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    FAQ/Walkthrough by BSulpher

    Version: 2.2 | Updated: 01/23/13 | Printable Version | Search This Guide

    New Super Mario Bros.
    Copyright Nintendo 2006
    Written By Brian P. Sulpher
    E-mail: briansulpher@hotmail.com
    Version 2.2
    Dates Written: June 1st to June 14th, 2006
    
    I dedicate this FAQ to the character who saved gaming... Mario!  Mario 
    continues to entertain me, even after all these years, and this game is no
    different, combining the old school with the newer elements of the Italian
    plumber from Brooklyn.  I salute you Mario!
    
    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 0.2
    -----------
    
    -Submitted guide on June 3rd, 2006
    -Finished Walkthrough through the end of World Two
    -Introduction, Controls, World Map Information, and Items sections are 
     complete
    
    -----------
    Version 0.5
    -----------
    
    -Submitted guide on June 6th, 2006
    -Finished Walkthrough through the end of World Four
    -Enemies and 1-Up Techniques sections are complete (as they can be anyway)
    -Other sections will be filled in with the new updates as they come
    
    
    -----------
    Version 0.7
    -----------
    
    -Submitted guide on June 11th, 2006
    -Finished Walkthrough through the end of World Six
    -I am now accepting contributions to the Secrets Section, so feel free to
     send in some info if you so desire (full credit to those who send in the 
     information of course)
    -Other sections will be filled in with the new updates as they come
    
    -----------
    Version 1.0
    -----------
    
    -Submitted guide on June 14th, 2006
    -Finished Walkthrough 
    -Finished Minigames section
    -Added some Secrets (feel free to e-mail in any new ones)
    -I accept contributions so send away
    
    -----------
    Version 1.2
    -----------
    
    -Submitted guide on June 18th, 2006
    -Fixed an oversight in 2-4 (forgot to cover the Alternate Exit)
    -Added in my strategy for rigging the Item Toad House to the Secrets section
    
    -----------
    Version 1.5
    -----------
    
    -Submitted guide on July 4th, 2006
    -Fixed an oversight on the second World 1-2 Star Coin (thanks to a deluge of
     e-mailers)
    -Made a correction to the Sort Or 'Splode Mini-Game
    -Added in a plethora of corrections (thanks to Kirby5790)
    
    -----------
    Version 1.7
    -----------
    
    -Submitted guide on November 2nd, 2006
    -mayaseye has submitted an Item Fixing idea for getting elusive Star Coins
    -Benton Lam has notified me of the method of taking down the Boss of World 
     Six quicker than with conventional attacks
    
    -----------
    Version 2.0
    -----------
    
    -Submitted guide on October 12th, 2007
    -Made a small correction to Level 7-5 (thanks to Philip Dhingra for the 
     heads up)
    -Fixed the location of a vine in Level 5-C (thanks to Cory Casto for the
     correction)
    -Added in an invisible block in Level 8-8 that holds an Invincible Starman
     (thanks to Emma Randall for the e-mail on this one)
    -Added in an alternate method to beat the boss fight of Level 8 Castle Two
     (thanks to Rubén García Fernández for the idea)
    -Some corrections to spelling and editing (thanks to Emma Bailey for the
     heads up)
    
    -----------
    Version 2.2
    -----------
    
    -Submitted guide on January 23rd, 2013
    -Added a hidden power-up for the World 7 Castle Boss (thanks to Andrea Nyul)
    -Fixed the Balloon Boo description (thanks to The Dan of Many Voices)
    -Made a change on how to get all the Stars on your save file (thanks to Adam
     Pettis)
    -Added in the Secret Challenge Mode code (thanks to Jake Morabito)
    
    ----------------------------------------------------------------------------
    -----------------------------Table Of Contents------------------------------
    ----------------------------------------------------------------------------
    
    1) Introduction
    2) Controls
    3) World Map Information
    4) Walkthrough
    5) Items
    6) Enemies
    7) 1-Up Techniques
    8) MiniGames
    9) Secrets
    10)Credits
    11)Final Word
    
    ----------------------------------------------------------------------------
    -------------------------------Introduction---------------------------------
    ----------------------------------------------------------------------------
    
    1) The following is directly from the New Super Mario Brothers instruction
       manual, and is in no way the work of Brian P. Sulpher:
    
    
    EMERGENCY NEWS FLASH!
    
    
    Princess Peach has been kidnapped! While enjoying a nice walk with Mario, 
    the beloved ruler of the Mushroom Kingdom was whisked away by an unknown 
    assailant. How could this happen with Mario around?
    
