two choices: one is to kamikaze charge at him in hope of jumping between the hammers for a lucky kill, or back off onto the high brick ledge to wait for the Hammer Brother to charge at you. I suggest that you wait, and when he finally charges, take a running leap past him, and then go down the first pipe you come across. Now I know this is the weird room to go to (it is the underwater room with enemies), but once you get through, you will see why. Anyway, head right past the first Blooper, swim through the suction elevator while dodging the now appearing Cheep-Cheeps, and then avoid the Bloopers and Cheep-Cheeps as you collect some coins on the way to the exit pipe. When you reappear, a place where you would have to fight a pair of Hammer Brothers has been stripped of them (you actually get to avoid three total Hammer Brothers this way!). Now get onto the lower brick ledge, go to the very end on the right, and then jump up to reveal a Starman. Collect the Starman as you hop across the gap, and then head right as you plow through three Buzzy Beetles. Now you should use the Crouching Slide (if you are Super or Fiery Mario) to get under the first low brick to hit a Coin Block dry. Then get the one beside it for a Power-Up. Jump up the brick ledges to face a Red Koopa Troopa, then drop down to kill two Green Paratroopa Koopas before you use the lone brick to reach the high brick ledge. Then you should hop down to the ground, kill the Green Paratroopa Koopa, and then carefully hop up the broken staircase to the top where you can launch yourself with wild abandon for the higher portions of the Flagpole. o-----------o | World 5-3 | o-----------o This is the first repeat level you will face in the game. This level is extremely similar to level 1-3, but this one has Bullet Bills firing across the screen continually, and the moving ledges are smaller in size. Head right to kill a Red Koopa Troopa and two Goombas as you collect various coins on the unlevel platforms (careful not to fall off the cliffs). Jump down to the low platform (collect the two coins on the fall), jump across the gap using the elevator, and hit the ? block to find a Power-Up. Then you should take the aforementioned elevator up to the top ledge for four coins, and then jump the gap that the Red Paratroopa Koopa patrols (look out for the Goomba on the far ledge). Now you need to use the horizontally moving ledge, and jump from it to the next moving horizontally moving ledge, and then onto the next platform. Take out the Red Koopa, the Red Paratroopa Koopa, and then collect the coins before you jump across the horizontally moving ledge to reach the stairs. Now jump off the top to hit the Flagpole high up for a lot of points! o-----------o | World 5-4 | o-----------o This fortress is the first repeat castle you will encounter. It is extremely similar to level 2-4, but it has more Firebars, Podoboos, as well as the lone huge Firebar in the game!
Begin by running right to jump across the two platforms (be sure to miss the
Podoboo flying from the lava), hit the Power-Up ? block, and then get on top
of it so you can hop the approaching huge Firebar. Then you should hop down
across the last platform while avoiding the Podoboos to arrive at the next
section.
Go along the bottom route slowly so you can avoid the Fire Bars here, and
then hop up to the next ledge when the Fire Bar there is at 2 O'Clock. Leap
onto the Donkey Kong-like elevators here and get across the pit while
avoiding the Firebar guarding the ledge (try to jump when the Firebar is at
3 O'Clock). Then you can risk going after the six Gold Coins if you like
to duel with a Firebar for them. The Bowser flames start at this point as
well!
Now you need to jump across the two lava pits while dodging the Bowser
flames, and then go past the two pits where you can hide from the flames to
find a brick walkway above (bust a couple to get up there if you are Super
Mario). Then you just need to run across to get to the Axe Switch, or you
can use the Fire Flower Power method to wipe Bowser out (once again it is a
fake). Congratulations on finishing World Five!
~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ World Six ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~
ix) This section will cover levels 6-1 to 6-4.
o-----------o
| World 6-1 |
o-----------o
Head off to the right, hit the two ? blocks, jump the gap, and you run into
Spiny courtesy of good old Lakitu! Now hit the left-most brick at the top
to get the Power-Up contained within, and then head left to jump another
gap. Grab the coins, head up the stairs, jump the gap, and then go up to
the top of the next stairs where you can kill Lakitu. Now go down to the
lower brick ledge, head left onto the ground, get tight to the stairs, and
then jump up to reveal an Invisible Block that contains a 1-Up!
---------------------+
Key |
|
IB - Invisible Block |
|
---------------------+
+--+--+--+--+
| | | | |
+--+--+--+--+--+
| | |1-Up
+--+--+--+--+
| | | |IB|
+--+--+--+--+
| | | |
+--+--+--+ +--+--+--+
| | | | | | | |
+--+--+--+ +--+--+--+
| | | |
+--+--+--+
| | | |
+--+--+--+--------+ +---
| |
Now you will head right over a Piranha Plant pipe, up the mini-stairs, hit
the two blocks to reveal a Power-Up in the right one, and by this point,
Lakitu should have reappeared. Now head right up the next stairs, kill
Lakitu if you wish to (easiest with fireballs), and then you can go after
the Coin Block in the bricks below your ledge. You can just walk in to hit
the Coin Block if you are Regular Mario, but if you are Super/Fiery Mario you
need to use a Crouching Slide running from the left of the lowest brick ledge
to get under the Coin Block.
+--+--+
| | |
+--+--+
+--+--+
| |CB|
+--+--+
+--+--+--+
| | | |
+--+--+--+
+----------------
|
Now head right over the gap, up the first part of the stairs, jump the big
gap in the stairs, and then take a running leap off the top of the stairs to
get a good score on the Flagpole.
o-----------o
| World 6-2 |
o-----------o
Go right to go over a Piranha Plant pipe, kill the Green Koopa Troopa with
fireballs (or retreat the Koopa Troops into the shell on the side of the
screen near the pipe without kicking the shell). Now jump up when you are
directly below the middle brick of the high brick line to reveal an
Invisible Block, and then jump straight up off of said block to start
punching away on a Coin Block! Head right past the many Piranha Plant pipes
while fighting a Green Paratroopa Koopa, and then stomp a Buzzy Beetle so it
retreats into it's shell without kicking the shell. Now punch the second
brick between the two pipes for a Power-Up.
Now take a leap to the Piranha Plant pipe, and go down to enter a hidden
water area! Head right past the first Blooper, swim through the suction
elevator while dodging the now appearing Cheep-Cheeps, and then avoid the
Bloopers and Cheep-Cheeps as you collect some coins on the way to the exit
pipe. When you reappear, jump onto the brick on your left, and then hop up
to the next highest brick, followed by a leap to the long brick row high in
the air. Going right will bring you to a drop to two Piranha Plant pipes,
and after that, jump to the first brick ledge you see another brick ledge
just to your right. Now punch the first brick above you to reveal a
Starman, which you should grab and head right through the Piranha Plants,
Goombas, and other enemies.
Once you reach the stairs, you can dewing the Green Paratroopa Koopa, stomp
the Green Koopa Troopa, and then start the 1-Up bounce technique if you are
fast enough at it. Anyway, once that is done, head up the staircase to the
top, and hurl yourself forcefully from the top to hit the Flagpole for a lot
of points!
o-----------o
| World 6-3 |
o-----------o
This is a platform and ledge jumping bonanza level, along with Bullet Bill
starting to shoot through at the halfway point. I will do my best to
describe each part, but this is a level that requires the player to do most
of the work themselves through skill and practice.
Run right, jump up the platforms, and then jump on to the vertically ledge.
Grab the two coins at the top of the ledge area, jump right to the platform,
and then use the springboard on the right to get up to the two horizontally
moving ledges. After you get across to the third ledge, hit the ? block to
reveal a Power-Up.
Jump to the vertically moving ledge, then jump to the platform on the right,
and then make use of the two pulley ledges (do this by lowering the left
side so you can hop off the raised right ledge). This will get you onto a
high platform with some coins on it, and following that, the Bullet Bills
start as you head right across some platforms till you reach a Springboard.
Use the Springboard to jump up to the horizontally moving ledge, jump to the
pulley ledge, jump to the platforms on the right, and then quickly hop
across the sinking ledged over the pit (be sure to hop forward swiftly so
you do not sink too far down). Now take a running leap from the platform to
reach the Flagpole's higher echelons!
o-----------o
| World 6-4 |
o-----------o
Jump the lava pit, go right under the Firebar, jump the lava pit (jump to the
platform when the Fire Bar is just starting to pass 9 O'Clock), hit the ?
block for a Power-Up, and then jump to the next ledge. Now walk right
carefully so the Fire Bars will not hit you, and then when the hall opens a
bit, jump the Fire Bars when they are pointed to 12 O'Clock (this allows you
to clear the Fire Bars without worry of it swinging around to get you), and
then hop the flames that flies at you (this is a BOWSER ATTACK!).
Now you are in a depression in the floor where the flames from Bowser fly
overhead, jump up in the air to find invisible blocks that yield one coin
each if you hit them. They are arranged as follows:
-------------------------------------+
Key |
|
1,2,3,4,5,6 - order of brick hitting |
|
-------------------------------------+
+--+ +--+ +--+
|2 | |4 | |6 |
+--+ +--+ +--+
+--+ +--+ +--+
|1 | |3 | |5 |
+--+ +--+ +--+
--+ +--
| |
| |
| |
+--------------------------------+
now you will have one more safe spot from Bowser's flames, and then you step
onto his bridge to fight him. If you have Fire Flower Power, shoot
fireballs till the Koopa King is dead for 5,000 points (this allows Mario to
not have to pass the Podoboo or avoid the thrown hammers of Bowser), or if
you are Fireless, then you should run forward past the Podoboo to run
underneath Bowser when he jumps during his hammer throwing frenzy. Pull
the Axe Switch to send the bridge supports falling away (incidentally
carrying Bowser to burn in the lava below!). Congratulations on finishing
World Six!
~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ World Seven ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~
x) This section will cover levels 7-1 to 7-4.
o-----------o
| World 7-1 |
o-----------o
Start off by heading right to find a Bullet Bill Cannon, a Green Paratroopa
Koopa, and then a duel Bullet Bill cannon (from this point on, they can be
stacked on top of one another). After getting on top of the first stacked
cannon, hit the left brick to reveal a Power-Up, collect it, and then head
right past another Bullet Bill cannon to fight yet another Green Paratroopa
Koopa.
Hit the four ? blocks for coins if you like, jump the tall Bullet Bill
cannon, and then fight a Green Paratroopa Koopa before hopping on top of the
dual Bullet Bill cannon. Next you will go past the approaching Green
Paratroopa Koopa, go underneath the Bullet Bill cannon on the bricks, and
punch the Coin Block in the third brick from the left while avoiding more
Bullet Bills from a cannon on the right.
Jump the gap, go over the Piranha Plant pipe, and you will have to
fight/flee two Hammer Brothers. The next pipe after that pair takes you to
a Bonus Room, and when you return to the level, you face a Bullet Bill
cannon. Now cross over the Piranha Plant pipe to face another pair of
Hammer Brothers (fight or flee as you see fit).
Jump the dual Bullet Bill cannon, use the Springboard to reveal a Power-Up,
collect the Power-Up, and then head right over the first set of mini-stairs
to the second set where you can perform the bouncing shell trick for lots of
points and 1-Ups (on the approaching Buzzy Beetle). Now head up to the top
of the stairs where you will leap to the high end of the Flagpole.
o-----------o
| World 7-2 |
o-----------o
This level is very similar to level 2-2 except that there are more
Bloopers, Red Cheep-Cheeps are much more common, and Green Cheep-Cheeps do
not appear as often. The coin total is down a little from the totals found
in 2-2.
You will start by swimming right to get three coins on the bottom, go past a
Blooper, go over the seaweed, and then get the three coins on the bottom.
Next you face a Blooper, swim over the seaweed, go past another Blooper, and
then swim over the suction of the pit below (go into it for coins if you
like).
Now Cheep-Cheeps will start coming at random locations on the screen for the
rest of the level, so be wary. Three Bloopers will quickly appear, so stay
on the bottom so they come to you, and then walk under them before swimming
away from them. Now you will see another suction from the pit below (again
the coins are optional pick-ups).
Continuing right will take you over yet another suction pit with coins
inside of it (collect if you dare), and then swim across the top of the
water to avoid the fish. Then you should drop down to go through the pipe
to find yourself at the staircase, so climb up and leap off at the Flagpole
to finish the level.
o-----------o
| World 7-3 |
o-----------o
This level is similar to level 2-3, but with a few key differences. More
Red Cheep-Cheeps in the air at one time, Red Koopas are added, Green Koopas
are added, Red Paratroopa Koopas are added, and Green Paratroopa Koopas are
added. The walkthrough will still be divided by bridges, and they will have
the same numbering system, and Red Cheep-Cheeps will by flying throughout
the level.
Bridge #1 is fairly long run with nine total coins on it, but you need to
watch out for a Green Koopa Troopa , followed by a Green Paratroopa Koopa
before you hop the gap.
Bridge #2 is a very short section with four coins on it as well as a Red
Koopa Troopa before you get to hop to the next bridge.
Bridge #3 is short with a Red Koopa Troopa on it. The gap jump leads to
Bridge #4 where you can get the lone Power-Up on it from a ? block. Leap
down to the green platform where a Red Koopa Troopa attacks before you can
hop to Bridge #5.
Bridge #5 has some coins as well as the first Green Paratroopa Koopa in the
game that is able to have sustained airbourne flight (as opposed to the
regular behaviour of bouncing along), and it leads to Bridge #6 where you
find another evolutionary advanced Green Paratroopa Koopa guarding some
coins. When you finish on this bridge, jump on over to Bridge #7.
Bridge #7 leads to three small platform hops before depositing you onto
Bridge #8.
Bridge #8 is the end of the attacks, so run to jump the gap, climb the
stairs, and then take a running leap at the Flagpole.
o-----------o
| World 7-4 |
o-----------o
This fortress is the second maze fortress you will encounter. If you are
getting a repeat section of the castle, carefully go through each
permutation of a path (or just use my guide).
Head right to jump across to a sinking vertical ledge, and then you should
jump across to the next sinking vertical ledge before hopping to the solid
ground on the right (be sure to avoid the Podoboo that inhabits the lava pit
here).
Now take the bottom route, jump up to the next ledge you come to, and then
jump up to the next ledge as the one you are on runs out to get to the next
section of the castle.
Take a running leap to hit the high ledge the Firebar guards (just run and
jump as the Firebar will not hit you), and then drop to the floor first
chance you get. Now you should jump onto the next ledge immediately, and
then you should head right until you see a high path and the low path (take
the high path to advance).
Now you will see Bowser's flames start to come at you, so make your way past
the five bunkers in the floor to find the bridge. Now, go onto the bridge
to see a Podoboo guarding the King of the Koopas, and shoot fireballs till
Bowser dies (yet another doppelganger). Otherwise, you should get in close
underneath the arc of the thrown hammers, and run underneath the big bad
Koopa King to grab the Axe Switch and finish the level! Congratulations on
finishing World 7! Only one more World to go!
~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ World Eight ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~
xi) This section will cover levels 8-1 to 8-4. This section of the game
features two very unpleasant obstacles to what are already
incredibly tough levels: 300 second timers (as opposed to the usual
400), as well as no midway point to continue from if you die in a
level (dying at the staircase means going back to the start to fight
through the whole level again). GOOD LUCK!
o-----------o
| World 8-1 |
o-----------o
Start off my stomping the Buzzy Beetle, kicking his shell, and then
following till the points hit 2000 in the chain before you jump the
rebounding shell. Go past the Piranha Plant pipe, deal with the two Green
Koopa Troopas, run across the small gaps, jump from the bigger land section
to clear a Green Koopa Troopa, and then take on three Goombas in a row.
Jump the Piranha Plant pipe, stomp the Buzzy Beetle below when it is beside
a pipe, do NOT kick the shell, but rather jump up near the middle of the
ground between the two pipes to find an Invisible Block that contains a
1-Up!
---------------------+
Key |
|
IB - Invisible Block |
|
---------------------+
1-Up
+--+
| |
++----++ +--+
++----++
| | ++----++
| | ++----++
| | | |
| | | |
| | | |
-+----+--------------+----+------
Now head right as you go past numerous Piranha Plant pipes, Goombas, and
then five Green Koopa Troopas before arriving at another Piranha Plant pipe.
Now head past it, fight the three Goombas, and then go over the small wall
to where you will disable a Green Paratroopa Koopa (down to it inside it's
shell). then hit the Invisible Block, and then get on it to hit a Coin
Block.
---------------------+
Key |
|
IB - Invisible Block |
CB - Coin Block |
|
---------------------+
+--+--+--+--+--+--+--+--+
| | | | |CB| | | |
+--+--+--+--+--+--+--+--+
+--+ +--+ +--+
| | |IB| | |
+--+ +--+ +--+
| | | |
+--+ +--+
| | | |
+--+ +--+
| | | |
---+--+--------------------------+--+-----------
Following this, head right to find two Green Paratroopa Koopas hopping
toward you, and if any make it across the gaps, knock them down to their
shells before you kick them away. Now you will run across the small gaps,
hit the third brick from the left to find a Starman, and then continue right
at top speed to go through two Green Koopa Troopas, jump a gap, three
Goombas, up three Piranha Plant pipes (gaps between them), and then through
an assortment of Goombas and Buzzy Beetles.
Once you have gone over the stairs, you need to run and jump across a gap to
a two space wide platform before jumping again to the far side. Now hop the
trapped Green Koopa Troopa, running full speed towards the next gap, where
there are two ways to do this hard section. The first is the more
preferred method of running, jumping, and jumping immediately upon landing on
the one square wide platform to jump again for the far side. The other
option is to take a running leap, but slow Mario in his descent so you can
stop on the platform before lining up on the left edged of the platform to
make the next jump across.
Now you have crossed, so jump the four Green Koopa Troopas, the two Piranha
Plant pipes, and then climb the hole-riddled stairs to the top, where you
can jump for the 5000 point section on the Flagpole.
o-----------o
| World 8-2 |
o-----------o
You get a big welcoming party to start 8-2. Two Green Paratroopa Koopas as
well as Lakitu with his pet Spinies will attack you as you climb a
staircase. Upon getting over the staircase, hit the four ? blocks for
coins, and then head under the brick row in the sky to see Lakitu leave (at
least he left quickly). Use the Springboard to hit a brick that contains
the only recurring 1-Up in the game (it will be there if you die and have to
restart the level).
Now you need to go right while fighting off three Green Paratroopa Koopas,
and you need to keep pace with the aforementioned 1-Up Mushroom moving to
the right along the row of bricks. Once you see a lower row of bricks, jump
onto them to wait and receive your 1-Up (if you were too fast/too slow, it
will not be there to be collected).