    
    According to eyewitnesses, the walk was going swimmingly when Mario and the 
    princess spotted smoke billowing out of Peach's Castle. The mustachioed 
    marvel immediately jumped into action and sped off toward the fire. The 
    moment he left her side, the princess vanished!
    
    
    Who's behind Princess Peach's disappearance?
    
    
    Who's behind the attack on Peach's Castle?
    
    
    Are the two incidents related?
    
    
    Didn't Bowser Jr. once think Princess Peach might be his mother?
    
    
    Looks like Mario's going to need all the Mega Mushrooms he can find to get 
    to the bottom of this mess!
    
    
       Well, not exactly Shakespeare I admit, but then again, when have Mario 
       and Luigi's adventures ever were about the story anyway?  The reason I
       mention their previous adventures is that as a long time platformer, I
       have experienced all the Mario games in this genre, so I warn you now I 
       will occasionally comment on certain areas, situations, and set-ups as 
       they are either tributes or exact matches to areas found within anything 
       from the original SMB through to Super Mario World to Super Mario 64 to
       Super Mario Sunshine!  Hopefully younger gamers will learn some things, 
       while you older gamers get a kick out of the details that Nintendo 
       decided to put in for us fans!  Enjoy my FAQ for the New Super Mario 
       Brothers!  
    
    ----------------------------------------------------------------------------
    ---------------------------------Controls-----------------------------------
    ----------------------------------------------------------------------------
    
    2) This section will outline the control for Mario, both basic and advanced.
    
    
                                o----------------o
                                | Basic Controls |
                                o----------------o
    
    D-Pad...: UP and DOWN will move Mario into pipes, though holding DOWN will
              also allow Mario to duck.  LEFT and RIGHT will move him in the 
              corresponding direction pressed.
    
    START...: Pauses/unpauses the game, bringing up the in-game menu.
    
    A Button: Press to make Mario jump. Also doubles as a swimming stroke in the
              water.
    
    B Button: Press to make Mario jump. Also doubles as a swimming stroke in the
              water.
    
    X Button: Hold this button to dash and to pick up Shells/springboards/etc.
              Also allows Mario to punch doors on the fences to get to the other
              side.
    
    Y Button: Hold this button to dash and to pick up Shells/springboards/etc.
              Also allows Mario to punch doors on the fences to get to the other
              side.
    
    L Button: Scroll the map screen to the left.
    
    R Button: Scroll the map screen to the right.
    
    
                               o-------------------o
                               | Advanced Controls |
                               o-------------------o
    
                                   =============
                                   Anytime Moves
                                   =============
    
    Double/Triple Jump: When coming down from a jump (holding the X/Y Button), 
                        immediately press the B/A Button to rocket back into the
                        air, achieving more height and style than the previous 
                        jump.
    
    Gap Dashing.......: When the space between platforms is one space, you can 
                        hold the X/Y Button to pass over the holes without 
                        falling through.
    
    Ground Pound......: When Mario has jumped into the air, press DOWN to slam
                        his weight down, delivering a brutal hit to enemies and
                        bricks, breaking the bricks if he is not Regular Mario.
    
    Slide Duck........: Sometimes the open space is only the size that Regular 
                        Mario could normally pass through, but Mario can run at 
                        the space, duck (press DOWN) just before he gets there, 
                        and then he will slide through to the far side.
    
    Sliding...........: On a hill's slope, press DOWN to slide down the hill and
                        kill enemies that are in the way.
    
    Super Jump........: When you hop on an enemy, hold the A Button to fly 
                        farther into the air than a normal hop would bring 
                        Mario.
    
    Wall Jump.........: When Mario jumps into a wall, press towards the wall, 
                        followed by pressing A/B Button to send him kicking off
                        the wall to gain some height.  When used in a narrow 
                        vertical corridor, he will be able to reach heights he 
                        could not get to through conventional means.
    
    
                                    ===========
                                    Fiery Mario
                                    ===========
    
    Firepower: Press the Y/X Button to throw a Fireball that can scorch enemies.
               Maximum of two Fireballs on screen at a time.
    
    
                                    ===========
                                    Shell Mario
                                    ===========
    
    Shell Dash: Holding down the X/Y Button will allow Mario to run, building
                enough speed to start spinning around as he slides like any old
                Koopa Troopa.  He will keep going in the same direction till he
                hits an object (reverses course) or releases the X/Y Button.
    
    ----------------------------------------------------------------------------
    ---------------------------World Map Information----------------------------
    ----------------------------------------------------------------------------
    
    3) This section will examine the rules, functions, and structures found 
       within the World map, and what they mean for Mario.
    
    
                                 o--------------o
                                 | World Layout |
                                 o--------------o
    
    Each world will have set of levels, objects, Toad Houses, and enemy 
    installations strewn about it, usually connected by pathway.  However, some
    levels will have two exits, with each exit leading down a different path, 
    meaning that Mario will beat the level both ways to open both paths from that
    level to the next two stops.  Often the more difficult to find/get to exit
    will yield the path to the levels with letters (A or B) instead of the more
    conventional paths of numbered levels and Towers/Castles.
    
    
                                  o------------o
                                  | Toad House |
                                  o------------o
    
    These are the places on the nap where Mario can improve his chances of 
    rescuing Princess Peach.  The following Toad Houses exist:
    
    Green Toad House: With a series of blocks to randomly select, hit them to
                      reveal 1-Ups.  The long you go, the higher the 1-Up totals
                      will be, but the game ends once the Bowser ? Block is hit.
                      Luckily, the 1-Ups found to that point are still yours to 
                      keep.
    
    Item Toad House : The tried and true Toad House, one random Item will be 
                      Mario's after he hits the flashing Item Block, sending it 
                      into the Item reserve for you.
    
    Mega Toad House : No guessing or luck involved here... Mario will hit the
                      giant ? Block (love the SMB3 reference here) to reveal a
                      Mega Mushroom, which will be put into his reserves for 
                      whenever he decides to use it.
    
    
                         o-------------------------------o
                         | Winged Blocks/Hammer Brothers |
                         o-------------------------------o
    
    These two will move about the map randomly, stopping in a level.  If Mario
    enters the level they are occupying, he will then get a free Item from the
    Winged Block if he hits it, or he will have to face a might member of the
    Hammer Brother Family.
    
    ----------------------------------------------------------------------------
    --------------------------------Walkthrough---------------------------------
    ----------------------------------------------------------------------------
    
    4) This section will examine the game in-depth, covering every necessary
       step for completing this wonderful game.
    
    
                               ~~~~~~~~~~~~~~~~~~~~~
                             ~~~~~~~ World One ~~~~~~~
                               ~~~~~~~~~~~~~~~~~~~~~
    
    _____________________
    X - Start            |
    # - Level            |
    a - Extra Level      |
    O - Empty Space      |
    T - Tower            |
    C - Castle           |
    H - Ghost House      |
    W - Warp Cannon      |
    P - Pipe             |
    S - Star Coin Toll   |
    I - Item Toad House  |
    G - Green Toad House |
    M - Mega Toad House  |
                         |
    _____________________|
    
                   G              M            +----5------------+
                   |              |            |    S            |
                   S              S            |    |            |
    X----1----2----3----O----T----4------------O    +----G       O----C
              |         |    |                 S                 |
              |         |    |                 |                 |
              +----I----+    +----W     I------a-----------------+
    
    
                                   o-----------o
                                   | Level 1-1 |
                                   o-----------o
    Here we go!  Starting with a classic set-up, run forward and bust the 
    Goomba before raiding the ? Blocks for Coins and a Power-Up.  Head right,
    hitting Bricks for Coins (including a Coin Block up high), followed by a
    couple Goombas positioned around a pipe.  Hop the gap ahead to hit the next
    ? Block for a Mega Mushroom (I advise doing this for the great fun that 
    comes from trashing enemies, bricks, pipes... basically anything that is in
    Mario's rampaging path), but the walkthrough will continue onwards as if you
    never grabbed this Item.
    
    Head right past a Goomba and over a gap, jumping off the pipe to get the 
    first Star Coin in the game, followed by hitting the open space between the
    bricks ahead to make a ledge to hit the next ledge of bricks to find a
    beanstalk (go up for Coins, but note it bypasses a Star Coin if taken).  Go
    down the next pipe, jumping over the gaps in the way, killing Goombas to get
    a Power-Up from the ? Blocks, finally getting the second Star Coin before 
    heading back topside.  Head left from the pipe to go get some Goombas to 
    reach the third Star Coin, which is protected by bricks, so use a Ground 
    Pound to bust it out, finishing the set for this level!
    
    Now head right, hopping the gaps and pipes, passing a Green Koopa Troopa and
    a Red Koopa Troopa, reaching the staircase that is oh so familiar to Super
    Mario Brothers veterans.  Climb upwards, taking a running leap to hit the
    flagpole to end the level!
    