Now head right past the gaps and the Bullet Bill cannon to find a Green
Paratroopa Koopa with a dual Bullet Bill cannon further along. Jump past
them to find a Power-Up in the second brick you will see (just watch out
for the Green Paratroopa Koopa), and then go past the Bullet Bill cannon on
your right. The next section has a Buzzy Beetle between a Bullet Bill
cannon (already mentioned), and a ground level Bullet Bill cannon. Just go
atop the bricks to avoid that, and then the next section has two Buzzy
Beetles between the Bullet Bill ground cannon and a tall Bullet Bill cannon
(the second brick from the left has a Coin Block here).
Now continue right over the Piranha Plant pipe to fight a Green Paratroopa
Koopa, another Piranha Plant pipe, and another hard jump. For this jump you
can get down on the first one block wide platform, get to the very edge of
it, and then run over the small gap to the second one block wide platform
where you hop across the gap to the other side. You can also run between
the two Piranha Plants, take a low leap onto the second Piranha plant pipe,
and then take a huge leap off of it to clear the wide gap (this way requires
a fair amount of skill).
Now that you are across the gap, you can go down the first Piranha Plant
pipe (your time will be low of likeliness, so skip it), and then head right
past the next Piranha Plant pipe (where the Bonus Room sends you back into
the level) to fight three Green Paratroopa Koopas with a Bullet Bill cannon
to complicate things further.
Jump the gap, fight the two Goombas from the mini-stairs, and then go over
the dual Bullet Bill cannon below to fight a Green Paratroopa Koopa. Now
you should carefully climb the rather shoddy stairs (jump the gaps
carefully) to reach the top, where you can take a hug running leap for the
top of the Flagpole.
o-----------o
| World 8-3 |
o-----------o
Jump the Bullet Bill cannon, take care of the Green Paratroopa Koopa, and
then hop the tall Bullet Bill cannon as you head right to find a Piranha
Plant pipe. After going past it, two Hammer Brothers will attack, and I
suggest you fight them (reason to be explained below). Upon defeating the
pair, get onto the bottom row of bricks, and then hit the second from the
right brick above to reveal a Power-Up!
+--+--+--+--+--+--+--+--+
| | | | | | |PU| |
+--+--+--+--+--+--+--+--+
+--+--+--+--+--+--+--+--+
| | | | | | | | |
+--+--+--+--+--+--+--+--+
Now after you have collected the Power-Up (likely a Super Mushroom), head
right over the gap to the descending stairs, where another gap needs to be
hopped across. A Bullet Bill cannon, followed by a Green Paratroopa Koopa
greet you, and then you should head right to find a wall in the way. Jump
the wall to mess with Hammer Brothers set #2! Take them out, and then get
onto the lower row of bricks, and hit the second from the left brick to
reveal a Power-Up (hopefully you are still Super Mario, so you can become
Fiery Mario!).
+--+--+--+--+--+--+--+--+
| |PU| | | | | | |
+--+--+--+--+--+--+--+--+
+--+--+--+--+--+--+--+--+
| | | | | | | | |
+--+--+--+--+--+--+--+--+
Jump onto the Piranha Plant, jump down to the platform below, stomp the
Green Koopa Troopa so you can kick the shell and follow it as it plows
through Hammer Brothers set #3! If you have Fire Flower Power on your side,
just shoot the Green Koopa Troopa, move forward slowly so you can shoot the
two aforementioned Hammer Brothers. Now jump the Piranha Plant pipe to
tangle with Hammer Brothers set #4! If you have fireballs, just shoot them
as you go along, but if you are not Fiery Mario, you need to get in close to
the Hammer Brothers (inside the arc of their hammers), and then run
underneath them as they jump in the air.
Once you are approaching the end of the brick wall behind you, keep an eye
out for a yellow line that looks to be out of place, and start to hit it as
it is a Coin Block! Now jump up the barely there stairs to reach the ledge
at the top, which you will of course jump off at full speed in an attempt to
get yourself 5000 points! You have arrived at your final destination,
Bowser's last fortress! He has to be inside, so go get him Mario!
o-----------o
| World 8-4 |
o-----------o
This fortress is a castle with a maze like system to it. However, this one
differs from the previous mazes you were in as you do not have to walk on
certain levels of the floor in certain parts, but you must pick the proper
pipes to go down. If you choose the wrong one, you may end up right near
the start of the level instead of going forward! This walkthrough will list
only the pipes that lead forward, so you are warned not to go exploring
other pipes if you want to reach the end!
Walk to the bottom step, jump the lava pit, jump the Piranha Plant pipe, and
run right to hop another Piranha Plant pipe to fight three Goombas. Next
you have to use a horizontally moving ledge over a lava pit to get across,
and then go down the first Piranha Plant pipe you see to advance to the next
section.
Head right past the Piranha Plant pipe to find two Buzzy Beetles (better to
avoid them), another Piranha Plant pipe, and then two Green Paratroopa
Koopas. Following that up is another Piranha Plant pipe, a jump over a lava
pit, and two charging Green Paratroopa Koopas while you hit an invisible
Block. Go on top of the Invisible Block, jump onto the floating Piranha
Plant pipe when the Piranha Plant is out of the way, and then go down the
pipe to get to the next section of the castle.
---------------------+
Key |
|
IB - Invisible Block |
|
---------------------+
++----++
++----++
| |
| |
| |
| |
+--+ +----+
|IB| | |
+--+ +----+
+------------------------------
|
You will reappear in a new section of the castle where flying Red
Cheep-Cheeps will start to bombard you with their bodies. Head right past
the first two Piranha plant pipes you will see, across the lava pit, and
then down the first Piranha plant pipe you come across to get to the next
section of the castle.
This section of the castle is underwater, so swim carefully. You will have
to contend with not only normal underwater villains like Bloopers, but
Firebars will also rear their ugly selves as well.
Swim right (ignore the opening above) to wait for a Firebar to move to the
11 O'Clock position before going to the bottom of the chamber. Now head
right to walk underneath another Firebar as it hits the 3 O'Clock position,
and then swim through the enclosed passage the next Firebar guards when it
moves to an 8 O'Clock position. Now you should walk carefully across the
bottom of the chamber underneath the two Firebars (not to mention the
Bloopers) to the wall, which you should swim up to the pipe exit as the
Firebar hits the 3 O'Clock position to move onto the LAST section of the
castle!
You come out of a Piranha Plant pipe to head right over another Piranha
Plant pipe to find a lone Hammer Brother! There are two good ways to deal
with this deranged hammer-throwing opponent and those are the following.
The more tried and true method is to wait inside the arc of the hammers, and
when the Hammer Brother jumps into the air, run underneath to launch
yourself across the lava pit (try not to hit the Podoboo that shoots out of
there) to the final platform. The other way to do this is to stand on the
left edge of the Piranha Plant pipe, and just play the waiting game.
Eventually the Hammer Brother will get mad at you, and he will charge in
your direction (continuing to throw hammers and jump). Your job is to leap
over him, leap the lava pit (watching out for the Podoboo that shoots out of
there) to land on the final platform.
Moving to the right will bring Bowser flames your way, and once you get here,
use your fireballs to roast the true Bowser, and send him flying into the
lava pit to pay for his crimes. Oh wait, you are a normal player, so you
have no Fire Flower Power? In that case, get in close so the hammers clear
your head, and then run underneath Bowser to get the Axe Switch. Another
common method of getting by Bowser here is if you are Super Mario/Fiery
Mario, you can just run into Bowser to get hurt, which means you are
invulnerable (and still able to get the Axe Switch unimpeded).
Go to the right to find the Princess Toadstool waiting to thank you for your
hard work on saving the Mushroom Kingdom, but you also get the offer of
pressing START to get a more difficult quest! Anyway, Congratulations on
succeeding in your journey to rescue Princess Toadstool, and for returning
peace to the Mushroom Kingdom!
~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~ Second Quest Details ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~
xii) This section will look at what effects that the second quest has
that are different from the first quest. It will also give some new
strategies to use in some areas of the game as a result of these
changes. Many thanks to Trace "Meowthnum1" Jackson for contributing
to my guide with this section! Thanks buddy!
Extra Mode is accessed by defeating King Bowser in world 8-4. It
is, in essence, the mode you just beat, with a few differences.
These differences, however, make the game more fun!
o---------o
| Changes |
o---------o
Enemies...........: The enemies in this mode are much faster than they are
in Normal Mode. This becomes quite apparent where you
have the most trouble... or is it just me?
Enemy Variety.....: Some enemies are substituted for harder enemies. MOST
Goombas and some Green Koopa Troopas, for instance, are
replaced by the fire-proof Buzzy Beetles.
Enemy Quantity....: Most enemies come in larger numbers now. They just so
happen to be far enough apart to where you can't stomp
them all in a row.
Enemy Intelligence: The enemies seem a little better at tracking you as
they change their platform levels (as opposed to just
Spinies who could do it in the First Quest).
Half-way Points...: They only exist in the first few levels. After that,
you PRETTY MUCH have to start the level over when you
die.
Firebars..........: Most existing Firebars are now in the longer variety,
especially the first few. Also, some empty blocks that
didn't previously have Firebars, now have them. As
usual, all this becomes apparent in the later stages.
Elevator Ledges...: Smaller than normal with one-third reduced.
Cloud Heaven Cloud: Reduced in size on World Two and Three.
Ending............: When you beat it, Toadstool doesn't give you another
Extra Quest. Thank [insert deity of your choice here]!
~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~ World One Second Quest ~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~
xiii) This section will look at World One after you have beat the game
once, and then started a new game.
o-----------o
| World 1-1 |
o-----------o
Start your journey by running to the right to hit a ? block, kill a Buzzy
Beetle, and then hit the three ? blocks (two coins, and one Super Mushroom).
After this adventure, head right to go over the pipes and the three Buzzy
Beetles, and when you pass the second and third Buzzy Beetles, go halfway
between the pipe and the bottomless pit. Jump up to reveal a hidden block
that contains a 1-Up Mushroom! The pipe can also be gone down to a bonus
room with multiple coins.
1-Up
+--+
++----++ | |
++ ++ +--+
| |
| |
| |
| |
-+----+----------------------------+ +----
| |
| |
Jump across the gap, hit the bricks above as the two Buzzy Beetles fall down
so you can then collect the power-up from the ? block, and then head right over
the gap. Kill the two Buzzy Beetles that approach, hit the brick by itself
as it is a Coin Block (hit until it turns into a spent block), and then hit
the ? block for a coin. Next, you should hit the second brick of two for a
Starman, collect it, and then run right as you plow through up to eight
Buzzy Beetles. Jump carefully over the one last gap, and then head up the
staircase to the top, where you should run and jump off at the Flagpole for
the top to score high (like 5,000 or 2,000 points).
o-----------o
| World 1-2 |
o-----------o
You go underground, and once you land, destroy the two Buzzy Beetles coming
at you before you hit the five ? blocks to get four coins and a Power-Up.
Now head across the mini-columns in your way, hit the Buzzy Beetle in the
shallow hole so it is by one side of the hole, but DO NOT kick it. Hit the
Coin Block till it runs out, and then head right to take on two Green Koopa
Troopas, get the coins off the brick structure (if you are still tall).
Break the three right-most bricks to find a Starman, and then run right,
ducking as you run under the low ledge so you will fit under (or bust the
bricks above to make a different path).
Head right collecting coins and killing all the enemies you can until your
invincibility runs out. A Power-Up is in the tip of a brick structure, so
bust the bricks carefully to get at it, and then the brick structure that is
2 X 5, hit the second column once, and then keep hitting the next block up
as it is a Coin Block.
Now get on the higher ledge, jump to the floating platform, and then hit the
brick above you on the edge of the platform, quickly followed by hitting the
one to the right of it immediately, so you will fall down to the bottom
level as the 1-Up Mushroom will follow suit.
-----------------------------+
Key |
|
1,2 - order of brick hitting |
|
-----------------------------+
1-Up
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | |1 |2 | | | | | | | | | |
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | |
+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | |
+--+--+--+--+--+--+--+--+--+--+
Now you face three Buzzy Beetles, and then three Piranha Plants. You can go
down the first pipe to find a treasure trove of coins before you go back up
to come out of the third pipe in the line. Now jump the two gaps, kill the
two Buzzy Beetles coming down the mini-stairs, and then jump onto the
elevator coming down. Jump to the next platform (the far right brick has a
Power-Up for you if you fight off the Red Koopa Troopa), and then hop onto
the next elevator going up so you can land on the far ledge to go up the
pipe. Once you move up the pipe, go right up the stairs, and launch
yourself from the top to hit the Flagpole on the higher points of it.
The other option is to ride the elevator to near the top of the screen, hop
onto the roof of the level, and then run right till you fall down into a
Warp Zone! You can warp to Worlds 2, 3, or 4 if you go this route! The
following will make it clearer in picture form:
MARIO =>
/\ +--+--+--+--+--+--+--+--+
|| | | | | | | | | |
+--+--+--+--+--+--+--+--+
---------- |
[][][][] |
---------- |
|
|
|
|
---------- |
[][][][] |
+--+--+--+--+--+--+--+ ---------- ++----|
| | | | | | | | || |
+--+--+--+--+--+--+--+ || |
|| |
+--+--+--+--+--+--+--++----+---
| | | | | | | | | |
+--+--+--+--+--+--+--+--+--+
| | | | | | | | | |
+--+--+--+--+--+--+--+--+--+
| | | | | | | | | |
+-----------------------+ +--+--+--+--+--+--+--+--+--+
| |
TO THIS PART
+--+--+--+--+--+--+--+--+--+--+ +--+--+
| | | | | | | | | | | | | |
+--+--+--+--+--+--+--+--+--+--+ +--+--+
| | | | |
+--+ +--+--+
| | | | |
+--+ +--+--+
| | | | |
+--+ +--+--+
| | WELCOME TO WARP ZONE! | | |
+--+ +--+--+
| | | | |
+--+ 4 3 2 +--+--+
| | | | |
+--+ +--+--+
| | | | |
+--+ +--+--+
| | ++---++ ++---++ ++---++ | | |
+--+ ++---++ ++---++ ++---++ +--+--+
| | | | | | | | | | |
+--+ | | | | | | +--+--+
| | | | | | | | | | |
+--+---+---+----+---+----+---+--------+--+--+
o-----------o
| World 1-3 |
o-----------o
Bullet Bills have been added to this level, and they will shoot from all
levels of the screen throughout your trip!
Head right to kill a Red Koopa Troopa and two Buzzy Beetles as you collect
various coins on the unlevel platforms (careful not to fall off the cliffs).
Jump down to the low platform (collect the two coins on the fall), jump
across the gap using the elevator, and hit the ? block to find a Power-Up.
Then you should take the aforementioned elevator up to the top ledge for four
coins, and then jump the gap that the Red Paratroopa Koopa patrols (look out
for the Buzzy Beetle on the far ledge). Now you need to use the
horizontally moving ledge, and jump from it to the next moving horizontally
moving ledge, and then onto the next platform.
Take out the Red Koopa, the Red Paratroopa Koopa, and then collect the coins
before you jump across the horizontally moving ledge to reach the stairs.
Now jump off the top to hit the Flagpole high up for a lot of points! Now
you are entering your first fortress, so be ready!
o-----------o
| World 1-4 |
o-----------o
Jump the lava pit, go right past the Firebar, jump the lava pit (jump to
the platform when the Fire Bar is just starting to pass 9 O'Clock), hit the
? block for a Power-Up, and then jump to the next ledge when the Fire Bar is
at the 6 to 9 O'Clock position. Now walk to the right carefully so the
Fire Bars will not hit you, and then when the hall opens a bit, jump the
Fire Bars when they are pointed to 12 O'Clock (this allows you to clear the
Fire Bars without worry of it swinging around to get you), and then hop the
flames that flies at you (this is a BOWSER ATTACK!).
Now you are in a depression in the floor where the flames from Bowser fly
overhead, jump up in the air to find invisible blocks that yield one coin
each if you hit them. They are arranged as follows:
-------------------------------------+
Key |
|
1,2,3,4,5,6 - order of brick hitting |
|
-------------------------------------+
+--+ +--+ +--+
|2 | |4 | |6 |
+--+ +--+ +--+
+--+ +--+ +--+
|1 | |3 | |5 |
+--+ +--+ +--+
--+ +--
| |
| |
| |
+--------------------------------+
now you will have one more safe spot from Bowser's flames, and then you step
onto his bridge to fight him (be sure to watch out for the Podoboo on the
bridge!). If you have Fire Flower Power, shoot fireballs till the Koopa
King is dead for 5,000 points (it is a fake), or if you are Fireless, then
you should run forward to jump Bowser OR run underneath him when he jumps to
pull the Axe Switch to send the bridge supports falling away (incidentally
carrying Bowser to burn in the lava below!). Congratulations on finishing
World One!
~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~ World Two Second Quest ~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~
xiv) This section will look at World Two after you have beat the game
once, and then started a new game.
o-----------o
| World 2-1 |
o-----------o
Start the level by going right to punch the middle brick of the three brick
set to get a Power-Up, and then knock the Buzzy Beetle away before you go up
the mini-stairs. Now jump down where you should hit one of the Green Koopa
Troopas, but do NOT kick the shells. Now you should jump up and hit an
invisible block which is found below and to the left of where the brick line
is in the sky, and then get onto the block to jump straight up to hit the
invisible 1-Up block. The following will give you an idea of what I mean:
-----------------------------+
Key |
|
1,2 - order of brick hitting |
|
-----------------------------+
1-Up
+--+--+--+--+
|2 | | | |
+--+--+--+--+
+--+ +--+
| | | |
+--+ +--+ +--+
| | |1 | | |
+--+ +--+ +--+
| | | |
+--+ +--+
| | | |
+--+ +--+
| | | |
+--+-------------------------+--+
After that, head right two face two Buzzy Beetles, and then jump the pipe to
land where a Green Koopa Troopa waits. After dealing with him, you have to
get rid of two Buzzy Beetles, and then you should bust up the ten ? blocks
for a Power-Up and nine coins. Then you face three Buzzy Beetles, jump up
on the first brick you come across in the air, and hit the brick that is
just to your up-right to release a Starman. Now collect it, hit the seven
? blocks as you kill the three Goombas, and then hit the third of five
bricks above to make a beanstalk appear! Climb the beanstalk to go to Coin
Heaven!
VINE
+--+--+--+--+--+
| | | | | |
+--+--+--+--+--+
+--+--+--+--+ +--+--+--+
| | | | | | | | |
+--+--+--+--+ +--+--+--+
-----------------------------------
Coin Heaven has a white platform for you to get on, and you will jump up to
get the coins in the air, and when the platform is about to run out, get off
the cloud so you can take running leap at the three coins left in the air
before falling back to the regular level. When you land, hit the Coin Block
to your left, and then hit the ? block for a coin before dealing with the
Piranha Plant and the Green Koopa Troopa. Now use the Springboard or the
invisible block above the bricks to get to the top of the wall, where you
will run and jump to reach the top of the Flagpole.
o-----------o
| World 2-2 |
o-----------o
This is an underwater level, so you will press the A Button to swim, and B
Button to throw fireballs (if you have Fire Flower Power). On this quest,
the Blooper totals have risen significantly throughout the whole level, and
the quantity of Red Cheep-Cheeps has also risen!