    
                                   o-----------o
                                   | Level 1-2 |
                                   o-----------o
    
    This level begins with a dizzying descent, destroying the bricks for the 
    Coins that they protected... provided you are not Regular Mario of course.
    Move along to the right, grabbing the Power-Up from the first ? Block and
    breaking bricks for the Coins they shelter (note that the dual brick layer
    leads down to a bunch of Coins and a Coin Block), followed by leaping to the
    right via the brick ledges to snag the first Star Coin.
    
    Go down and right for another Power-Up, dealing with the Goombas and Green
    Koopa Troopas, arriving at a brick structure that holds the second Star 
    Coin.  To get inside, get directly above the Star Coin's position and 
    perform a Ground Pound to bash your way inside, followed by getting out to
    move right once more, facing a teeter-totter log ride to the bricks ahead 
    (the highest brick is a Coin Block).  Next are three pipes (the first can be
    accessed to go into a Bonus Room), two of which house Piranha Plants, so 
    shoot them with Fire or just pass by when they retreat into their homes, 
    being sure to get the Power-Up in the ? Block while dealing with the 
    nuisances.
    
    Hop across the gap ahead (or take a running leap and land on the bricks 
    above to run across the top of the area without worry), finding a Green 
    Koopa Troopa and two Goombas guarding the way forward to another 
    teeter-totter log.  Now the level will split in two, so the Main Route and
    the Alternate Route will be outlined:
    
                                    ==========
                                    Main Route
                                    ==========
    
    Use the teeter-totter log to reach the bricks or ledge ahead, jumping the 
    Green Koopa Troopa before hopping the next gap to reach the pipe out of the
    subterranean area.  Once outside, climb the staircase and leap to the 
    flagpole, ending the level!
    
                                 ===============
                                 Alternate Route
                                 ===============
    
    Use the teeter-totter log to get high on the right side, leaping onto the 
    ceiling, running along it to find the third Star Coin for the level, 
    followed by going up through the pipe to use the semi-staircase ahead to 
    leap onto the flagpole, ending the level!
    
    
                                   o-----------o
                                   | Level 1-3 |
                                   o-----------o
    
    Another classic area from the original Super Mario Brothers, the toadstool
    platforms!  Head right to get a Power-Up from a ? Block, followed by using
    the springboard ahead to find a second springboard and some Coins, so launch
    higher up to bounce off the rubbery toadstool, flying into the first Star
    Coin.  Immediately float to the right, following the line of Coins, falling
    down to a ledge that holds the second Star Coin!
    
    Grab the Power-Up from the ? Block before passing the halfway point, facing
    a red Koopa Troopa, followed by a dual set of rocking toadstools, high above
    these two would be the the third Star Coin (jump when they are high in the 
    air to finish getting this easy trio of Star Coins).  Head right (jump onto
    the high toadstools if possible), finding a Red Coin Ring to go through,
    making 8 Red Coins appear, rewarding Mario with a Power-Up if he is Super
    Mario or less in his stature or reserve Power-Up, or if he has at least a
    Fire Flower in both spots, he will get a 1-Up Mushroom.  All that remains 
    from here is to go right and use the remaining rocking toadstool to leap 
    onto the Flagpole, ending the level!
    
    
                                 o---------------o
                                 | Level 1-Tower |
                                 o---------------o
    
    This level is vertical in nature, with moving walls, so be sure to not get
    crushed in between the granite.  Jump up past the Dry Bones to get the 
    Power-Up from the ? Block on the left, followed by leaping through the 
    various sets of moving granite blocks when they are open, reaching a spot
    where two horizontal sprints must be performed to pass through the 
    vertically moving blocks.  Head up to the next ledge to get the Power-Up 
    that the Dry Bones is guarding, also going further right to get the first
    Star Coin before heading left to climb upwards once more.
    
    Jump up the moving granite staircase to head left, performing a set of
    wall-jumps to reach a ledge with a door heading inside.  Here is where the 
    level splits in two for purposes of the Main Route and the Alternate Route:
    
                                    ==========
                                    Main Route
                                    ==========
    
    Grab the second Star Coin from the right side of the room, followed by 
    exiting out the door, leaping up to the ledge above (between the granite
    and the spike blocks), climbing the granite blocks to reach the third Star 
    Coin for the level.  Continue jumping up through the next set of granite 
    blocks, timing the leaps to not get crushed and reach the ledge above, where
    Mario will find a green pipe to use to launch into the air.  Time his entry
    into the pipe for as soon as the lowest granite blocks above start to move 
    apart, which will safely send Mario up to the high area, where he will see 
    the two MASSIVE Dry Bones that were working the moving the granite blocks 
    through out the Tower.  Grab the Power-Up from the right before heading 
    through the large door.
    
    Baby Bowser will attack Mario simply by running back and forth, attempting 
    to ram him at full speed.  The way to defeat the monster is to hit him with
    three leaps to the head, though he will retreat to his shell after every
    bonk from Mario, so step away until he comes back from his hiding game.  The
    other method for defeating Baby Bowser is to hit him with 9 Fireballs, 
    though the Fireballs can be combined with the jump attacks to beat Baby 
    Bowser as well.  Consider the Jump attacks remove 3 Hit Points and the 
    Fireballs remove 1 Hit Point, meaning that to beat Baby Bowser, 9 Hit Points
    must be removed.  Defeat him to end the level, advancing further in the 
    quest to save Princess Peach.
    
                                 ===============
                                 Alternate Route
                                 ===============
    
    For this exit to be accessible, Mario will need to have to be Shell Mario.  
    Jump to the right in this room, getting by the door, but instead of heading
    through, instead leap up to the hole above, passing through to a secret 
    area.  Here Mario will need to use his Shell to bust down the bricks, 
    followed by using a leap to busy the bricks above, opening the way to the
    pipe that was covered.  After going through the pipe and falling down to
    the ground below, you can just leap onto the flagpole, or you can try to
    use the Shell run to leap off the bricks above to reach the top of the 
    flagpole for a good score.  Either way, this will allow Mario to access the
    Warp Cannon on the World Map, sending him all the way to World Five!
    
    
                                   o-----------o
                                   | Level 1-4 |
                                   o-----------o
    
    Slide down the hill and kill the Goombas, followed by hitting the Green 
    Koopa Troopa off the next hill to hit the ? Block to make the Power-Up 
    inside come out.  Next up are two Goombas on a slope, leading to an area 
    with a Green Paratroopa Koopa to dust off, followed by checking the ? Blocks
    to find a Mini Mushroom.  The Mini Mushroom will make Mario so tiny that he
    can slip through the hole on the left side of the area, going down the tiny 
    pipe!  Inside here Mario should run right across the water, wall jumping to
    the high ledge to get the Star Coin that resides up there.  
    
    Now head back up the pipe and move to the right, passing a Goomba spewing
    pipe to leap a gap, locating a Power-Up in the ? Block row.  Now that Mario
    has become Super Mario, go stand on the brick pictured below and perform a
    Ground Pound:
    
      STAND HERE
           |
     _____ v
    |  |  |_ _ _
    |__|__|_|_|_|
    |  |xxxx   xx
    |  |xxxx   xx
    
    Enter the pipe to find some Coins, but leave them alone and go right, 
    busting the bricks to reveal a P-Switch, which turns the Coins into 
    bricks, forming a path for Mario to climb to the left, finding the second
    Star Coin on the ceiling area of the room.  Head right afterwards, taking 
    the pipe back to the surface.  At this point, Mario will need to go after 
    the third Star Coin, so head left, sliding down the hill to move right 
    towards the gap to go across it to get the third Star Coin, finishing the 
    set for this level!
    
    Head right from the pipe where Mario emerged from the subterranean area,
    facing an upward slope where Goombas pour from a pipe, jumping past that to 
    get onto said pipe.  From here Mario can make a jumping effort to reach the 
    flagpole ahead, so make a good leap to finish off the level!
    
    
                                   o-----------o
                                   | Level 1-5 |
                                   o-----------o
    
    This level has long stretches of spongy toadstool, which will keep bouncing
    Mario high into the air.  If you desire to get even more air, press the A
    Button as Mario is landing, sending him to the highest reaches of the screen
    in the process.  After snagging the Power-Up from the ? Blocks near the 
    start, jump when landing on the spongy toadstool, firing Mario high enough 
    into the air to get the first Star Coin.  Next up is a bouncy trip to the 
    right, finding a Red Koopa Troopa to knock senseless, followed by booting it
    to the right so Mario can follow it, watching it clear out a bevy of Koopa 
    Troopas, rewarding him with a 1-Up if he stays with the deadly projectile 
    long enough!
    
    Bound past the next Red Koopa Troopa, reaching a solid toadstool area, 
    followed by a pulley elevator, so get on the one side to raise the other 
    (your side will fall) leaping across to the high side to get to the second
    Star Coin.  Just a quick note that yes the old stay on the elevator long 
    enough and the bars will fall of trick still works, just like in the 
    original SMB!  Continue to the right, using the same trick on the third
    pulley elevator, getting on the right side of it when it is high to enter 
    the pipe that resides above it.  Here Mario will ride a rocking toadstool,
    grabbing Coins and the third Star Coin, followed by hopping down the hole
    at the end to return to the main area of the level.
    