You will start by swimming right to get three coins on the bottom, go past a
Blooper, go over the seaweed, and then get the three coins on the bottom.
Next you face a Blooper, swim over the seaweed, go past another Blooper, and
then swim over the suction of the pit below (go into it for coins if you
like).
Now Cheep-Cheeps will start coming at random locations on the screen for the
rest of the level, so be wary. Three Bloopers will quickly appear, so stay
on the bottom so they come to you, and then walk under them before swimming
away from them. Now you will see another suction from the pit below (again
the coins are optional pick-ups).
Continuing right will take you over yet another suction pit with coins inside
of it (collect if you dare), and then swim across the top of the water to
avoid the fish. Then you should drop down to go through the pipe to find
yourself at the staircase, so climb up and leap off at the Flagpole to finish
the level.
o-----------o
| World 2-3 |
o-----------o
This level has enemies that are only flying Cheep-Cheeps. Each paragraph
will represent each bridge you are crossing, and in some cases, the small
ledges grouped together. This level has Green Koopa Troopas, Green
Paratroopa Koopas, and Red Koopa Troopas added into it for the secoond
quest! The Red Cheep-Cheeps will also appear in large amounts than usual.
Bridge #1 is fairly long run with nine total coins on it, but you need to
watch out for a Green Koopa Troopa , followed by a Green Paratroopa Koopa
before you hop the gap.
Bridge #2 is a very short section with four coins on it as well as a Red
Koopa Troopa before you get to hop to the next bridge.
Bridge #3 is short with a Red Koopa Troopa on it. The gap jump leads to
Bridge #4 where you can get the lone Power-Up on it from a ? block. Leap
down to the green platform where a Red Koopa Troopa attacks before you can
hop to Bridge #5.
Bridge #5 has some coins as well as the first Green Paratroopa Koopa in the
game that is able to have sustained airbourne flight (as opposed to the
regular behaviour of bouncing along), and it leads to Bridge #6 where you
find another evolutionary advanced Green Paratroopa Koopa guarding some
coins. When you finish on this bridge, jump on over to Bridge #7.
Bridge #7 leads to three small platform hops before depositing you onto
Bridge #8.
Bridge #8 is the end of the attacks, so run to jump the gap, climb the
stairs, and then take a running leap at the Flagpole.
o-----------o
| World 2-4 |
o-----------o
This castle has been upgraded to 5-4 difficulty of the First Quest,
including the massively large Fire Bar found by the lone Power-Up of the
level!
Begin by running right to jump across the two platforms (be sure to miss the
Podoboo flying from the lava), hit the Power-Up ? block, and then get on top
of it so you can hop the approaching huge Firebar. Then you should hop down
across the last platform while avoiding the Podoboos to arrive at the next
section.
Go along the bottom route slowly so you can avoid the Fire Bars here, and
then hop up to the next ledge when the Fire Bar there is at 2 O'Clock. Leap
onto the Donkey Kong-like elevators here and get across the pit while
avoiding the Firebar guarding the ledge (try to jump when the Firebar is at
3 O'Clock). Then you can risk going after the six Gold Coins if you like
to duel with a Firebar for them. The Bowser flames start at this point as
well!
Now you need to jump across the two lava pits while dodging the Bowser
flames, and then go past the two pits where you can hide from the flames to
find a brick walkway above (bust a couple to get up there if you are Super
Mario). Making sure to avoid the Podoboo at the start of the bridge, you
just need to run across to get to the Axe Switch, or you can use the Fire
Flower Power method to wipe Bowser out (once again it is a fake).
Congratulations on finishing World Two!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~ World Three Second Quest ~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
xv) This section will look at World Three after you have beat the game
once, and then started a new game.
o-----------o
| World 3-1 |
o-----------o
You head right from the Fortress to hit two ? blocks before you tangle with
two Green Paratroopa Koopas (you can also avoid them by going on top of the
spent ? blocks). The next ? block contains a Power-Up, and then you will
continue right past the bricks, past the first Piranha Plant to find a
Buzzy Beetle. Go down the next pipe to enter a Bonus Room, and once you
finish up in there (there is s a Power-Up on the left side of the brick
structure), you will go onto a bridge.
Kill/avoid the three Buzzy Beetles, and then go about three quarters of the
way across the bridge to where you will jump up to hit an Invisible Block
with a 1-Up inside!
1-Up
+--+
| |
+--+
+--+-----------------------+--+
| | | |
+--+ +--+
| | | |
+--+ +--+
| | | |
+--+ +--+
| | | |
+--+ +--+
| | | |
+--+ +--+
Now jump the gap, and then jump off of the two block high stack at the
left-most brick to release a Starman. Carefully collect it as you
kill/avoid two Buzzy Beetles and a Green Koopa Troopa, and then go past the
Piranha Plant to find the first Hammer Brother set of the game (just run
through them as you are invincible). Now use the Springboard to get on top
of the bricks high in the sky, and then go down to tangle with two more
Buzzy Beetles (kick them off the cliff). Now you should get right next to
the steps, hold the B Button, and then run left, followed by a jump for the
lower brick platform. Then you should hit the right-most brick above you to
reveal a Vine to go to Coin Heaven!
VINE
+--+--+--+
| | | |
+--+--+--+
+--+
| |
+--+--+--+ +--+--+
| | | | | | |
+--+--+--+ +--+--+--+
| | | |
+--+--+--+--+
| | | | |
+--+--+--+--+--+
| | | | | |
+--+--+--+--+--+--+
| | | | | | |
+----------+--+--+--+--+--+--+
| |
When you fall back to the regular level, go under the brick platform, and
start punching the second brick (going from the left) to find a Coin Block!
Now jump over the gap, and you have arrived at the first place in the game
that you can gain multiple lives! Kill the first Green Koopa Troopa, wait
for the second one to start his step to the stair above yours, and then jump
straight up to retreat the Koopa Troopa into it's shell. If done correctly,
you will start to bounce repeatedly on the shell to more and more points
before long 1-Ups start tot total up! You will have to start the jumping
chain over on occasion, but you can gain many lives here (do not gain too
many lives, as it will end your game: see the 1-Up Methods section for
diagrams on this trick as well as info on too many lives).
When you have had your run at extra Marios, go up the stairs, to where you
launch yourself off to get a high total on the Flagpole!
o-----------o
| World 3-2 |
o-----------o
Start this level by hopping on the first Green Koopa Troopa you see, kick
the shell, and then follow it to get a 1-Up for plowing through all the
enemies on the path (be sure to jump the rebounding shell). Now you should
collect the three Gold Coins, hit the ? block to release a Power-Up, and
then collect it as you/before you fight a Green Koopa Troopa and three Buzzy
Beetles. If you have Fire Flower Power, roast the Green Koopa Troopa before
you go to hit the Coin Block. If you do not have the fireballs to use, go
hit the top brick to get a Starman, kill the Green Koopa Troopa, and then
hit the Coin Block.
Now head right to fight a Green Paratroopa Koopa, a Green Koopa, and then
three Buzzy Beetles before you hit a gap. Jump the gap, jump the next gap,
and then stomp the Green Koopa Troopa so you can kick the shell. Follow
the shell as it heads right to plow through enemies till you gain another
1-Up! Now head over the Piranha Plant pipe, stomp the Green Koopa, kick the
shell to follow it as it reaches 5000 points before the shell rebounds off
the barrier. Now you should climb the staircase, take a running leap from
the top, and then you will land on the Flagpole to get yourself a nice and
high bonus score!
o-----------o
| World 3-3 |
o-----------o
The Pulley Ledges has also had their platforms reduced in size by one
third over the first quest!
Start by running right, jump up two ledges to fight a Buzzy Beetle, and
then use the moving platform to reach the next ledge. Now head right as
you get a few of the scattered Gold Coins, kill the two Red Koopa Troopas
as you get some more Gold Coins and a Power-Up, and then hop off the high
ledge to a sinking platform )+(jump to the right immediately to the waiting
ledge).
Run across the holes as you get some coins, jump to the next ledge, and then
make use of the pulley ledges (these will sink on your end, rise on the
other) to get onto the next set of moving platforms. Now that you have got
to a solid ledge, jump across the gap to the next ledge where you find three
waiting Gold Coins, and then jump the gap that is guarded be a Red
Paratroopa Koopa. The next ledge up has two Red Koopa Troopas patrolling
it, and then use the next moving platform to get onto to another pulley
ledge set. Draw the left side down so you can hop to the right ledge as it
rises. Now you should take a running leap before the ledge sinks down to
far so you can hit high on the Flagpole.
o-----------o
| World 3-4 |
o-----------o
Start off by running right to jump across three lava pits, but you have
Podoboos flying out of each lava pit as well as Firebars on each platform
(the best way to go is to jump across quickly). Now you come across three
? blocks, and the middle one has a Power-Up for you. Once you collect the
Power-Up, jump the lava pit, then hop through the first two Firebars
(the bottom ones) when they are at a 3 O'Clock position, and then hop though
the last Firebar set when the bottom one is at 7 O'Clock position.
Now hop the lava pit, at which point Bowser starts his flame barrage, and
then you enter a room where three lava pits are found, each one with a
Podoboo inside. You should carefully jump from one platform to the next
when the Podoboo ahead of you is heading down into the lava and when the
Bowser flames are not blocking your jump.
Now head for the bunker in the pathway, and then head out again when no
flames are coming. Run right to find Bowser and his bridge as usual, and
you should use fireballs (if you got them). Otherwise, wait for Bowser to
make a jump, and then cut underneath him, or jump him as he is landing
from his jump. Pull the Axe Switch to send him into his lava bath!
Congratulations on finishing World Three!
~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~ World Four Second Quest ~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~
xvi) This section will look at World Four after you have beat the game
once, and then started a new game.
o-----------o
| World 4-1 |
o-----------o
The best way to do this level is to rush your way through, or to kill
Lakitu at every opportunity (high ledges). This guide will list the latter,
but running through is the suggested method.
Start off by going right, jumping the Piranha Plant, and get the Power-Up
from the ? block. Now Lakitu should be raining Spinies down to accost you,
so take this opportunity to jump on top of the higher ? block so you can
kill Lakitu. Now run right to jump a gap, grab the four Gold Coins, punch
the next four ? blocks, and then kill a Lakitu again when he shows up.
Now head right to jump a gap, and then you will find four ? blocks in the
air. Go on top of the blocks, stand on the third one (from the left), and
then jump straight up to find an Invisible Block with a 1-Up inside!
1-Up
+--+
| |
+--+
+--+--+--+--+
|? |? |? |? |
+--+--+--+--+
Head right as Lakitu returns to annoy you, jump the Piranha Plant pipe,
collect the coins, and then go down the next pipe to enter a Bonus Room.
After you exit, head right to jump three gaps (during the third one, Lakitu
returns again), and then run right at full speed so Lakitu can not catch up
to you (he will turn around when you reach the end of level staircase),
Climb the staircase, fall down to hit the Coin Block, and then hop back on
top of the staircase to jump for the high end of the Flagpole.
o-----------o
| World 4-2 |
o-----------o
Upon entering this level, you are immediately faced with some tough terrain
to jump on. The easiest way to clear it is to start with a big run, half
jump (tap the A Button) to land on the wider ledge, and then do a full jump
to clear the rest of the pit. Go into the mini-bunker to get a Power-Up and
some Gold Coins before you head right down the hall to tangle with three
Buzzy Beetles in the enclosed space (try to bounce your way across all three
at once, or just stomp the first one so you can kick it at the other two).
The fifth from the right column of bricks has a Coin Block inside of it.
----------------+
Key |
|
CB - Coin Block |
|
----------------+
+--+--+--+--+--+--+--+
| | | | | | | |
+--+--+--+--+--+--+--+
| | | | | | |
+--+--+--+--+--+--+
| |CB| | | | |
+--+--+--+--+--+--+
| | | | | | |
+--+--+--+--+--+--+
+--+--+--+--+--+--+
| | | | | | |
+--+--+--+--+--+--+
Now you enter a choice in the level: you can continue on the normal level
route, or you can go for the Warp Zone to Worlds Six, Seven, and Eight. The
Warp Zone route will be shown first, and then the guide will revert to the
same spot to continue the guide.
---------------------+
Key |
|
? - ? Block |
PW - Power-Up |
IB - Invisible Block |
|
---------------------+
==========
FIGURE ONE
==========
+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | |
+--+--+--+--+--+--+--+--+--+--+
| |
+--+
| |
+--+ +--+--+
|? |? |
+--+--+
----------
[][][][]
----------
||
+--+ +--+--+ +--+--+--+ \/
| | |? |? | |? |PW|? |
+--+ +--+--+ +--+--+--+
| |
+--+
| |
+--+
| |
+--+
| |
+--+--------------------------+ +---
| |
==========
FIGURE TWO
==========
+--+--+--+--+--+--+--+
| | | | | | | |
+--+--+--+--+--+--+--+
+--+--+--+--+
| | | | |
+--+--+--+--+
+--+
|IB|
+--+--+
|IB|
+--+ ++----++
++----++
| |
| |
+-----------------------------+----+-
|
============
FIGURE THREE
============
+--+--+--+--+--+--+--+
| | | | | | | |
+--+--+--+--+--+--+--+
VINE
+--+--+
| | |
+--+--+
+--+
|IB|
+--+--+--+
|IB| |IB|
+--+ +--+--+
|IB|
+--+ ++----++
++----++
| |
| |
+-----------------------------+----+-
|
===========
FIGURE FOUR
===========
+--+--+--+--+--+--+--+--+--+--+--+ +--+--+
| | | | | | | | | | | | | | |
+--+--+--+--+--+--+--+--+--+--+--+ +--+--+
| | | | |
+--+ +--+--+
| | | | |
+--+ +--+--+
| | | | |
+--+ +--+--+
| | WELCOME TO WARP ZONE! | | |
+--+ +--+--+
| | | | |
+--+ 8 7 6 +--+--+
| | | | |
+--+ +--+--+
| | | | |
+--+ +--+--+
| | ++---++ ++---++ ++---++ | | |
+--+ ++---++ ++---++ ++---++ +--+--+
| | | | | | | | | | |
+--+ | | | | | | +--+--+
| | | | | | | | | | |
+--+---+---+-----+---+-----+---+---------+--+--+
==========
FIGURE ONE
==========
Get the Power-Up from the marked ? Block, and then go across the elevator
gap.
==========
FIGURE TWO
==========
Punch the two Invisible Blocks, and then break the two bricks directly above
each one.
============
FIGURE THREE
============
Punch the next brick in the line to release a Vine into the sky. Now fall
down, punch the other two Invisible Blocks for two extra Gold Coins, and
then climb the vine. Run right through the mushroom ledges, and then you
arrive at...
===========
FIGURE FOUR
===========
Warp Zone #2! Choose your World that is your destination, and then head on
to the next challenge!
Now that you have seen and read how to do this Warp, we revert to the same
starting point to continue on. Grab the Power-Up from the ? block second
from the right of the elevator pit. Now go across the elevator, go past the
Piranha Plant, go for the Coin Block beside the pipe (if you can handle the
Green Koopa Troopa), and then jump over the tall Piranha Plant pipe to try
and get the Starman from the right-most brick where the Buzzy Beetle is
patrolling.
Now head left over the pipes, past Buzzy Beetles, the Green Koopa Troopas,
and then hop over the gaps to reach an elevator. Hop onto the second ledge
of the middle part between elevators, and hit the middle brick for a
Power-Up. Now you have a choice, ride the elevator up to the top so you can
get on the ceiling to make a run for the Warp Zone to World 5, or continue
on through the level (this walkthrough will finish the level).
Once you get by the elevator, three Piranha Plants and a Green Koopa Troopa
are waiting on this ledge, so jump the platform to face a Buzzy Beetle
before you hop on an elevator moving downwards. Hop off to punch the first
brick in the long horizontal row of them to reveal a Power-Up, and then
hop over the two Green Koopa Troopas to get the Super Mushroom (or bust the
bricks before the Koopa Troopas get to you so you can just roast them with
Fire Flower Power). Head up the mini-stairs, hop to the tall Piranha Plant
pipe, fall down to the low ledge, and then hop to the higher ledge to take
the pipe out of the underground. Go up the staircase to launch yourself
off the top to reach the upper reaches of the Flagpole.
o-----------o
| World 4-3 |
o-----------o
Go right to see that this is a multi-platformed level. Jump up to the next
ledge where two Red Koopa Troopas guard many Gold Coins, and then hop to the
next high ledge on your right . Hop the Red Paratroopa Koopa, get the
Power-Up from the ? block, and then go down to the bottom ledge where the
Red Koopa Troopa guards some coins. Head right once more to play on a
pulley ledge, and use that to get to the moving vertical platform set.
Once you get across that set, wait for the second platform in the set to go
high before you vacate it so you can get some coins, and then kill the Red
Koopa Troopa on the next platform. Now you have to go across three pulley
ledges, so do the following maneuvers: stay on the left ledge till the right
starts to rise, and do this two more times for the second and third pulley
ledges in the set. You will land on a platform with five Gold Coins, and
then head left across the remaining platforms to reach a vertically moving
ledge, which you will take a running leap off of when it is at it's highest
point so you land on the higher part of the Flagpole.
o-----------o
| World 4-4 |
o-----------o
This Fortress is the first of three castles that requires Mario to go
through the castle on a certain path because it is a maze. If the wrong
path is taken, you will have to repeat the area you just attempted.
The castle starts off by giving two lava pits to be jumped, followed up by a
choice between the high road or the low road. Take the high path, and make
sure to run as you head right so you will go over the gaps in the floor (the
Firebar will not hit you, so do not worry).
Now when you get to the next section of the maze, go up the small, rising
platforms, and when you reach the first hole in the top floor, go through
it, and then go through the hole on your left to reach the bottom floor.
Now run right to finish off this section of the maze, and Bowser will choose
this moment to start trying to barbeque you (be wary of the Firebar as you
go right).
Continue right past the bunker in the floor to reach the Bowser bridge where
Bowser has both a Firebar and a Podoboo to help defend him. Shoot with
fireballs form a safe distance (behind the Firebar), or carefully jump the
Firebar, get by the Podoboo, and then go under/over Bowser if you are
Regular/Super Mario. Grab the Axe Switch to send Bowser falling into the
lava, and then head over to find Toad once more! Congratulation on
finishing World 4!