    As Mario passes the halfway point (and two Green Paratroopa Koopas), he
    will find more of the spongy toadstool and a Power-Up nestled in the nearby
    ? Blocks, leading into a Red Coin Ring (bounce around the few spongy 
    toadstools and the Goomba to get the reward).  Continue along carefully, 
    beating up any enemies to find four Coin Blocks to raid, with the results
    coming from bouncing into them from below, getting Mario stopped underneath
    them perfectly, allowing the spongy toadstool to do all the work for Mario. 
    After this are a couple Goombas laced into the spongy toadstool hopping, 
    finishing with bouncing high to the right to hit the flagpole, ending the
    level!
    
    
                                   o-----------o
                                   | Level 1-A |
                                   o-----------o
    
    Head down the pipe to find a Power-Up in the ? Block, which will also be the
    point where the level begins to scroll, meaning that couple classic Mario 
    game rules are in effect: Mario can get squished by the solid obstacles in 
    his path if he gets stuck on the left side of the screen, and the enemies
    will be positioned in such a manner that Mario will need to run through the
    gauntlet with precision strokes.  With the scrolling of the screen will come
    a vaguely familiar enemy in Sushi, a blue shark from Super Mario 64 that 
    often will enter the screen with a fellow Sushi, charging straight ahead.  
    So Mario is advised to steer clear of them or to let some fireballs take 
    care of the problem, if he has the capability.
    
    Head right through the multitudes of Sushis in this area, finding a P-Switch
    to hit to reveal silver Coins spread among the bouncy obstacles ahead, so 
    swim precisely to get through the area quickly, grabbing all the Coins along
    the way.  After this area send Mario swimming for the ceiling of the next 
    stretch, as a Star Coin rests up here, and it is difficult to come at it 
    from below due to the invisible blocks that populate the area.  From there
    Mario will go right, entering the pipe leading upwards, appearing near the
    second Star Coin.
    
    Upon entering the water area again, avoid the Cheep-Cheeps and hit the 
    rotating Power-Ups for the picture that is on the block when Mario makes
    contact from below.  Next up are Sushis attacking from the left, so dodge 
    them and enter the Red Coin Ring to go try for the Power-Up/1-Up reward.  
    The Sushis will now switch back to attacking from the right, but they are 
    aided by air currents from pipes, so swim through the currents between waves
    of Sushis, finding a P-Switch to hit, revealing a multitude of silver Coins
    to grab, all the while dodging Sushi charges.
    
    Swim right as soon as the Star Coin appears above, grabbing the Star Coin,
    followed by either ducking to avoid the incoming Sushi or swim back out 
    quickly.  Swim past the last few Sushis and head up the pipe, going forward
    to jump to the flagpole to end the level!
    
    
                                 o----------------o
                                 | Level 1-Castle |
                                 o----------------o
    
    Head right, using the rope platforms to cross lava fields and to launch
    Mario high into the air.  After getting the ? Block Power-Up, go past a few
    Podoboos in the lava, finding a Dry Bones guarding a set of moving spike
    blocks.  Run underneath the spikes, stopping in the various openings 
    (grabbing the Coins and such that are in the openings), arriving at an 
    opening where the Star Coin above beckons.  Wait for the spike blocks to
    descend, using a wall jump to reach the Star Coin.
    
    Head right to pass the halfway point, grabbing the Power-Up en route to some
    more rope and Podoboo action, leading to a Dry Bones guarding a jump to a 
    small ledge which holds the second Star Coin.  Head right to find another
    rope rigging bridge, but only go right to get past the last Podoboo here, 
    followed by letting Mario sink on the rope for a second before jumping, 
    launching him up to the pipe just off the screen above, entering it to 
    locate the third Star Coin.  Head back out to go right past a Dry Bones, 
    leaping across the rising and falling granite blocks to leap one final lava
    gap to enter the large doors ahead.
    
    Baby Bowser will send in Bowser to fight against Mario... on a breakaway
    bridge.  Yes, Baby Bowser has never read a history book apparently on the
    entire game of Super Mario Brothers.  Anyway, Bobwer can be taken down 
    through three particular strategies:
    
      i) The easiest way to beat him is to get onto the elevator floating on the 
         bridge, waiting for Bowser to draw near so Mario can take a running
         leap past the beast to hit the switch and drop Bowser into the lava.
    
     ii) Fireballs can roast the beast, taking him out in a few short bursts.
         Although this manner will drop Bowser into the lava below, only hitting
         the switch will end the battle.
    
    iii) This is an unorthodox option, but as Shell Mario you can bash Bowser 
         until he falls into the lava defeated.  The same rules apply for 
         hitting the switch to end the level.
    