~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~ World Five Second Quest ~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~
xvii) This section will look at World Five after you have beat the game
once, and then started a new game.
o-----------o
| World 5-1 |
o-----------o
Stomp the Green Koopa Troopa at the start, kick the shell, and then follow
it to kill nine enemies for a lot of points as well as a 1-Up (be sure to
hop the rebounding shell)! Jump the Piranha Plant pipe, jump the gap to the
next pipe when the Piranha Plant is going down into the pipe, and then take
the Green Paratroopa Koopa down to it's shell so you can kick it to clear
enemies out of your way (up to the 8000 point spot in the chain). Now hit
the middle brick of the three to receive a Starman, ad then run right
through three Buzzy Beetles, past the Bullet Bill cannon, over the gap
through three Buzzy Beetles, a Green Koopa Troopa, three Buzzy Beetles, and
then two Green Koopa Troopas (you can also kick the front Buzzy Beetle for a
1-Up through the point chain if you missed the Starman). Now you should
jump the wall, and then try to jump back through the small hole to reveal an
Invisible Block hiding a 1-Up!
---------------------+
Key |
|
IB - Invisible Block |
|
---------------------+
1-Up
+--+--+--+--+
| |IB| | |
+--+--+--+--+
| |
+--+
| |
+--+
| |
+--+
| |
+--+-----------+
|
After collecting the 1-Up, take a running leap to the floating pipe when the
Piranha Plant is starting to return to the inside of the pipe. When you
land on the pipe, go down inside of it to find a Bonus Room. When you
return to the level, go past the Bullet Bill cannon, and then tangle with
two Green Paratroopa Koopas before heading up the broken stairs (make sure
to hop over to the far side if the staircase). Take a running leap off of
the staircase top to reach the Flagpole top.
If you are extremely good, you can make one of the Green Paratroopa Koopas
into a Green Koopa on the stairs, where you can do the 1-Up trick on the
stairs. This is extremely hard to do, but it is possible on this staircase
to do so.
o-----------o
| World 5-2 |
o-----------o
Go up the stairs to find a Bullet Bill cannon, which you will jump to land
on a lower edge. Here you will find a Springboard, which you should use to
get onto the high brick ledge. Now go to the end of the brick ledge, drop
down to the lower brick ledge, and hit the right-most brick to gain a
Power-Up. Move to the right to see a solo Hammer Brother guarding the
stairwell, and he leaves you two choices: one is to kamikaze charge at him
in hope of jumping between the hammers for a lucky kill, or back off onto
the high brick ledge to wait for the Hammer Brother to charge at you. I
suggest that you wait, and when he finally charges, take a running leap past
him, and then go down the first pipe you come across.
Now I know this is the weird room to go to (it is the underwater room with
enemies), but once you get through, you will see why. Anyway, head right
past the first Blooper, swim through the suction elevator while dodging the
now appearing Cheep-Cheeps, and then avoid the Bloopers and Cheep-Cheeps as
you collect some coins on the way to the exit pipe. When you reappear, a
place where you would have to fight a pair of Hammer Brothers has been
stripped of them (you actually get to avoid three total Hammer Brothers this
way!). Now get onto the lower brick ledge, go to the very end on the right,
and then jump up to reveal a Starman. Collect the Starman as you hop across
the gap, and then head right as you plow through three Buzzy Beetles. Now
you should use the Crouching Slide (if you are Super or Fiery Mario) to get
under the first low brick to hit a Coin Block dry. Then get the one beside
it for a Power-Up.
Jump up the brick ledges to face a Red Koopa Troopa, then drop down to kill
two Green Paratroopa Koopas before you use the lone brick to reach the high
brick ledge. Then you should hop down to the ground, kill the Green
Paratroopa Koopa, and then carefully hop up the broken staircase to the top
where you can launch yourself with wild abandon for the higher portions of
the Flagpole.
o-----------o
| World 5-3 |
o-----------o
Keep in mind that Bullet Bills will fly at you for the whole level from the
left side of the screen.
Head right to kill a Red Koopa Troopa and two Buzzy Beetles as you collect
various coins on the unlevel platforms (careful not to fall off the cliffs).
Jump down to the low platform (collect the two coins on the fall), jump
across the gap using the elevator, and hit the ? block to find a Power-Up.
Then you should take the aforementioned elevator up to the top ledge for
four coins, and then jump the gap that the Red Paratroopa Koopa patrols
(look out for the Buzzy Beetle on the far ledge). Now you need to use the
horizontally moving ledge, and jump from it to the next moving horizontally
moving ledge, and then onto the next platform. Take out the Red Koopa, the
Red Paratroopa Koopa, and then collect the coins before you jump across the
horizontally moving ledge to reach the stairs. Now jump off the top to hit
the Flagpole high up for a lot of points!
o-----------o
| World 5-4 |
o-----------o
Begin by running right to jump across the two platforms (be sure to miss the
Podoboo flying from the lava), hit the Power-Up ? block, and then get on top
of it so you can hop the approaching huge Firebar. Then you should hop down
across the last platform while avoiding the Podoboos to arrive at the next
section.
Go along the bottom route slowly so you can avoid the Fire Bars here, and
then hop up to the next ledge when the Fire Bar there is at 2 O'Clock. Leap
onto the Donkey Kong-like elevators here and get across the pit while
avoiding the Firebar guarding the ledge (try to jump when the Firebar is at
3 O'Clock). Then you can risk going after the six Gold Coins if you like
to duel with a Firebar for them. The Bowser flames start at this point as
well!
Now you need to jump across the two lava pits while dodging the Bowser
flames, and then go past the two pits where you can hide from the flames to
find a brick walkway above (bust a couple to get up there if you are Super
Mario). Making sure to avoid the Podoboo at the start of the bridge, you
just need to run across to get to the Axe Switch, or you can use the Fire
Flower Power method to wipe Bowser out (once again it is a fake).
Congratulations on finishing World Two!
~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~ World Six Second Quest ~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~
xviii) This section will look at World Six after you have beat the game
once, and then started a new game.
o-----------o
| World 6-1 |
o-----------o
Head off to the right, hit the two ? blocks, jump the gap, and you run into
Spiny courtesy of good old Lakitu! Now hit the left-most brick at the top
to get the Power-Up contained within, and then head left to jump another
gap. Grab the coins, head up the stairs, jump the gap, and then go up to
the top of the next stairs where you can kill Lakitu. Now go down to the
lower brick ledge, head left onto the ground, get tight to the stairs, and
then jump up to reveal an Invisible Block that contains a 1-Up!
---------------------+
Key |
|
IB - Invisible Block |
|
---------------------+
+--+--+--+--+
| | | | |
+--+--+--+--+--+
| | |1-Up
+--+--+--+--+
| | | |IB|
+--+--+--+--+
| | | |
+--+--+--+ +--+--+--+
| | | | | | | |
+--+--+--+ +--+--+--+
| | | |
+--+--+--+
| | | |
+--+--+--+--------+ +---
| |
Now you will head right over a Piranha Plant pipe, up the mini-stairs, hit
the two blocks to reveal a Power-Up in the right one, and by this point,
Lakitu should have reappeared. Now head right up the next stairs, kill
Lakitu if you wish to (easiest with fireballs), and then you can go after
the Coin Block in the bricks below your ledge. You can just walk in to hit
the Coin Block if you are Regular Mario, but if you are Super/Fiery Mario you
need to use a Crouching Slide running from the left of the lowest brick ledge
to get under the Coin Block.
+--+--+
| | |
+--+--+
+--+--+
| |CB|
+--+--+
+--+--+--+
| | | |
+--+--+--+
+----------------
|
Now head right over the gap, up the first part of the stairs, jump the big
gap in the stairs, and then take a running leap off the top of the stairs to
get a good score on the Flagpole.
o-----------o
| World 6-2 |
o-----------o
Go right to go over a Piranha Plant pipe, kill the Green Koopa Troopa with
fireballs (or retreat the Koopa Troops into the shell on the side of the
screen near the pipe without kicking the shell). Now jump up when you are
directly below the middle brick of the high brick line to reveal an
Invisible Block, and then jump straight up off of said block to start
punching away on a Coin Block! Head right past the many Piranha Plant pipes
while fighting a Green Paratroopa Koopa, and then stomp a Buzzy Beetle so it
retreats into it's shell without kicking the shell. Now punch the second
brick between the two pipes for a Power-Up.
Now take a leap to the Piranha Plant pipe, and go down to enter a hidden
water area! Head right past the first Blooper, swim through the suction
elevator while dodging the now appearing Cheep-Cheeps, and then avoid the
Bloopers and Cheep-Cheeps as you collect some coins on the way to the exit
pipe. When you reappear, jump onto the brick on your left, and then hop up
to the next highest brick, followed by a leap to the long brick row high in
the air. Going right will bring you to a drop to two Piranha Plant pipes,
and after that, jump to the first brick ledge you see another brick ledge
just to your right. Now punch the first brick above you to reveal a
Starman, which you should grab and head right through the Piranha Plants,
Goombas, and other enemies.
Once you reach the stairs, you can dewing the Green Paratroopa Koopa, stomp
the Green Koopa Troopa, and then start the 1-Up bounce technique if you are
fast enough at it. Anyway, once that is done, head up the staircase to the
top, and hurl yourself forcefully from the top to hit the Flagpole for a lot
of points!
o-----------o
| World 6-3 |
o-----------o
This is a platform and ledge jumping bonanza level, along with Bullet Bill
starting to shoot through at the halfway point. I will do my best to
describe each part, but this is a level that requires the player to do most
of the work themselves through skill and practice.
Run right, jump up the platforms, and then jump on to the vertically ledge.
Grab the two coins at the top of the ledge area, jump right to the platform,
and then use the springboard on the right to get up to the two horizontally
moving ledges. After you get across to the third ledge, hit the ? block to
reveal a Power-Up.
Jump to the vertically moving ledge, then jump to the platform on the right,
and then make use of the two pulley ledges (do this by lowering the left
side so you can hop off the raised right ledge). This will get you onto a
high platform with some coins on it, and following that, the Bullet Bills
start as you head right across some platforms till you reach a Springboard.
Use the Springboard to jump up to the horizontally moving ledge, jump to the
pulley ledge, jump to the platforms on the right, and then quickly hop
across the sinking ledged over the pit (be sure to hop forward swiftly so
you do not sink too far down). Now take a running leap from the platform to
reach the Flagpole's higher echelons!
o-----------o
| World 6-4 |
o-----------o
Jump the lava pit, go right under the Firebar, jump the lava pit (jump to the
platform when the Fire Bar is just starting to pass 9 O'Clock), hit the ?
block for a Power-Up, and then jump to the next ledge. Now walk right
carefully so the Fire Bars will not hit you, and then when the hall opens a
bit, jump the Fire Bars when they are pointed to 12 O'Clock (this allows you
to clear the Fire Bars without worry of it swinging around to get you), and
then hop the flames that flies at you (this is a BOWSER ATTACK!).
Now you are in a depression in the floor where the flames from Bowser fly
overhead, jump up in the air to find invisible blocks that yield one coin
each if you hit them. They are arranged as follows:
-------------------------------------+
Key |
|
1,2,3,4,5,6 - order of brick hitting |
|
-------------------------------------+
+--+ +--+ +--+
|2 | |4 | |6 |
+--+ +--+ +--+
+--+ +--+ +--+
|1 | |3 | |5 |
+--+ +--+ +--+
--+ +--
| |
| |
| |
+--------------------------------+
now you will have one more safe spot from Bowser's flames, and then you step
onto his bridge to fight him. If you have Fire Flower Power, shoot
fireballs till the Koopa King is dead for 5,000 points (this allows Mario to
not have to pass the Podoboo or avoid the thrown hammers of Bowser), or if
you are Fireless, then you should run forward past the Podoboo to run
underneath Bowser when he jumps during his hammer throwing frenzy. Pull
the Axe Switch to send the bridge supports falling away (incidentally
carrying Bowser to burn in the lava below!). Congratulations on finishing
World Six!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~ World Seven Second Quest ~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
xix) This section will look at World Seven after you have beat the game
once, and then started a new game.
o-----------o
| World 7-1 |
o-----------o
Start off by heading right to find a Bullet Bill Cannon, a Green Paratroopa
Koopa, and then a duel Bullet Bill cannon (from this point on, they can be
stacked on top of one another). After getting on top of the first stacked
cannon, hit the left brick to reveal a Power-Up, collect it, and then head
right past another Bullet Bill cannon to fight yet another Green Paratroopa
Koopa.
Hit the four ? blocks for coins if you like, jump the tall Bullet Bill
cannon, and then fight a Green Paratroopa Koopa before hopping on top of the
dual Bullet Bill cannon. Next you will go past the approaching Green
Paratroopa Koopa, go underneath the Bullet Bill cannon on the bricks, and
punch the Coin Block in the third brick from the left while avoiding more
Bullet Bills from a cannon on the right.
Jump the gap, go over the Piranha Plant pipe, and you will have to
fight/flee two Hammer Brothers. The next pipe after that pair takes you to
a Bonus Room, and when you return to the level, you face a Bullet Bill
cannon. Now cross over the Piranha Plant pipe to face another pair of
Hammer Brothers (fight or flee as you see fit).
Jump the dual Bullet Bill cannon, use the Springboard to reveal a Power-Up,
collect the Power-Up, and then head right over the first set of mini-stairs
to the second set where you can perform the bouncing shell trick for lots of
points and 1-Ups (on the approaching Buzzy Beetle). Now head up to the top
of the stairs where you will leap to the high end of the Flagpole.
o-----------o
| World 7-2 |
o-----------o
You will start by swimming right to get three coins on the bottom, go past a
Blooper, go over the seaweed, and then get the three coins on the bottom.
Next you face a Blooper, swim over the seaweed, go past another Blooper, and
then swim over the suction of the pit below (go into it for coins if you
like).
Now Cheep-Cheeps will start coming at random locations on the screen for the
rest of the level, so be wary. Three Bloopers will quickly appear, so stay
on the bottom so they come to you, and then walk under them before swimming
away from them. Now you will see another suction from the pit below (again
the coins are optional pick-ups).
Continuing right will take you over yet another suction pit with coins
inside of it (collect if you dare), and then swim across the top of the
water to avoid the fish. Then you should drop down to go through the pipe
to find yourself at the staircase, so climb up and leap off at the Flagpole
to finish the level.
o-----------o
| World 7-3 |
o-----------o
Bridge #1 is fairly long run with nine total coins on it, but you need to
watch out for a Green Koopa Troopa , followed by a Green Paratroopa Koopa
before you hop the gap.
Bridge #2 is a very short section with four coins on it as well as a Red
Koopa Troopa before you get to hop to the next bridge.
Bridge #3 is short with a Red Koopa Troopa on it. The gap jump leads to
Bridge #4 where you can get the lone Power-Up on it from a ? block. Leap
down to the green platform where a Red Koopa Troopa attacks before you can
hop to Bridge #5.
Bridge #5 has some coins as well as a Green Paratroopa Koopa that is able to
have sustained airbourne flight (as opposed to the regular behaviour of
bouncing along), and it leads to Bridge #6 where you find another
evolutionary advanced Green Paratroopa Koopa guarding some coins. When you
finish on this bridge, jump on over to Bridge #7.
Bridge #7 leads to three small platform hops before depositing you onto
Bridge #8.
Bridge #8 is the end of the attacks, so run to jump the gap, climb the
stairs, and then take a running leap at the Flagpole.
o-----------o
| World 7-4 |
o-----------o
This fortress is the second maze fortress you will encounter. If you are
getting a repeat section of the castle, carefully go through each
permutation of a path (or just use my guide).
Head right to jump across to a sinking vertical ledge, and then you should
jump across to the next sinking vertical ledge before hopping to the solid
ground on the right (be sure to avoid the Podoboo that inhabits the lava pit
here).
Now take the bottom route, jump up to the next ledge you come to, and then
jump up to the next ledge as the one you are on runs out to get to the next
section of the castle.
Take a running leap to hit the high ledge the Firebar guards (just run and
jump as the Firebar will not hit you), and then drop to the floor first
chance you get. Now you should jump onto the next ledge immediately, and
then you should head right until you see a high path and the low path (take
the high path to advance).
Now you will see Bowser's flames start to come at you, so make your way past
the five bunkers in the floor to find the bridge. Now, go onto the bridge
to see a Podoboo guarding the King of the Koopas, and shoot fireballs till
Bowser dies (yet another doppelganger). Otherwise, you should get in close
underneath the arc of the thrown hammers, and run underneath the big bad
Koopa King to grab the Axe Switch and finish the level! Congratulations on
finishing World 7! Only one more World to go!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~ World Eight Second Quest ~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
xx) This section will look at World Eight after you have beat the game
once, and then started a new game.
o-----------o
| World 8-1 |
o-----------o
Start off my stomping the Buzzy Beetle, kicking his shell, and then
following till the points hit 2000 in the chain before you jump the
rebounding shell. Go past the Piranha Plant pipe, deal with the two Green
Koopa Troopas, run across the small gaps, jump from the bigger land section
to clear a Green Koopa Troopa, and then take on three Goombas in a row.
Jump the Piranha Plant pipe, stomp the Buzzy Beetle below when it is beside
a pipe, do NOT kick the shell, but rather jump up near the middle of the
ground between the two pipes to find an Invisible Block that contains a
1-Up!
---------------------+
Key |
|
IB - Invisible Block |
|
---------------------+
1-Up
+--+
| |
++----++ +--+
++----++
| | ++----++
| | ++----++
| | | |
| | | |
| | | |
-+----+--------------+----+------
Now head right as you go past numerous Piranha Plant pipes, Buzzy Beetles,
and then five Green Koopa Troopas before arriving at another Piranha Plant
pipe. Now head past it, fight the three Buzzy Beetles, and then go over the
small wall to where you will disable a Green Paratroopa Koopa (down to it
inside it's shell). then hit the Invisible Block, and then get on it to hit
a Coin Block.
---------------------+
Key |
|
IB - Invisible Block |
CB - Coin Block |
|
---------------------+
+--+--+--+--+--+--+--+--+
| | | | |CB| | | |
+--+--+--+--+--+--+--+--+
+--+ +--+ +--+
| | |IB| | |
+--+ +--+ +--+
| | | |
+--+ +--+
| | | |
+--+ +--+
| | | |
---+--+--------------------------+--+-----------
Following this, head right to find two Green Paratroopa Koopas hopping
toward you, and if any make it across the gaps, knock them down to their
shells before you kick them away. Now you will run across the small gaps,
hit the third brick from the left to find a Starman, and then continue right
at top speed to go through two Green Koopa Troopas, jump a gap, three
Buzzy Beetles, up three Piranha Plant pipes (gaps between them), and then
through a horde of Buzzy Beetles.
Once you have gone over the stairs, you need to run and jump across a gap to
a two space wide platform before jumping again to the far side. Now hop the
trapped Green Koopa Troopa, running full speed towards the next gap, where
there are two ways to do this hard section. The first is the more
preferred method of running, jumping, and jumping immediately upon landing on
the one square wide platform to jump again for the far side. The other
option is to take a running leap, but slow Mario in his descent so you can
stop on the platform before lining up on the left edged of the platform to
make the next jump across.
Now you have crossed, so jump the four Green Koopa Troopas, the two Piranha
Plant pipes, and then climb the hole-riddled stairs to the top, where you
can jump for the 5000 point section on the Flagpole.
o-----------o
| World 8-2 |
o-----------o
You get a big welcoming party to start 8-2. Two Green Paratroopa Koopas as
well as Lakitu with his pet Spinies will attack you as you climb a
staircase. Upon getting over the staircase, hit the four ? blocks for
coins, and then head under the brick row in the sky to see Lakitu leave (at
least he left quickly). Use the Springboard to hit a brick that contains
the only recurring 1-Up in the game (it will be there if you die and have to
restart the level).
Now you need to go right while fighting off three Green Paratroopa Koopas,
and you need to keep pace with the aforementioned 1-Up Mushroom moving to
the right along the row of bricks. Once you see a lower row of bricks, jump
onto them to wait and receive your 1-Up (if you were too fast/too slow, it
will not be there to be collected).
Now head right past the gaps and the Bullet Bill cannon to find a Green
Paratroopa Koopa with a dual Bullet Bill cannon further along. Jump past
them to find a Power-Up in the second brick you will see (just watch out
for the Green Paratroopa Koopa), and then go past the Bullet Bill cannon on
your right. The next section has a Buzzy Beetle between a Bullet Bill
cannon (already mentioned), and a ground level Bullet Bill cannon. Just go
atop the bricks to avoid that, and then the next section has two Buzzy
Beetles between the Bullet Bill ground cannon and a tall Bullet Bill cannon
(the second brick from the left has a Coin Block here).
Now continue right over the Piranha Plant pipe to fight a Green Paratroopa
Koopa, another Piranha Plant pipe, and another hard jump. For this jump you
can get down on the first one block wide platform, get to the very edge of
it, and then run over the small gap to the second one block wide platform
where you hop across the gap to the other side. You can also run between
the two Piranha Plants, take a low leap onto the second Piranha plant pipe,
and then take a huge leap off of it to clear the wide gap (this way requires
a fair amount of skill).
Now that you are across the gap, you can go down the first Piranha Plant
pipe (your time will be low of likeliness, so skip it), and then head right
past the next Piranha Plant pipe (where the Bonus Room sends you back into
the level) to fight three Green Paratroopa Koopas with a Bullet Bill cannon
to complicate things further.
Jump the gap, fight the two Goombas from the mini-stairs, and then go over
the dual Bullet Bill cannon below to fight a Green Paratroopa Koopa. Now
you should carefully climb the rather shoddy stairs (jump the gaps
carefully) to reach the top, where you can take a hug running leap for the
top of the Flagpole.
o-----------o
| World 8-3 |
o-----------o
Jump the Bullet Bill cannon, take care of the Green Paratroopa Koopa, and
then hop the tall Bullet Bill cannon as you head right to find a Piranha
Plant pipe. After going past it, two Hammer Brothers will attack, and I
suggest you fight them (reason to be explained below). Upon defeating the
pair, get onto the bottom row of bricks, and then hit the second from the
right brick above to reveal a Power-Up!
+--+--+--+--+--+--+--+--+
| | | | | | |PU| |
+--+--+--+--+--+--+--+--+
+--+--+--+--+--+--+--+--+
| | | | | | | | |
+--+--+--+--+--+--+--+--+
Now after you have collected the Power-Up (likely a Super Mushroom), head
right over the gap to the descending stairs, where another gap needs to be
hopped across. A Bullet Bill cannon, followed by a Green Paratroopa Koopa
greet you, and then you should head right to find a wall in the way. Jump
the wall to mess with Hammer Brothers set #2! Take them out, and then get
onto the lower row of bricks, and hit the second from the left brick to
reveal a Power-Up (hopefully you are still Super Mario, so you can become
Fiery Mario!).
+--+--+--+--+--+--+--+--+
| |PU| | | | | | |
+--+--+--+--+--+--+--+--+
+--+--+--+--+--+--+--+--+
| | | | | | | | |
+--+--+--+--+--+--+--+--+
Jump onto the Piranha Plant, jump down to the platform below, stomp the
Green Koopa Troopa so you can kick the shell and follow it as it plows
through Hammer Brothers set #3! If you have Fire Flower Power on your side,
just shoot the Green Koopa Troopa, move forward slowly so you can shoot the
two aforementioned Hammer Brothers. Now jump the Piranha Plant pipe to
tangle with Hammer Brothers set #4! If you have fireballs, just shoot them
as you go along, but if you are not Fiery Mario, you need to get in close to
the Hammer Brothers (inside the arc of their hammers), and then run
underneath them as they jump in the air.
Once you are approaching the end of the brick wall behind you, keep an eye
out for a yellow line that looks to be out of place, and start to hit it as
it is a Coin Block! Now jump up the barely there stairs to reach the ledge
at the top, which you will of course jump off at full speed in an attempt to
get yourself 5000 points! You have arrived at your final destination,
Bowser's last fortress! He has to be inside, so go get him Mario!
o-----------o
| World 8-4 |
o-----------o
This fortress is a castle with a maze like system to it. However, this one
differs from the previous mazes you were in as you do not have to walk on
certain levels of the floor in certain parts, but you must pick the proper
pipes to go down. If you choose the wrong one, you may end up right near
the start of the level instead of going forward! This walkthrough will list
only the pipes that lead forward, so you are warned not to go exploring
other pipes if you want to reach the end!
Walk to the bottom step, jump the lava pit, jump the Piranha Plant pipe, and
run right to hop another Piranha Plant pipe to fight three Buzzy Beetles.
Next you have to use a horizontally moving ledge over a lava pit to get
across, and then go down the first Piranha Plant pipe you see to advance to
the next section.
Head right past the Piranha Plant pipe to find two Buzzy Beetles (better to
avoid them), another Piranha Plant pipe, and then two Green Paratroopa
Koopas. Following that up is another Piranha Plant pipe, a jump over a lava
pit, and two charging Green Paratroopa Koopas while you hit an invisible
Block. Go on top of the Invisible Block, jump onto the floating Piranha
Plant pipe when the Piranha Plant is out of the way, and then go down the
pipe to get to the next section of the castle.
---------------------+
Key |
|
IB - Invisible Block |
|
---------------------+
++----++
++----++
| |
| |
| |
| |
+--+ +----+
|IB| | |
+--+ +----+
+------------------------------
|
You will reappear in a new section of the castle where flying Red
Cheep-Cheeps will start to bombard you with their bodies. Head right past
the first two Piranha plant pipes you will see, across the lava pit, and
then down the first Piranha plant pipe you come across to get to the next
section of the castle.
This section of the castle is underwater, so swim carefully. You will have
to contend with not only normal underwater villains like Bloopers, but
Firebars will also rear their ugly selves as well.
Swim right (ignore the opening above) to wait for a Firebar to move to the
11 O'Clock position before going to the bottom of the chamber. Now head
right to walk underneath another Firebar as it hits the 3 O'Clock position,
and then swim through the enclosed passage the next Firebar guards when it
moves to an 8 O'Clock position. Now you should walk carefully across the
bottom of the chamber underneath the two Firebars (not to mention the
Bloopers) to the wall, which you should swim up to the pipe exit as the
Firebar hits the 3 O'Clock position to move onto the LAST section of the
castle!
You come out of a Piranha Plant pipe to head right over another Piranha
Plant pipe to find a lone Hammer Brother! There are two good ways to deal
with this deranged hammer-throwing opponent and those are the following.
The more tried and true method is to wait inside the arc of the hammers, and
when the Hammer Brother jumps into the air, run underneath to launch
yourself across the lava pit (try not to hit the Podoboo that shoots out of
there) to the final platform. The other way to do this is to stand on the
left edge of the Piranha Plant pipe, and just play the waiting game.
Eventually the Hammer Brother will get mad at you, and he will charge in
your direction (continuing to throw hammers and jump). Your job is to leap
over him, leap the lava pit (watching out for the Podoboo that shoots out of
there) to land on the final platform.
Moving to the right will bring Bowser flames your way, and once you get here,
use your fireballs to roast the true Bowser, and send him flying into the
lava pit to pay for his crimes. Oh wait, you are a normal player, so you
have no Fire Flower Power? In that case, get in close so the hammers clear
your head, and then run underneath Bowser to get the Axe Switch. Another
common method of getting by Bowser here is if you are Super Mario/Fiery
Mario, you can just run into Bowser to get hurt, which means you are
invulnerable (and still able to get the Axe Switch unimpeded).
Go to the right to find the Princess Toadstool waiting to thank you for your
hard work on saving the Mushroom Kingdom, but you also get the offer of
pressing START to get a more difficult quest! Anyway, Congratulations on
succeeding in your journey to rescue Princess Toadstool, and for returning
peace to the Mushroom Kingdom yet again!
~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Items ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~
xxi) This section will look at the items that will help Mario on his
quest to rescue Princess Toadstool.
o------------o
| Gold Coins |
o------------o
These common items are found in groupings that range from two all the way to
forty in some Bonus Rooms. They are also acquired from ? blocks, bricks,
and Coin Blocks (multiple coins). After collecting 100 Gold Coins, you will
gain an extra man. You gain 200 points per coin.
o----------------o
| Super Mushroom |
o----------------o
These appear from ? blocks and from bricks. They will rise from their
hiding place, and once they are out, they will start to move to the right,
and keep going till they hit a wall (they turn around), or fall off a cliff.
If you Collect one, they will cause Mario to grow in size to become big or
"Super" Mario. This will allow Mario to be hit and not be killed (he will
revert to small or "Regular" Mario). You gain 1000 points per Mushroom.
o-------------o
| Fire Flower |
o-------------o
If you are Super Mario, and you hit a block that contains a Power-Up (the
same blocks give Mushrooms/Flowers), you will have a Fire Flower sprout from
the block. Once collected, it will cause Mario to change his outfit to red
and white, and he will gain the ability to throw fireballs at his opponents.
One hit form an enemy will cause Fire Mario to revert to Regular Mario. You
gain 1000 points per flower.
o---------o
| Starman |
o---------o
These stars will give Mario the ability to run through any enemy that gets
in his way. This effect lasts for only a few seconds, so make good use of
this when you get it. No way to find these in a Fortress, so Podoboos and
Firbars remain unkillable. You gain 1000 points per star.
o---------------o
| 1-Up Mushroom |
o---------------o
These are usually hidden in invisible blocks, although a few are contained
within regular bricks. The physics of their movements are identical to that
of a Super Mushroom, but instead of changing Mario into Super Mario, this
little beauty will grant Mario an extra life! No points for this Mushroom.
o-------o
| Vines |
o-------o
Found in only a few levels, these are contained within bricks just waiting
to take you to an area above the level. Mostly you will go to Coin Heaven,
but one will lead to a special area... No points for unleashing a vine.
o-------------o
| Springboard |
o-------------o
These are found in a few levels, and they help you get to heights that a
normal jump could not do. They are there to help make your travels easier,
but you do not need to use them (see Weird Happenings section for reason on
this).
~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Enemies ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~
xxii) Here is a complete list of the enemies you will face on your
journey. It will also list their attacks, behavioural patterns, and
point value for killing them off. Keep in mind that shell kicks
will kill all enemies that live outside of water (not certain
fortress enemies however).
o---------o
| Blooper |
o---------o
Appearance.........: A white jellyfish like fellow who will swim in somewhat
erratic patterns. They are found in underwater levels
only, and they can not reach Mario if he stands on the
bottom of the water area.
Methods For Killing: Use a fireball to get them, and this is the only way to
rid yourself of them.
Point Value........: 200 points.
o----------------------------o
| Bowser, King Of The Koopas |
o----------------------------o
Appearance........: A large, spiky-shelled, turtle with some lethal fire
breath. Bowser hangs out in a fortress at the end of
every World, and he will start to shoot flames at you
in an attempt to fry you when you draw close to his
hiding place. Be warned though, that what Mario sees,
might not be the truth...
Methods For Killing: The main way is to grab the Axe Switch behind him to
send Bowser plummeting into the lava, but fireballs can
be used to kill him (or the fake pretending to be him).
Point Value........: 5000 points for fireball execution, 0 points otherwise.
o-------------o
| Bullet Bill |
o-------------o
Appearance.........: These black-shelled bullets fly in a straight line,
trying to gun you down. They are usually launched out
of cannons, but they can also be found in some levels
where they fire at all heights on the level.
Methods For Killing: Jump on top of them to wipe them out, or use an
Invincibility Star.
Point Value........: 200 points.
o--------------o
| Buzzy Beetle |
o--------------o
Appearance.........: Black shelled insects, they will walk in a straight line
until they have a reason to turn (like a wall or an
enemy).
Methods For Killing: Stomping will cause retreating into the shell, but only
an Invincibility Star will finish them permanently.
Point Value........: 100 points for stomping them, followed by 100 points
(200 if Mario does not touch the ground) for kicking the
shell. 200 points are recieved for an Invincibility
Star kill.
o----------o
| Fire Bar |
o----------o
Appearance.........: A group of red-hot fireballs joined together to put the
hurt on you as they swing in a clockwise or
counter-clockwise direction. These things can sometimes
be joined together to form extra long versions of the
normal ones.
Methods For Killing: These can not be killed under any circumstances.
Point Value........: 0 points.
o--------o
| Goomba |
o--------o
Appearance.........: A small brown mushroom that has been contaminated by
Bowser to serve his purposes. They walk in a straight
line till they have a reason to turn (like a wall or an
enemy in their way), or they will fall off a cliff.
Methods For Killing: Jump on them, shoot them with fireballs, kick a shell
at them, and run them over while using an Invincibility
Star.
Point Value........: 100 points.
o-------------------o
| Green Cheep-Cheep |
o-------------------o
Appearance.........: Green fish that swim in a slow, steady pace across the
screen right to left.
Methods For Killing: Fireballs are the only way to kill this opponent.
Point Value........: 200 points.
o--------------------o
| Green Koopa Troopa |
o--------------------o
Appearance.........: A turtle with a green shell. They will walk in a
straight line until they have a reason to turn (like a
wall or an enemy in the way), or they will fall off a
cliff.
Methods For Killing: A stomp will knock them back into their shell, but they
will return in a short amount of time. Fireballs will
kill them totally, as will an Invincibility Star.
Point Value........: 100 points (an additional 100 points or 200 points for
kicking the shell). The 200 points is dependent upon
jumping on them once, and then kicking the empty shell
without touching the ground.
o------------------------o
| Green Paratroopa Koopa |
o------------------------o
Appearance.........: These are winged green-shelled turtles that bounce
their way happily forward. They will bounce in a
straight line until they have a reason to turn (like a
wall or an enemy in the way), or they will fall off a
cliff. They will also fly horizontal flight patterns
on level 7-3.
Methods For Killing: Stomping kill cause a loss of wings, then a retreating
into the shell, and then kicking. Fireballs will kill
them off no matter what stage they are in, as will an
Invincibility Star.
Point Value........: 400 points for removing wings, 100 points for
retreating them into their shell, and 100 points for
kicking the shell (400 if it is done without hitting
the ground).
o-----------------o
| Hammer Brothers |
o-----------------o
Appearance.........: These shelled turtles stand upright, and they throw
multiple hammers at you. They often appear in twos,
and they will usually be on a three tier platform
system (two ledges and the ground). They will
occasionally appear in a solo format, and they are not
always on the ledge system (they may just stand on the
ground, blocking your way). They will charge at you if
you stand there for a while staring at them, so try to
get by them.
Methods For Killing: Stomp on them (not recommended as they throw multiple
hammers overhead), hit the platform from below when they
are above you, and use fireballs on them. Invincibility
Stars work as well.
Point Value........: 1000 points for regular kills, 500 points for a shell
kick kill.
o--------o
| Lakitu |
o--------o
Appearance.........: A fellow riding in a cloud. He does not directly
attack you (although direct contact will hurt you), but
instead he throws his "pet" Spiny at you.
Methods For Killing: Shoot with a fireball, or jump on top of him.
Point Value........: 800 points for jumping on him, 200 points for
fireballing him.
o---------------o
| Piranha Plant |
o---------------o
Appearance.........: These ravenous plants will duck in and out of the
pipes of the land, but not if you are beside/on top of
the pipe.
Methods For Killing: Fireballs are the primary method of killing them, but
an Invincibility Star will also do.
Points.............: 200 points.
o----------o
| Podoboos |
o----------o
Appearance.........: These fireballs will fly out of pits of lava in the
fortresses at the end of every world. up and down is
all that they can manage, but they should still be
enough to catch Mario unaware.
Methods For Killing: These can not be killed under any circumstances.
Point Value........: 0 points.
o-----------------o
| Red Cheep-Cheep |
o-----------------o
Appearance.........: Like their brethren, they swim a straight line right to
left across the screen, but they do it much more
quickly, giving Mario less time to react. They also
take to the skies with their wings on two levels in this
game.
Methods For Killing: Fireballs are the only way to kill this opponent
underwater, but in the air fireballs and stomping will
work.
Point Value........: 200 points.
o------------------o
| Red Koopa Troopa |
o------------------o
Appearance.........: A turtle with a red shell. They will walk in a straight
line till they hit the end of their ledge, at which
point they will turn around to patrol to the other end
of their ledge.
Methods For Killing: A stomp will knock them back into their shell, but they
will return in a short amount of time. Fireballs will
kill them totally, as will an Invincibility Star.
Point Value........: 100 points (an additional 100 points or 200 points for
kicking the shell). The 200 points is dependent upon
jumping on them once, and then kicking the empty shell
without touching the ground.
o----------------------o
| Red Paratroopa Koopa |
o----------------------o
Appearance.........: These winged turtles will fly up and down vertically on
a set pattern. They patrol specific areas, most of which
are usually over cliffs.
Methods For Killing: Stomping kill cause a loss of wings, then a retreating
into the shell, and then kicking. Fireballs will kill
them off no matter what stage they are in, as will an
Invincibility Star.
Point Value........: 400 points for removing wings, 100 points for
retreating them into their shell, and 100 points for
kicking the shell (400 if it is done without hitting the
ground).
o-------o
| Spiny |
o-------o
Appearance.........: red four-legged creatures that will come at Mario. If
they change to a new platform, they will go in whatever
direction Mario is found.
Methods For Killing: Fireballs are the only way to kill them.
Point Value........: 200 points.