    
                               ~~~~~~~~~~~~~~~~~~~~~
                             ~~~~~~~ World Two ~~~~~~~
                               ~~~~~~~~~~~~~~~~~~~~~
    
    _____________________
    X - Start            |
    # - Level            |
    a - Extra Level      |
    O - Empty Space      |
    T - Tower            |
    C - Castle           |
    H - Ghost House      |
    W - Warp Cannon      |
    P - Pipe             |
    S - Star Coin Toll   |
    I - Item Toad House  |
    G - Green Toad House |
    M - Mega Toad House  |
                         |
    _____________________|
    
              I                         M         G             I
              |                         |         |             |
              S                         S         S             S
    X----1----2------------3------------4----T----O--------5----O----6----C
                           |            |                            |    |
                           |            |                            |    |
                      W----a----P       +--------------I-------------+    P
    
    
                                   o-----------o
                                   | Level 2-1 |
                                   o-----------o
    
    Head right for a Power-Up from a ? Block, which is immediately followed by
    the first Pokey of the game.  Pokey is a segmented Cactus (originally from
    SMB2) who can only be defeated by taking out all of his segments or shooting
    him in the head.  Head past this obstacle (unless Firepower is yours, then 
    roast him up) to find a Spiny and another Pokey, so use the yellow block 
    with the face to make it past the next Pokey (hit the block and then use the
    higher ledge to launch past the wavery cactus).  Jump forward to get the 
    first Star Coin, but retreat back to the high ledge, as it will allow Mario 
    to clear Pokey when he comes closer.
    
    use the elevator that appears next, lifting past the next Pokey, moving 
    right to leap past each Pokey as the elevators they inhabit drop low enough 
    to let Mario by.  Drop down to the ledge above the quicksand, letting the
    next Pokey move upwards out of range, leaving the jump and the second Star
    Coin wide open for Mario.  A running leap will clear the gap and the Pokey,
    which will also pass the halfway point for the level, leading to a Power-Up
    in a ? Block.
    
    Next up is an area with small ledges and moving platforms that are populated
    by (yep, you guessed it) Pokey.  Jump ahead carefully, but be wary as Pokey 
    can get onto the moving platforms, so he could become mobile and chase 
    Mario.  If you lack Firepower, a quick jump down to the third Star Coin must
    be immediately followed up by efforts to get high up once more, as Pokey 
    will begin to close in on a moving platform.  The up and down elevators set 
    (vintage SMB) will have Mario riding high on the first set, jumping onto the
    second set, immediately followed by running to leap past the final Pokey,
    reaching the pipe.  Hit the brick here to make a P-Switch appear, triggering
    it to make the Coins above Pokey become a nice jumping ledge to go for the 
    top of the flagpole!
    
    
                                   o-----------o
                                   | Level 2-2 |
                                   o-----------o
    
    This level will reintroduce everyone to that rapscallion in the flying cloud
    (Lakitu) and his pets he throws about (Spiny)!  Take on the three Red Koopa 
    Troopas if you wish to, but mainly concentrate on getting the Power-Up while
    moving right, passing the ledge to see Lakitu come out from behind the 
    nearby Pyramid!  Lakitu will throw his pet Spinies at Mario, but if Mario 
    can take out Lakitu, he will not return for a short while, and Mario may be
    able to even hitch a ride in that cloud!  Run right to find a couple high ?
    Blocks (one has a Power-Up) to attack Lakitu from, and if Firepower is 
    yours, use it to take Lakitu from his perch, followed by stealing his ride!
    
    With the cloud in hand, fly right until a coin path upwards appear, so 
    follow it to locate the first Star Coin.  Jump off the cloud and run right
    past more Red Koopa Troopas, jumping a gap when the Piranha Plant retreats
    into his pipe, finding some bricks to Ground Pound through to grab the
    second Star Coin.  Lakitu should have returned by now, so be wary of him as
    you move to the right, finding a structure with bricks and ? Blocks in it
    (note that this a tribute to a structure in the first Lakitu level ever, in
    SMB's 4-1) to bust up as you desire, followed by locating a green pipe to go
    down, which will launch Mario high into the air, directly at a pipe above 
    (press UP to go inside).
    