~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fighting Bowser ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~
xxiii) This section will look at how Bowser fights, and how a player should
approach the battle based on Mario's status as well as Bowser's
status.
o------------------------o
| General Bowser Tactics |
o------------------------o
-Bowser always uses one for sure attack, and that is to spit flames down the
hallway as Mario draws near to his hiding place within the castle. He will
often pick a spot where Mario has just made a difficult leap, trying to
catch Mario unaware. Make your way to the right past this cautiously, and
be sure to make use of any bunkers in the flooring so you can get to the
King of the Koopas unscorched.
o--------------------------o
| Regular Mario VS. Bowser |
o--------------------------o
-Mario will approach these battles very cautiously as one hit will mean the
end of him. Approach the bridge slowly, checking to see if any Podoboos or
Firebars are present to help Bowser. Then you should move in close to
Bowser, and then do one of two options. Option one is the more popular
one, which is to leave enough room between Bowser and Mario so Mario can
hop any flames sent his way as well as having running room. When Bowser
jumps in the air, Mario should start to run forward and take a flying leap
past the falling Bowser, which will allow Mario to pull the Axe Switch.
The second option involves a little more daring as Mario needs to be in
real close to Bowser, and as soon as Bowser hops into the air, quickly
Mario should zip underneath the giant turtle to pull the Axe Switch.
o------------------------o
| Super Mario VS. Bowser |
o------------------------o
-Mario can utilize the jump over technique listed above quite well as Super
Mario, but the underneath one does not work very well at all.
-Some levels have bricks that forma passage partially past Bowser, so bust
them to take the partial shortcut to the Axe Switch.
-Another common way to get past Bowser in this form is to just run right
into him, causing Mario to revert to Regular Mario, but also rendering him
temporarily invincible. The player should just keep heading right to grab
the Axe Switch.
o------------------------o
| Fiery Mario VS. Bowser |
o------------------------o
-Simply put, stay a good distance away while throwing non-stop heaters until
Bowser changes into one of his troops (these are doppelgangers).
o---------------------------------------o
| Regular Mario VS. Bowser With Hammers |
o---------------------------------------o
-You thought you had it tough before, but now Bowser throws his hammers in
large groups to try and get you as well! Now you should approach, get
inside the arc of hammers he throws, and when he hops up, run underneath
him to reach the Axe Switch.
-Another option (although much harder) is to get inside his arc of hammers,
and then jump through a break in his throwing. The main problem with this
method is that he has no definite pattern upon which to base your decision
to jump through (you must have great reaction time, or a lot of luck).
o-------------------------------------o
| Super Mario VS. Bowser With Hammers |
o-------------------------------------o
-Try to make use of the two strategies listed for REGULAR MARIO vs. BOWSER
WITH HAMMERS, but you have one ace up your sleeve. You can get hit, and
still make it to the Axe Switch.
-Another common way to get past Bowser in this form is to just run right
into him, causing Mario to revert to Regular Mario, but also rendering him
temporarily invincible. The player should just keep heading right to grab
the Axe Switch. This is an intentional run into Bowser, as opposed to the
accidental hit like the one in the last point.
o-------------------------------------o
| Fiery Mario VS. Bowser With Hammers |
o-------------------------------------o
-Simply put, stay a good distance away while throwing non-stop heaters until
Bowser changes into one of his troops (these are doppelgangers), or falls
into the lava unchanged in World 8-4.
~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bonus Rooms ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~
xxiv) This section will give a map of all the bonus rooms that can be
found in the many pipes of the Mushroom Kingdom.
a) This Bonus Room is the most simplistic in design, and it gives you a nice
amount of coins (19 to be exact).
-----------------+
Key |
|
CN - Gold Coin |
PU - Power-Up |
CB - Coin Block |
|
-----------------+
+--+ +--+--+--+--+--+--+--+ | |
| | | | | | | | | | | |
+--+ +--+--+--+--+--+--+--+ | |
| | | |
+--+ | |
| | | |
+--+ | |
| | | |
+--+ | |
| | | |
+--+ | |
| | | |
+--+ | |
| | CN CN CN CN CN | |
+--+ | |
| | | |
+--+ | |
| | CN CN CN CN CN CN CN | |
+--+ | |
| | | |
+--+ | |
| | CN CN CN CN CN CN CN | |
+--+ +--+--+--+--+--+--+--+ | |
| | | | | | | | | | | |
+--+ +--+--+--+--+--+--+--+ ++----| |
| | | | | | | | | | || | |
+--+ +--+--+--+--+--+--+--+ || | |
| | | | | | | | | | || | |
+--+--------+--+--+--+--+--+--+--+------++----+----+
All you need to do is grab the Gold Coins and then leave.
b) This Bonus Room is another simply designed ones that offers not only a
fair amount of Gold Coins (17 coins to be exact), but it also gives
access to a Coin Block as well.
-----------------+
Key |
|
CN - Gold Coin |
PU - Power-Up |
CB - Coin Block |
|
-----------------+
+--+ +--+--+--+--+--+--+--+--+--+--+--+--+| |
| | | | | | | | | | | | | | || |
+--+ +--+--+--+--+--+--+--+--+--+--+--+--+| |
| | | | | | | | | | | | | | || |
+--+ +--+--+--+--+--+--+--+--+--+--+--+--+| |
| | | | | | | | | | | | | | || |
+--+ +--+--+--+--+--+--+--+--+--+--+--+--+| |
| | | | | | | | | | | | | | || |
+--+ +--+--+--+--+--+--+--+--+--+--+--+--+| |
| | | | | | | | | | | | | | || |
+--+ +--+--+--+--+--+--+--+--+--+--+--+--+| |
| | | | || |
+--+ +--+--+| |
| | | | || |
+--+ +--+--+| |
| | CN CN CN CN CN CN CN CN | | || |
+--+ +--+--+--+--+--+--+--+--+--+--+--+--+| |
| | | | | | | | | | | |CB| | || |
+--+ +--+--+--+--+--+--+--+--+--+--+--+--+| |
| | | | || |
+--+ +++----| |
| | || | |
+--+ || | |
| | CN CN CN CN CN CN CN CN CN || | |
+--+------------------------------------++----+----+
For fastest pick-up, jump up to the higher ledge, run right as you grab
the top eight coins found there, then collect the bottom row of nine
coins, and use the Coin Block at the end before taking your leave.
c) This Bonus Room require Mario to be at least Super Mario to reap the full
benefits of the room. You get some coins (12 to be exact), as well as
a Power-Up.
-----------------+
Key |
|
CN - Gold Coin |
PU - Power-Up |
CB - Coin Block |
|
-----------------+
+--+ | |
| | | |
+--+ | |
| | CN CN | |
+--+ | |
| | CN CN CN CN | |
+--+ +--+--+--+ +--+--+ +--+--+--+ | |
| | | | |PU| | | | | | | | | |
+--+ +--+--+--+ +--+--+ +--+--+--+ | |
| | | | | CN| | |CN | | | | |
+--+ +--+--+ +--+--+--+--+ +--+--+ | |
| | | | CN| | | |CN | | | |
+--+ +--+ +--+--+ +--+--+ +--+ | |
| | | |CN| | | |CN| | | |
+--+ +--+--+--+ +--+--+--+ | |
| | | | | | | |
+--+ +--+ +--+ | |
| | | |
+--+ | |
| | | |
+--+ ++----| |
| | || | |
+--+ || | |
| | || | |
+--+------------------------------------++----+----+
This Bonus Room was called the "Professor" by myself when I was young,
and you will see why when you finish it. Bust the two most left-most
bricks, jump up to collect the two coins, punch the brick above the
second coin to release the Power-Up, and then collect the Power-Up. Next
you will get the six coins on top of the structure, and then go down to
the bottom where you break the bricks underneath the coins remaining
before exiting. As for the Professor look, mimic the bricks broken on
the other side (symmetrically) to see the Professor. ;)
d) This Bonus Room has a decent amount of coins (18 to be exact), as well as
a Power-Up. This room requires the use of the Crouching Slide if you are
Super Mario or higher, and you can only access the Power-Up as Regular
Mario.
-----------------+
Key |
|
CN - Gold Coin |
PU - Power-Up |
CB - Coin Block |
|
-----------------+
+--+ +--+--+--+--+--+--+--+--+--+--+--+--+| |
| | | | | | | | | | | | | | || |
+--+ +--+--+--+--+--+--+--+--+--+--+--+--+| |
| | | |
+--+ | |
| | | |
+--+ | |
| | | |
+--+ | |
| | | |
+--+ | |
| | | |
+--+ | |
| | CN CN CN CN CN CN CN CN | |
+--+ +--+--+--+--+--+--+--+--+ +--+ | |
| | | | | | | | | | | |PU| | |
+--+ +--+--+--+--+--+--+--+--+ +--+ | |
| | | | | | | |
+--+ +--+ +--+ ++-----| |
| | | | | | || | |
+--+ +--+ +--+ || | |
| | CN CN CN CN CN CN CN CN CN CN|| | |
+--+-----------------------------------++-----+----+
Collect the bottom row of coins, use the Crouching Slide (or just walk
under if Regular Mario), to get the bottom row of coins, and then grab the
Power-Up if you are Regular Mario, or use the following technique if you
are Super/Fiery Mario. Destroy the bottom two bricks on both ends with
the crouching slide, then go to the left, take a run at the pipe, and then
crouch down and jump just before hitting the pipe. Provided you did it
right, you will go under the block, so jump quickly as your momentum might
carry you past the brick. Either way, take your leave through the pipe.
e) This Bonus Room is perhaps the most difficult to collect every single
coin out of it without a serious investment in time. If you get
proficient at it, you can make lots of money here, but it takes practice
first. You have a small amount of coins available (10 to be exact), but
the Room contains a Coin Block for you as well!
-----------------+
Key |
|
CN - Gold Coin |
PU - Power-Up |
CB - Coin Block |
|
-----------------+
+--+ +--+--+--+--+--+--+--+ | |
| | | | | | | | | | | |
+--+ +--+--+--+--+--+--+--+ | |
| | | | | |
+--+ +--+ | |
| | | | | |
+--+ +--+ | |
| | CN CN CN CN CN| | | |
+--+ +--+ +--+--+--+ | |
| | | |CN CN CN CN CN| | | | | |
+--+ +--+--+--+--+--+--+--+--+--+ +--+| |
| | | | | | | | | | |CB|| |
+--+ +--+--+--+--+--+--+--+ +--+| |
| | | |
+--+ | |
| | | |
+--+ | |
| | | |
+--+ | |
| | | |
+--+ ++-----| |
| | || | |
+--+ || | |
| | || | |
+--+-----------------------------------++-----+----+
Upon falling into the vault area here, go right to stand on top of the exit
pipe, punch the Coin Block (around 15 coins if done fast), jump on top of
the room with the coins, jump to the far left wall (the top of it), turn
around, and do a half-jump at the room to fall right into it for the ten
coins before you head for the exit.
~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Warp Zones ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~
xxv) This section will describe how to get to the three Warp Zones found
within the game, and it will also have useful maps to help you on
your way.
o--------------o
| Warp Zone #1 |
o--------------o
Found Where.........: Level 1-2
Warps To What Worlds: 2, 3, 4
How To Access.......: This Warp Zone is found past the exit to the staircase
via the pipe. By riding the elevator upwards, and
then hopping onto the top of the ceiling, Mario can
then run to the right to get to the Warp Zone. The
following will give an idea of what is needed to
access this Warp Zone:
==========
FIGURE ONE
==========
+--+--+--+--+--+--+--+--+
| | | | | | | | |
+--+--+--+--+--+--+--+--+
--------------
[][][][][][]
--------------
--------------
[][][][][][]
-------------- +--+--+--+--+--+--+--+
| | | | | | | |
+--+--+ +--+--+--+--+--+--+--+
| | | ||
+--+--+--+ \/
| | | |
+--+--+--+--+
| | | | |
+--+--+--+--+--+
| | | | | |
---------+--+--+--+--+--+ +-----------------------+
| | |
==========
FIGURE TWO
==========
/\ +--+--+--+--+--+--+--+--+
|| | | | | | | | | |
+--+--+--+--+--+--+--+--+
-------------- |
[][][][][][] |
-------------- |
|
|
|
|
-------------- |
[][][][][][] |
+--+--+--+--+--+--+--+ -------------- ++----|
| | | | | | | | || |
+--+--+--+--+--+--+--+ || |
|| |
+--+--+--+--+--+--+--++----+---
| | | | | | | | | |
+--+--+--+--+--+--+--+--+--+
| | | | | | | | | |
+--+--+--+--+--+--+--+--+--+
| | | | | | | | | |
+-----------------------+ +--+--+--+--+--+--+--+--+--+
| |
============
FIGURE THREE
============
+--+--+--+--+--+--+--+--+--+--+ +--+--+
| | | | | | | | | | | | | |
+--+--+--+--+--+--+--+--+--+--+ +--+--+
| | | | |
+--+ +--+--+
| | | | |
+--+ +--+--+
| | | | |
+--+ +--+--+
| | WELCOME TO WARP ZONE! | | |
+--+ +--+--+
| | | | |
+--+ 4 3 2 +--+--+
| | | | |
+--+ +--+--+
| | | | |
+--+ +--+--+
| | ++---++ ++---++ ++---++ | | |
+--+ ++---++ ++---++ ++---++ +--+--+
| | | | | | | | | | |
+--+ | | | | | | +--+--+
| | | | | | | | | | |
+--+---+---+----+---+----+---+--------+--+--+
==========
FIGURE ONE
==========
This is the first part of the elevator. Make your way across to the brick
line that is floating over the Red Koopa Troopa.
==========
FIGURE TWO
==========
At this point, you should jump onto the elevator, ride it up, and then hop
onto the top of the ceiling. Now run right till you reach...
============
FIGURE THREE
============
Fall down into the Warp Zone, and then pick which pipe you would like to
take so you can skip some levels!
o--------------o
| Warp Zone #2 |
o--------------o
Found Where.........: Level 4-2
Warps To What Worlds: 6, 7, 8
How To Access.......: This is strange to have this warp before the Warp for
World 5 (see Warp Zone #3 for details on it), but the
reason is that it is hidden in the middle of this
level. Once you find the first elevator, cross it,
and then you need to hit some invisible blocks to make
steps so you can make a Vine appear to carry you up to
the Warp Zone. The following diagrams will help to
explain the exact steps involved:
---------------------+
Key |
|
? - ? Block |
PW - Power-Up |
IB - Invisible Block |
|
---------------------+
==========
FIGURE ONE
==========
+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | |
+--+--+--+--+--+--+--+--+--+--+
| |
+--+
| |
+--+ +--+--+
|? |? |
+--+--+
--------------
[][][][][][]
--------------
||
+--+ +--+--+ +--+--+--+ \/
| | |? |? | |? |PW|? |
+--+ +--+--+ +--+--+--+
| |
+--+
| |
+--+
| |
+--+
| |
+--+--------------------------+ +---
| |
==========
FIGURE TWO
==========
+--+--+--+--+--+--+--+
| | | | | | | |
+--+--+--+--+--+--+--+
+--+--+--+--+
| | | | |
+--+--+--+--+
+--+
|IB|
+--+--+
|IB|
+--+ ++----++
++----++
| |
| |
+-----------------------------+----+-
|
============
FIGURE THREE
============
+--+--+--+--+--+--+--+
| | | | | | | |
+--+--+--+--+--+--+--+
VINE
+--+--+
| | |
+--+--+
+--+
|IB|
+--+--+--+
|IB| |IB|
+--+ +--+--+
|IB|
+--+ ++----++
++----++
| |
| |
+-----------------------------+----+-
|
===========
FIGURE FOUR
===========
+--+--+--+--+--+--+--+--+--+--+--+ +--+--+
| | | | | | | | | | | | | | |
+--+--+--+--+--+--+--+--+--+--+--+ +--+--+
| | | | |
+--+ +--+--+
| | | | |
+--+ +--+--+
| | | | |
+--+ +--+--+
| | WELCOME TO WARP ZONE! | | |
+--+ +--+--+
| | | | |
+--+ 8 7 6 +--+--+
| | | | |
+--+ +--+--+
| | | | |
+--+ +--+--+
| | ++---++ ++---++ ++---++ | | |
+--+ ++---++ ++---++ ++---++ +--+--+
| | | | | | | | | | |
+--+ | | | | | | +--+--+
| | | | | | | | | | |
+--+---+---+-----+---+-----+---+---------+--+--+
==========
FIGURE ONE
==========
Get the Power-Up from the marked ? Block, and then go across the elevator
gap.
==========
FIGURE TWO
==========
Punch the two Invisible Blocks, and then break the two bricks directly above
each one.
============
FIGURE THREE
============
Punch the next brick in the line to release a Vine into the sky. Now fall
down, punch the other two Invisible Blocks for two extra Gold Coins, and
then climb the vine. Run right through the mushroom ledges, and then you
arrive at...
===========
FIGURE FOUR
===========
Warp Zone #2! Choose your World that is your destination, and then head on
to the next challenge!
o--------------o
| Warp Zone #3 |
o--------------o
Found Where........: Level 4-2
Warps To What World: 5
How To Access......: When playing Level 4-2, you have many opportunities to
get up on top of the ceiling, and you should do so. Run
right as you jump any gaps in your path until you pass
the pipe going up to the staircase and you reach...
==========
FIGURE ONE
==========
+--+--+--+--+--+--+--+--+--+--+ +--+--+
| | | | | | | | | | | | | |
+--+--+--+--+--+--+--+--+--+--+ +--+--+
| | | | |
+--+ +--+--+
| | | | |
+--+ +--+--+
| | | | |
+--+ +--+--+
| | WELCOME TO WARP ZONE! | | |
+--+ +--+--+
| | | | |
+--+ 5 +--+--+
| | | | |
+--+ +--+--+
| | | | |
+--+ +--+--+
| | ++---++ | | |
+--+ ++---++ +--+--+
| | | | | | |
+--+ | | +--+--+
| | | | | | |
+--+------------+---+-----------------+--+--+
~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1-Up Methods ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~
xxvi) This section will give some locations in the game to gain lives
through special and normal techniques.
a) The most obvious is to find a 1-Up Mushroom. These can be obtained in
the following levels: 1-1, 1-2, 2-1, 3-1, 4-1, 5-1, 6-1 8-1, and 8-2
(always there repeatedly). For all the one listed (with the exception of
8-2) are only there within the level PROVIDED all Gold Coins found in the
previous word's third level were colelcted (or a Warp was taken to that
World). If you know of any others, e-mail me about it, and include a
screenshot for me to base my verification around
(briansulpher@hotmail.com).
b) 100 Gold Coins can also get you a 1-Up.
c) Kicking a Koopa Troopa shell through a line of enemies can also gain
multiple lives. The order of points go: 500, 800, 1000, 2000, 5000,
8000, and then a 1-Up for every enemy after that. This is useful in
only a few levels, but it is a technique that should be utilized by
Mario as often as possible.
d) A variation on the Koopa Troopa shell kick is by using a block formation
(usually on a stairwell at the end of a level), Mario could jump on a
shell, and as it rebounded, Mario would land on it. This would continue
for a bit through the same point values as listed above in C), and then
1-Ups would occur. The most famous example of this method is on World
3-1, but there are other levels that this work on as well. They are the
following: 5-1, 5-2, 6-1, 7-1, and 8-2 (these all occur at the end of the
level on the stairwell). Keep in mind that most of these have Green
Paratroopa Koopas that need to be de-winged, retreated into their
shells, and they have to come to a rest on a block with space below to
stand on. The following diagram will show how to go about getting the
multiple 1-Ups (using World 3-1):
----------------------------------+
Key |
|
GK - Green Koopa Troopa |
MP - Mario's Position |
RK - Retreated Green Koopa Troopa |
|
----------------------------------+
==========
FIGURE ONE
==========
+--+--+
GK| | |
+--+--+--+ Mario arrives at the staircase, and he
| | | | will get onto the stairwell (bottom step
+--+--+--+--+ is easiest to get to). Now Mario can get
| | | | | ready for FIGURE TWO.
+--+--+--+--+--+
GK| | | | | |
+--+--+--+--+--+--+
| | | | | | |
+--+--+--+--+--+--+--+
| | | | | | | |
+--+--+--+--+--+--+--+--+
MP| | | | | | | | |
+--+--+--+--+--+--+--+--+--+
| | | | | | | | | |
------+--+--+--+--+--+--+--+--+--+
==========
FIGURE TWO
==========
+--+--+
| | |
+--+--+--+ Now Mario has killed the first Green
| | | | Koopa Troopa, and it was done with
+--+--+--+--+ fireballs, or Mario has kicked the shell
| | | | | away. So Mario is now prepared to enter
+--+--+--+--+--+ FIGURE THREE.
GK| | | | | |
+--+--+--+--+--+--+
| | | | | | |
+--+--+--+--+--+--+--+
| | | | | | | |
+--+--+--+--+--+--+--+--+
MP| | | | | | | | |
+--+--+--+--+--+--+--+--+--+
| | | | | | | | | |
------+--+--+--+--+--+--+--+--+--+
============
FIGURE THREE
============
+--+--+
| | |
+--+--+--+ Mario will now wait for the Green Koopa
| | | | Troopa to start it's step down to the
+--+--+--+--+ step above Mario's position. Mario will
| | | | | jump at that exact point, and the Green
+--+--+--+--+--+ Koopa Troopa will be retreated into it's
| | | | | | shell, and the shell will be kicked. The
+--+--+--+--+--+--+ shell should stop on the same step
| | | | | | | however, and this sets up FIGURE FOUR.
+--+--+--+--+--+--+--+
RK| | | | | | | |
+--+--+--+--+--+--+--+--+
MP| | | | | | | | |
+--+--+--+--+--+--+--+--+--+
| | | | | | | | | |
------+--+--+--+--+--+--+--+--+--+
===========
FIGURE FOUR
===========
+--+--+
| | |
+--+--+--+ Mario should now jump up straight with a
| | | | tap jump, and he will start to bounce off
+--+--+--+--+ of the shell repeatedly, which will
| | | | | increase in point increments (as listed in
+--+--+--+--+--+ c)), and then 1-Ups will start to ring
| | | | | | in. At some point, Mario will stop doing
+--+--+--+--+--+--+ this, so he should jump back on for more
MP | | | | | | | chances.
^ +--+--+--+--+--+--+--+
| RK| | | | | | | |
v+--+--+--+--+--+--+--+--+
| | | | | | | | |
+--+--+--+--+--+--+--+--+--+
| | | | | | | | | |
------+--+--+--+--+--+--+--+--+--+
Keep in mind that this is the best area of doing this, but it can be
achieved on the other levels. Also keep in mind that the maximum number
of lives a player is allowed is 127. If a player goes above 127, the
next time they die, their game will be over. This occurs because for data
storage on this cartridge, the values for lives remaining is formatted in
the following scale: -128 to 127. Now you start the game with a value of
3, and with each 1-Up that value increases by 1. If you Increase your
value past the highest of 127 (128 lives), and once you move one more
life into that total, you value for lives will turn over into the minuses
as -128. Normally this would mean that when you lost a live next, you
would go back to a value of 127, but that is not so on the NES cart.
How it works is to check the value of your life total. If it scans and
finds the total to be less than 0, you r game will end. So this means
that if you go past the value of 127 (128 lives), and you enter into -127
or higher (129 or higher), the game will deem that your life value is
below 0, and despite the life total being that high, the game will give
you the game over screen.
~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~ End Of Level Scoring ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~
xxvii) This section will look at how the Flagpole scoring works, how the
time remaining is totaled up, and how the Fireworks are
caused/scored.
o------------------o
| Flagpole Scoring |
o------------------o
The following points can be scored upon the Flagpole: 100 points, 200
points, 400 points, 800 points, 2000 points, and 5000 points. The point
total is decided by how high up the Flagpole you grab it when you jump onto
it. The following diagram will give an idea of where the point zones are
located on the Flagpole:
_
(_)
/|
5000----------||
\|
/|
2000----------||
\|
/|
800-----------||
\|
/|
/ |
400----------| |
\ |
\|
/|
/ |
200----------| |
\ |
\|
/|
100----------| |
\|
+---+
| |
-------------+---+
If you are jumping from the ground level, the scores that are possible to
achieve are 100 points, 200 points, 400 points, and the highest which is 800
points. If you jump off of a higher structure (like the staircase or a
platform), you can reach the higher sections to get 2000 points or 5000
points with a good jump.
o------------------------o
| Time Remaining Scoring |
o------------------------o
When you hit the Flagpole, the time remaining on the timer will be used to
give your time bonus for the level. You will get an equation as follows:
-------------------+
Key |
|
z = time remaining |
y = total bonus |
|
-------------------+
z X 50 points = 50z points
EXAMPLE
300 X 50 points = 15000 points
Your bonus is multiplied by 50 points with your time remaining to get your
time bonus. This means that busting every single brick you come across in a
level will NOT get you extra points (as busting bricks is worth 50 points
per busted bricks), but taking the time to kick a turtle shell through a
line of enemies, stomping multiple enemies without hitting the ground, and
Power-Ups/Invincibility Stars are worth collecting because they gain more
points than you are losing on the timer.
o-----------o
| Fireworks |
o-----------o
Fireworks are worth 500 points a pop, and they sometime get fired off after
you liberate a level from the enemy forces (you take their flag down, and
fly the star symbolizing liberation). The appearances of the Fireworks is
not random, rather it is based upon your time remaining when you grab the
Flagpole. If your time remaining has a 1, 3, or 6 in the ones column, you
will receive the same amount of Fireworks. See the following for
clarification:
===========
EXAMPLE ONE
===========
Time Remaining: 261
Number Of Fireworks: One
Extra Points: 500
===========
EXAMPLE TWO
===========
Time Remaining: 243
Number Of Fireworks: Three
Extra Points: 1500
=============
EXAMPLE THREE
=============
Time Remaining: 286
Number Of Fireworks: Six
Extra Points: 3000
A quick tip now for getting the Six Fireworks for when you launch off of the
high ledge/staircase top so you get the Six Fireworks. Start your run when
the time remaining in the ones column is at 0. You should hit the Flagpole
when the time remaining has a six in the ones column.
~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Continuing ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~
xxviii) This section will impart the knowledge necessary for continuing on
the same World that you died on.
a) After getting the Game Over screen, you will return to the Player select
screen.
b) Instead of Pressing START to go again from World 1-1, instead hold DOWN,
the A Button, and then press START.
c) You will then start on the first level of the last world you were playing
on.
~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Weird Happenings ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~
xxix) This section will look at a few strange glitches that can be
performed in various sections of the game.
a) Possibly the most well known and heralded of all of these weird
happenings, glitches, tricks, etc. is the Minus World. This trick is
achieved in World 1-2, and it is done right by the pipe that goes to the
staircase that is at the end of the level. Now, you need to be at a
level of Super Mario at least (one can be found in the string of bricks
between the two elevators just before the area of the glitch), and then
you need to do the following steps:
------------------------------+
Key |
|
MP - Mario's Position |
1,2 - Order of Brick Breaking |
|
------------------------------+
==========
FIGURE ONE
==========
+--+--+--+--+--+ +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | | | | | | | | | | |
+--+--+--+--+--+ +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
MP | | | | | | | | | | | | | | | | ++----++
++----+ +--+--+--+--+--+--+--+--+--+--+--+--+--+--+ ++----++
|| | | | | | | | | | | | | | | | | | |
|| | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
|| | | | | | | | | | | | | | | | | | |
---------++----+-----+--+--+--+--+--+--+--+--+--+--+--+--+--+--+---+----+---
==========
FIGURE TWO
==========
+--+--+--+--+--+ +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | |2 |1 | | | | | | | | | | | | | | | | | | | | |
+--+--+--+--+--+ +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
MP | | | | | | | | | | | | | | | | ++----++
++----+ +--+--+--+--+--+--+--+--+--+--+--+--+--+--+ ++----++
|| | | | | | | | | | | | | | | | | | |
|| | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
|| | | | | | | | | | | | | | | | | | |
---------++----+-----+--+--+--+--+--+--+--+--+--+--+--+--+--+--+---+----+---
============
FIGURE THREE
============
+--+--+ +--+ +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | | | | | | | | | |
+--+--+ ^ +--+ +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | | |
| | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | | |
| | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | | |
| | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | | |
| | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
MP | | | | | | | | | | | | | | | | ++----++
++----+ +--+--+--+--+--+--+--+--+--+--+--+--+--+--+ ++----++
|| | | | | | | | | | | | | | | | | | |
|| | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
|| | | | | | | | | | | | | | | | | | |
---------++----+-----+--+--+--+--+--+--+--+--+--+--+--+--+--+--+---+----+---
===========
FIGURE FOUR
===========
+--+--+ +--+ +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | | | | | | | | | |
+--+--+ +--+ +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | |MP
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | | ++----++
++----+ +--+--+--+--+--+--+--+--+--+--+--+--+--+--+ ++----++
|| | | | | | | | | | | | | | | | | | |
|| | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
|| | | | | | | | | | | | | | | | | | |
---------++----+-----+--+--+--+--+--+--+--+--+--+--+--+--+--+--+---+----+---
===========
FIGURE FIVE
===========
+--+--+ +--+ +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | | | | | | | | | |
+--+--+ +--+ +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | | | | | | | | | | | | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+ MP
| | | | | | | | | | | | | | | | ++----++
++----+ +--+--+--+--+--+--+--+--+--+--+--+--+--+--+ ++----++
|| | | | | | | | | | | | | | | | | | |
|| | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
|| | | | | | | | | | | | | | | | | | |
---------++----+-----+--+--+--+--+--+--+--+--+--+--+--+--+--+--+---+----+---
Now, you might wonder what all of this means, and I will explain it below.
==========
FIGURE ONE
==========
Mario arrives at the end of level pipe exit to the staircase. Instead of
leaving the level, Mario will stand on the edge of the pipe.
==========
FIGURE TWO
==========
Mario will proceed to jump up and bust the second and third bricks away from
the pipe (going to the right).
============
FIGURE THREE
============
Now you should move Mario to the far left edge of the pipe, and duck down.
Then you should jump into the air, and move right towards the bottom left
corner of the pipe. If this is lined up correctly, Mario will enter the
brick.
===========
FIGURE FOUR
===========
Mario will continue to move to the right through the pipe, and he will be
deposited into the room where the three pipes are located for the Warp Zone
for Worlds 2, 3, and 4.
===========
FIGURE FIVE
===========
Now you should jump on top of the first pipe you see, and go down it before
the screen scrolls and the text WELCOME TO THE WAP ZONE appears. This will
take you to the Minus World. Alternately, you can also take the third pipe
in the Warp Zone to reach the Minus World as well, but the second pipe will
deposit you into World 5.
The Minus World is nothing more than World 2-2 (underwater level), that
will start again when you go through the exit pipe (instead of taking you
to the staircase exit). Since you can not quite grab enough coins on one
man to gain an extra life, you can not stay in the Minus World
infinitely, but you can go for a fairly long time. Not a useful glitch,
but a very fun one to perform to amaze your friends (like ANYONE stills
plays this, and does not know about this glitch, but anyway...).
b) This glitch is known as the Small, Fiery Mario Glitch. This can be
accomplished on any fortress of any world. All you need to do is to get
to Bowser in the castle while you are at least Super Mario. Now you need
to get by Bowser without getting hit, and then you should stand right
next to the block where the Ax Switch is located. Now that Bowser is
drawing near, wait till Bowser is about to touch Mario, and then jump up
in the air, move slightly to the right so Mario will be partly over
Bowser and the Ax Switch. When Mario lands, he should hit Bowser and the
Ax Switch at the same time (you will know it worked as Mario will flash,
but stay as Super Mario). Mario will win the level, and then he will
enter the next World as normal except if he gets hit, he will die! Now
find a Power-Up, it will be a Super Mushroom (instead of a Fire Flower
like you would expect). Upon collecting the Super Mushroom, you will
shrink to small Mario (but if you get hit, you will revert to big Mario).
Keep going along to the next Power-Up to release a Fire Flower, which
will make you Fiery Mario while small! Now when you throw fireballs,
Mario will grow large to throw the fireballs before shrinking once more.
This effect will continue till you die.
The reason that all the effects occur are as follows: 1) Mario is counted
as getting hit when landing on Bowser, but since he also finishes the
level, the game has already started to show the usual sequence (including
their scanning of your current sprite for the graphics). 2) Upon
starting the next level, you are counted as small despite your size, so
if you get hit, you will die. 3) Upon collecting the Super Mushroom,
Mario will become small since the Super Mushroom is programmed to switch
the sprite for Mario (since he is already big Mario sprite, it puts him
to small Mario). 4) If he gets hit, he will revert to big Mario despite
getting hit as small Mario (you get hit, you revert to Regular Mario, but
the sprite order is messed up, so big Mario it is). 5) Upon collecting
the Fire Flower, you will throw fireballs as the regular Fiery Mario
sprite before returning to small, Fiery Mario (this is simply due to no
sprite for small Mario throwing fireballs). This is a fun glitch to
perform, and it can really change the way you play the game.
c) The Thank You Dead Mario Glitch is an altered version of the glitch
listed above. It involves being Regular Mario, get behind Bowser, do the
Axe Switch/Bowser jump, Regular Mario will fly off the screen as dead,
but the screen will scroll anyway to Toad. Toad will thank no one for
helping, and then the next level will begin. Since you are dead, the
game will register you as dead, and then the screen will show your lives
before inserting Mario into the level (less one life).
d) Vine Dancing Mario is not a really cool thing, but it is quite easy to do.
When Mario climbs a Vine to the top of it, go on the left side of the
Vine, and keep holding UP. Mario will suddenly begin to dance on the
Vine.
e) A Bonus Room along the way (in two locations that I know of) in your
journey are not actually a help, but rather a threat. You will enter an
underwater area with enemies, suction pits, elevators (to knock you down
the suction pits), and some coins. This something that really surprises
you the first time you hit it.
f) If Mario jumps onto a pipe that he can go down, and he does so as a
Piranha Plant is going down into the pipe (at least one quarter of the
way in is needed) to have Mario go in unharmed. This is hard to master,
but it becomes useful on shorter timed levels, or long levels that need
some extra speed done in them.
g) Sometimes a Springboard will appear not to be there on the screen. If
this occurs, and you jump on to use said Springboard, you will become
permanently stuck until the timer runs down on you! If you see this
oddity, DO NOT step onto the Springboard, but rather find another way
around the area. This explains why every Springboard in the game has an
alternate way around (jumps are makable without, 2-2 has Invisible Block
for getting over the wall), and World 6-3 can be bypassed with running
leaps.
h) Not so much a glitch, but rather an unintentional mistake, Mario can in
fact jump the flagpole on one level. In World 3-3, Mario will find a
pulley platform set near the flagpole, which he should stand on the left
platform and wait for the platform to reach the lowest spot it can before
it breaks, at which point he should take a running leap to the now higher
ledge and then across the large gap to just clear the flagpole!
i) When in Worlds 2-2 and 7-2, there are a few pieces of Pink Seaweed that
are growing towards the top of the water, but stop just one space below
the surface. Get Mario on top of this and press the A Button, which
will cause the swimming noise to occur, but Mario will stand perfectly
still! Thanks to Highway_11_North for the contribution.
----------------------------------------------------------------------------
----------------------------------Tetris------------------------------------
----------------------------------------------------------------------------
3) This section will cover the classic game of tetris, the game that
transcends borders, backgrounds, and nationality. The following Table of
Contents will help the reader find what they are looking for.
~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Table Of Contents ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~
i) Controls
ii) Rules
iii) Pieces
iv) Scoring
v) Strategies
~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Controls ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~
i) This section will list all of the controls you will need to know to
become a Tetris Master!
D-Pad : LEFT and RIGHT move the pieces in the corresponding direction.
Holding DOWN will cause the piece in play to fall directly
downward.
SELECT : Hides the NEXT piece.
START : Pauses/unpauses the game.
B Button: Turns piece in play counter-clockwise.
A Button: Turns piece in play clockwise.
~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rules ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~
ii) This section will review the rules of Tetris. This may be easy to
understnad, but mastery of the game will take a fair bit more work.
-To clear a line, you need to get a straight line of blocks all the way
horizontally across the area. Figure One is the Reverse L Block coming
down to complete the line, and Figure Two is after the line cleared.
o---------o
| Example |
o---------o
| FIGURE 1 |
| +-+-+-+
| | | | |
| +-+-+-+
| | | NEXT => | FIGURE 2 |
| +-+ | |
| | | |
+-+-+-+-+-+-+-+-+-+ | | +-+-+-+
| | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+ +-------------+-+-+-+
-in the 00 to 09 level range, after you clear enough lines to equal the next
level's numbers plus a 0 on the end (EXAMPLE: level5 clear is 60 lines).
If you start on Level 10 or higher, the level will change after 100 lines
before clearing every 10 lines following that (exception to the starting at
Level 16+ is that the initial clearing rules are 110 for Level 16, 120 for
Level 17, etc.).
-If your pile runs too close to the top of the screen, the pile will over
flow, and then you game ends.
-"A Type" is a game where you see how long you can play, trying to get as
many lines as possible as well as scoring as much as possible.
-"B Type" is a special game where you need to clear 25 lines. There is also
a height setting (0 to 5, with increasing starting heights of blocks)
~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Pieces ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~
iii) This section will look at what each piece looks like, and the name for
each piece.
o--------------o
| Square Block |
o--------------o
-This piece is the only one that when rotated, will not change it's look.
Try to use these to fill wide gaps in your stack.
+-+-+
| | |
+-+-+
| | |
+-+-+
o------------o
| Tall Block |
o------------o
-This piece is the only one that can trigger a Tetris. Try to use these to
fill narrow and deep holes in your stack.
+-+
| |
+-+
| |
+-+
| |
+-+
| |
+-+
o-----------o
| "T" Block |
o-----------o
-This piece should be used to even out your ragged tops of your stack.
+-+-+-+
| | | |
+-+-+-+
| |
+-+
o-----------o
| "Z" Block |
o-----------o
-These can be a real pain to use, but they also fill holes for you.
+-+-+
| | |
+-+-+-+
| | |
+-+-+
o-----------o
| "S" Block |
o-----------o
-These can be a real pain to use, but they also fill holes for you.
+-+-+
| | |
+-+-+-+
| | |
+-+-+
o-----------o
| "L" Block |
o-----------o
-These are useful for filling two block deep holes, and they are also good
for building the stack up evenly.
+-+
| |
+-+
| |
+-+-+
| | |
+-+-+
o-------------------o
| Reverse "L" Block |
o-------------------o
-These are useful for filling two block deep holes, and they are also good
for building the stack up evenly.
+-+
| |
+-+
| |
+-+-+
| | |
+-+-+
These are the same way I will draw the strategies in a couple sections,
so refer to this section if you are confused then.
~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Scoring ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~
iv) This section will look at the scoring patterns of the game.
Level Single Double Triple Tetris
00 40 100 300 1200
01 80 200 600 2400
02 120 300 900 3600
03 160 400 1200 4800
04 200 500 1500 6000
05 240 600 1800 7200
06 280 700 2100 8400
07 320 800 2400 9600
08 360 900 2700 10800
09 400 1000 3000 12000
-What this means is that for each level you go up in number, your line value
increases. Singles increase in increments of 40 points per level, Doubles
increase in increments of 100 points per level, Triples increase in
increments of 300 points per level, and Tetris' increase in increments of
1200 points per level.
-If you hold DOWN to drop a piece faster than normal, you will receive a
small amount of points for doing so (higher up you start dropping the
block, the higher the amount of points gained from the action).
~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Strategies ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~
v) This section will look at great ways to run your score up, and to make
your game play a little easier.
a) The way to score the highest point totals are to score Tetris (no other
line clears), and to start on a high level. This requires some practice,
but if you can start on level 9 (12,000 point Tetris) or higher, you can
run your score up incredibly high.
b) Try to leave two blocks beside one another in your stack of equal height
so you have somewhere to dump the Square Blocks when they come.
o---------o
| Example |
o---------o
| |
| +-+-+
| | | |
| +-+-+
| | | |
+-+ +-+ +-+ +-+ +-+-+
| | | | | | | | |
+-+-+-+-+-+-+-+-+ |
| | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+
c) Learn how all the pieces can be manipulated, and how they can fit into a
stack. Some pieces have multiple uses (most notably the L and Reverse L
Blocks) that can make your stack into a more piece insertion friendly
stack.
d) Sometimes you will get a piece that does not fit anywhere, but it can be
used to decrease your stack while still building the stack for possible
Tetris. EXAMPLE 1 will show how to do the T Block method, and EXAMPLE 2
will show how to do the L Block/Reverse L Block method.
o-----------o
| Example 1 |
o-----------o
| +-+ |
| | | |
| +-+ |
| | | |
| +-+-+
| | | |
+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | | | | |
+-+-+-+-+-+-+-+-+ | +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | NEXT => | | | | | | | | | | |
+-+-+-+-+-+-+-+-+ | +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+ | +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+ | +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+ | +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+
o-----------o
| Example 2 |
o-----------o
| +-+ |
| | | |
| +-+-+
| | | |
| +-+-+
| | | |
+-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | | |
+-+-+-+-+-+-+-+-+ | +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | NEXT => | | | | | | | | | | |
+-+-+-+-+-+-+-+-+ | +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+ | +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+ | +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+ | +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+
e) Try to leave your stack lower on the side you want to be dropping your
Tall Blocks down. This will allow you more time to slide these tall ones
to your hole.
f) The following is useful only when the situation provides itself, but if
you see the opportunity to do it, you should as it fills a seemingly
impossible hole for you to get to. In the example, there is a space that
appears to be impossible to get into, but if the T Block is lined up like
the first figure is, and you press the A Button to turn the piece
clockwise, and then it will move to form Figure Two! No more gap, and now
a Tetris can be formed!
o---------o
| Example |
o---------o
| +-+ FIGURE 1 |
| | | |
| +-+-+ |
| | | | |
| +-+-+ |
| | | | | FIGURE 2 |
+-+-+-+-+ | +-+-+-+ |
| | | | | | | | | |
+-+-+-+ +-+-+-+-+ | +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | NEXT => | | | | | | | | | | |
+-+-+-+ +-+-+-+-+-+ | +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+ | +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+ | +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+
g) Pressing LEFT or RIGHT rapidly rather than holding them down will move
the piece in the direction desired faster. This is especially useful as
you start to get into the higher levels.
h) If you do leave a hole in your stack (try not to let it happen too
often), you are required to dig it out if you want to have no flaws. If
you want to accomplish this goal in the shortest amount of time possible,
try to avoid piling on top of the same column where the block is
(sometimes it is a little difficult to do this). If you have multiple
holes in your stack (shame on you ^_^), you need to dig them out one at a
time so worry about not burying the top one, and then worry about the
next highest hole and so on.
i) Pay attention to your NEXT box, as this can help you to plan the best
spot for the current piece in play. This is also useful for planning
your next move ahead of time, thus giving you a little extra time on each
piece for placement.
j) If your stack is getting too high, try to clear it out without the Tetris
(although the best scores are from Tetris heavy games). Try to make
Doubles or Triples to keep the value of the score vs. line ratio.
k) Try to avoid building up huge S Block and Z Block stacks on your stack.
It becomes increasingly difficult to manage your piece placement when you
have a stack like this one:
o---------o
| Example |
o---------o
| | | +-+ |
| | | | | |
| | | +-+-+ |
| | | | | | |
| | | +-+-+ +-+ |
| | | | | | | | |
| | | +-+-+ +-+-+ |
| | | | | | | | | |
| +-+ +-+ | | +-+-+ +-+-+ |
| | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+ | +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+ | NEXT => +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+ | +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+ | +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+
As you can see above, with the two S Blocks and the one Z Block appearing
together, the moves made narrowed the field of prospective piece
placement on the stack be making those high peaks. Try to keep the stack
more even. A better use of the pieces in this situation would look like
this:
o---------o
| Example |
o---------o
| | | |
| | | |
| | | |
| | | |
| | | +-+ |
| | | | | |
| | +-+-+ +-+-+-+-+ |
| | | | | | | | | | |
| +-+ +-+ | +-+-+ +-+-+-+-+-+ |
| | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+ | +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+ | NEXT => +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+ | +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+ | +-+-+-+-+-+-+-+-+-+ |
| | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+
With this placement, you did not add a second large hole that could only
be filled with a Tall Block, there are more flat areas to place
flat-sided pieces, and you still have options for the S Blocks and Z
Blocks. Building your stack more efficiently makes for an easier game
for you.
----------------------------------------------------------------------------
---------------------------------World Cup----------------------------------
----------------------------------------------------------------------------
4) This section will cover the Technos game World Cup Soccer. The following
Table of Contents will help the reader find what they are looking for.
~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Table Of Contents ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~
i) Controls
ii) Teams
iii) Fields
iv) Strategies
~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Controls ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~
i) This section will look at the basic controls for winning a match or
two on the old soccer pitch.
o--------------------o
| Offensive Controls |
o--------------------o
D-Pad...: Moves your player in the corresponding direction. Also aims
where your shot will go.
SELECT..: No apparent use.
START...: Pauses/unpauses the game.
B Button: Shoots the ball.
A Button: Passes the ball.
o-----------------------------o
| Advanced Offensive Controls |
o-----------------------------o
Bicycle Kick...: While standing still, call for a pass form your teammate,
and when the ball nears, press the A Button and the
B Button simultaneously to launch yourself into the air to
perform a flip kick that will send the ball rocketing
towards the goal at a breakneck speed!
Flying Headbutt: While running, call for a pass form your teammate, and when
the ball nears, press the A Button and the B Button
simultaneously to launch yourself into the air to perform a
diving headbutt that will rocket the ball towards the goal.
Super Kicks....: These shots are done by pressing the B Button after taking a
certain number of steps (which varies from team to team).
If launched, the ball will speed to an insanely high degree,
plowing players out of the way in it's bid to find the back
of the net. our team only gets a limited amount of these
Super Kicks per game, so use them wisely.
o--------------------o
| Defensive Controls |
o--------------------o
D-Pad...: Moves your player in the corresponding direction.
SELECT..: No apparent use.
START...: Pauses/unpauses the game.
B Button: Slide tackles the opposition.
A Button: Tackles the opposition.
~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Teams ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~
ii) This section will take a look at the teams within the game, rating
them on Speed (out of 10), Stamina (out of 10), and Super Shot step
counts (minimum number of required steps to get the Super Shot queued
up). A quick summary of every team will also be added, giving some
idea of which team is for you and which ones to avoid. Also keep in
mind that the opinions and ratings are my own, so take them with a
grain of salt.
o-----------o
| Argentina |
o-----------o
Speed.....: 10
Stamina...: 9
Super Shot: 10 steps
The ultimate in soccer power, these guys are near impossible to slide
tackle, even harder to tackle, and if they get by your defensive player
marking them, it is a near guaranteed goal. If you are not using these
guys, you face an uphill battle where they will keep coming like unstoppable
cyborgs, intent on sticking the black and white ball down your throat. Most
definitely one of the best choice for a beginning player, as they are just
so good and tough.
o--------o
| Brazil |
o--------o
Speed.....: 8
Stamina...: 8
Super Shot: 7 steps
Similar to Argentina, they offer a slightly less attractive package, but
they are much like Argentina in their ability to ignore both slide tackles
and tackles frequently. They do have a slightly lower step count to get the
Super Shots powered up, which can be a bonus in a pass heavy game. Another
tough team to take on, but they are somewhat vulnerable to slide tackling as
a viable defensive move.
o----------o
| Cameroon |
o----------o
Speed.....: 1
Stamina...: 1
Super Shot: 6 steps
By far the worst team in the entire game, Cameroon is slow, they have no
ability to fight off tackles/Slide tackles, and their players will often
drop to the pitch, lying there uselessly till the half ends. I would only
suggest this team to someone who wants a HUGE challenge when they play,
making sure that they use a LOT of passing to get by defenses. The lower
Super Shot step count is a bonus, but being so slow they will rarely get to
do 6 full steps before an opposing player gets the ball through a slide
tackle or tackle.
o---------o
| England |
o---------o
Speed.....: 5
Stamina...: 5
Super Shot: 5 steps
If you like a middle of the road team to play with, then England is your
bread and butter. They are exactly average in both Speed and Stamina,
meaning that they will not keep up with the top tier teams, but they will
make any weak teams look quite foolish. They also have an incredibly low
Super Shot step count, which allows them to get off punishing shots in an
incredible hurry, which is a plus against faster teams. Use these guys if
you want a team that can surprise you, both positively (avoiding a tackle
against a stronger opponent) or negative (getting tackled by someone weaker
than them).
o--------o
| France |
o--------o
Speed.....: 1
Stamina...: 4
Super Shot: 3 steps
France is as slow as Cameroon, which is pretty much a death sentence in this
game (particularly versus any country at England's level of speed or
higher). However, they do have the one upside of being able to fight off
the odd tackle/slide tackle now and then, which is further augmented by the
lowest Super Shot step count within the game. They can get off a Super Shot
from almost any situation, making it incredibly hard for the opposing team
to stop them in mid-stride for the entire game. Still, they are really just
a slow team with a few positives that try to make them useful.
o---------o
| Holland |
o---------o
Speed.....: 5
Stamina...: 6
Super Shot: 8 steps
Similar to England, Holland is a middle of the road team that offers no
glaring weakness, but they do not have any outstanding strengths either.
Basically, they are a team that will do well against the weak teams, but
will get punished by the top tier teams.
o-------o
| Italy |
o-------o
Speed.....: 8
Stamina...: 8
Super Shot: 9 steps
The Italians are powerhouses, only ranking in behind (statistically anyway)
Argentina and W. Germany, while tying with Brazil. They offer a
well-rounded stamina and speed, meaning they will do you well no matter
who the opponent is, so these guys make a solid choice for beginner or
expert alike. The Super Shot does take a bit of time to charge up, but that
is a minor quibble for such a quick team.
o-------o
| Japan |
o-------o
Speed.....: 1
Stamina...: 2
Super Shot: 3 steps
Japan is a horrible team that is only slightly better than Cameroon at
absorbing punishment before they too lie on the field in defeat (or possibly
in embarrassment of how poorly they play). They do have the smallest Super
Shot step counter to fulfill before they can unleash a deadly shot, which
means they can get off shots that streak in a hurry, even against the teams
that are faster and stronger than they. Not a team for beginners, an expert
can make use of this team in a very efficient and deadly manner thanks to the
Super Shot being so easy to unleash.
o--------o
| Mexico |
o--------o
Speed.....: 7
Stamina...: 5
Super Shot: 8 steps
Mexico is a team that is sort of a misfit. They do not belong in the middle
tier of the team dynamics due to their good speed, but their lackluster
stamina keeps them out of the top tier. They are a solid choice to use
however, as they are by no means untalented. They also boast the wildest
Super Shot in the game, so they are worth playing with, even if only for
entertainment as the ball flies all over the place.
o--------o
| Russia |
o--------o
Speed.....: 3
Stamina...: 4
Super Shot: 6 steps
The best of the bottom feeders, Russia offers some speed and stamina that
outstrips the other crappy teams, but they in no way can match up directly
with the strong teams. A smaller Super Shot step requirement does help them
versus stronger teams, but they are still a little too long in the set-up to
make the Super Shot a continual threat. More or less they are a team to
avoid, but they can be fun for an occasional play her and there.
o-------o
| Spain |
o-------o
Speed.....: 4
Stamina...: 5
Super Shot: 7 steps
Spain is a team similar to Russia in every respect, but their slightly
better stats outs them into the middle tier. They have reasonable speed,
reasonable stamina, and a reasonable amount of Super Shot steps to go
through. However, if you are reasonable in your team selection, you will
likely ignore the Spaniards in favour of a stronger squad.
o--------o
| U.S.A. |
o--------o
Speed.....: 6
Stamina...: 6
Super Shot: 7 steps
A country that yearns for that top tier status, but it will have to be
content with being a big fish in the middle tier pond instead. They have
good speed, good stamina, and a fairly short amount of steps for their Super
Shot to charge up. They are a good choice, but better teams do exist.
However, for some people, playing for their home country is more fun than
taking a regular soccer power (unless you hail from a soccer power, at which
point you are blessed). Me? I am a Canadian, so our Soccer team languishes
in the 85-105 range in the world ranking. Yeah... we suck alright. :(
o------------o
| W. Germany |
o------------o
Speed.....: 9
Stamina...: 10
Super Shot: 5 steps
The other ultimate in soccer power, these guys are near impossible to slide
tackle, even harder to tackle, and if they get by your defensive player
marking them, it is a near guaranteed goal. If you are not using these
guys, you face an uphill battle where they will keep coming like unstoppable
cyborgs, intent on sticking the black and white ball down your throat. Most
definitely one of the best choices for a beginning player, as they are just
so good and tough. They have the added bonus of less steps needed for a
Super Shot when compared to the godly Argentineans.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fields ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
iii)This section will take a look at the possible fields that the games can
take place on, including specific hazards and benefits of each type.
o-------o
| Bumpy |
o-------o
A crazy field where small rocks in the ground will wipe out any player that
runs into them, reacting with the same mannerisms as if they were tackled.
The field itself has around the same bounce and foothold as a Grass field.
o---------o
|Concrete |
o---------o
The ball will bounce higher into the air than normal on this hard surface,
meaning that missed air passes can really get bouncing around. The foothold
settings appear to be a little bit tighter than the Grass field.
o-------o
| Grass |
o-------o
The default field to play on, it has the normal forces in play, meaning
minimal bounce on the ball (though there is a little bit of a bounce) along
with no slipping of the player as he changes direction
o-----o
| Ice |
o-----o
This frigid location has the same bouncing setting for the ball as Grass,
but the traction of the players is really loose, meaning they will slide
quite a bit as they change direction.
o------o
| Sand |
o------o
This field of really small rocks (no really, sand is nothing more than
miniscule rocks... look it up) has a slower speed to it as well as a very
poor bounce (due to the low compression of the field surface). A field
made for people who prefer a slower style of play.
o------o
| Soil |
o------o
Similar to the Sand field, it has slightly higher speeds to it as well
as higher bounce than Sand. That said, it is still slower than Grass with
less bounce, so keep that in mind if you are looking for a faster field or
not.
~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Strategies ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~
iv) This section will outline some strategies to score lots of goals while
preventing yourself from being victimized in your end of the pitch.
o---------------------------o
| Specific Field Strategies |
o---------------------------o
This sub-section will deal with the in-match settings, looking at what each
one means.
=========================
Your Offensive Strategy
=========================
Pass The Ball: This setting will have your computer partners use the pass to
each other/you without being told to do so manually in-game.
Use Dribble..: This setting will have your computer partners hold the ball
until told to pass or shoot (they will run downfield in a
straight line).
=============================
Should Your Teammates Shoot
=============================
Yes, Frequently: This setting will have your computer partners firing the
ball on net often without being told to do so.
Sometimes......: This setting will have your computer partners firing the
ball on net occasionally without being told to do so.
No, Not At All.: This setting will have your computer partners not firing
the ball at the net without being told to do so.
=========================
Should The G.K. Join In
=========================
Yes: With this option your goalie will rush forward to help adavnce the
ball while it is in your possession.
No.: With this option your goalie will remain in goal even when your team
has possession of the ball.
=========================
Your Defensive Strategy
=========================
Try To Tackle....: Your computer controlled partners will try to
tackle/slide tackle the opponent with the ball without
being told to do so.
Mark The Opponent: Your computer controlled partners will follow the
opponent with the ball, waiting for a command from you on
what to do.
o--------------------o
| Bicycle Kick Abuse |
o--------------------o
Even when regular Super Kicks have run dry, the Bicycle kick remains a
strong shot to use again and again. The closer to the goal the player is,
the better the chance of the ball getting past the goalie to get into the
netting behind him. This is a superb way to beat even the toughest goalies
out there.
o-------------o
| Long Passes |
o-------------o
This is especially potent for a slow team versus a faster team, as it allows
ball movement downfield without the danger of getting cranked by the
defenders.
----------------------------------------------------------------------------
--------------------------------Final Word----------------------------------
----------------------------------------------------------------------------
5) As is the usual, this walkthrough is copyright property of Brian P.
Sulpher, 2005. The only website, group, person, etc. to have access to
post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and
www.honestgamers.com. You must ask for permission before posting this,
as doing so without consent is a violation of international copyright
law.
If you liked it, hated it, have anything to add, then please E-mail me at
briansulpher@hotmail.com. You can also contact me through MSN messenger
through the same E-mail address.