    Use the dual set of green pipes here tog et the Coins and third Star Coin,
    then head down the pipe on the right to return to the main level area.  Move
    to the right, using the rocking toadstool to go jump onto the flagpole, 
    ending the level!
    
    
                                   o-----------o
                                   | Level 2-3 |
                                   o-----------o
    
    Head down the pipe and go right past the ? Blocks, wall jumping to get to 
    the Star Coin above the ledge, followed by hopping down the hole to move 
    left to get a Power-Up.  After taking out the Swoop (N64 enemy!), leap over
    the first trap door (go through for Coins if you desire them) to Ground 
    Pound down to the lower tunnel, moving right to find a Piranha Plant and 
    some one-way doors.  Take Mario up around the Piranha Plant location, 
    keeping an eye out for the second Star Coin while en route, arriving at the
    next area.
    
    Head right to slide down to the bottom of the area, moving right again to go
    hit a ? Switch.  At this point the game is split into two possible exits,
    so take the Main Route to go on to 2-4, or choose the Alternate Route to go
    after 2-A.
    
                                    ==========
                                    Main Route
                                    ==========
    
    Run to the right, swimming past the opening above (you can go inside to find
    some Coins if so desired), aiming Mario for the ledge on the right before 
    the water level drops off.  Take a running start in this new area, clearing 
    the massive Piranha Plant, continuing to the dead end to find a Power-Up.  
    Jump up to the next set of challenges, moving left to leap over a Piranha 
    Plant, climbing up the right side of the two choices here, taking a running 
    leap to the right to make the small ledge there to go get the third and 
    final Star Coin.  Return to the floor below, moving right to hop upwards 
    through the ledges and the spinning manhole, taking off to the right from 
    there to hit the ! Switch, using the now solid bricks to go right to leave 
    the area.  Outside is a springboard to use for a shot at a higher flagpole
    landing, so use it to finish off the level!
    
                                 ===============
                                 Alternate Route
                                 ===============
    
    Run to the right, leaping off to the right to land in the rising water,
    swimming through the hole in the ceiling that is nearby.  Once inside the
    large cavern, go to the left and hit the second ? Switch, swimming up at the
    top of the water as it rises, leaping onto the high ledge that is briefly
    accessible.  Head right to leave the area, arriving at a flagpole, so go 
    grab a hold of it, ending the level!
    
    
                                   o-----------o
                                   | Level 2-4 |
                                   o-----------o
    
    
    Hit the ? Switch to go after the ? Blocks (getting a Power-Up from one)
    before heading right, jumping a gap to find some Coins in ? Blocks guarded
    by Green Koopa Troopas and a couple Goombas.  Next up have Mario knock a 
    Koopa Troopa senseless, picking up the shell to go right underneath the 
    ledge, jumping up to hit the shell right into the Piranha Plant, followed
    by Wall Jumping to the Star Coin above the pipe.  Now head back left to go 
    over the top of the structure, carefully going down the steep steps (passing
    Piranha Plants) to get into the water, reaching a divergence in the level
    pathways.
    
                                    ==========
                                    Main Route
                                    ==========
    
    Start off by swimming to the right.  Drop down and swim along the bottom of 
    the screen, passing under the land here to find a red pipe to go into.  
    Swim through the small area here, collecting coins while dodging the 
    Cheep-Cheeps, heading through the next pipe to go left (ignore the ? Switch 
    for now) to get the second Star Coin, followed by hitting the ? Switch to 
    escape the hole Mario is in.  
    
    Head right to find a Power-Up and a ? Switch, so grab the Power-Up before 
    hitting the ? Switch, moving off to the right over the two hills, launching 
    right from the summit of the second hill to reach the high ledge.  The next 
    challenge is an old favourite... HAMMER BROTHERS!  Using a vintage dual brick
    structure setting from SMB, they guard the way forward and the third Star 
    Coin, so take them out with punches from below on the bricks they are 
    standing on.
    
    Head right to find the staircase, and another blast from the past that is 
    Super Mario Brothers, as Mario can use the Green Koopa Troopa coming down 
    the staircase here can be used to gain a lot of 1-Ups!  To do so just stand
    on one of the bottom steps, letting the Green Koopa Troopa come down to 
    Mario, timing a leap straight into the air to come down so Mario lands on 
    the Koopa so Mario will keep bouncing up and down, kicking the shell off the
    stair above him for a lot of points and then the 1-Ups will begin to pile 
    up!  Once you tire of this, continue up the stairs and go touch the flagpole
    to end the level!
    
    
                                 ===============
                                 Alternate Route
                                 ===============
    
    For this exit you will need to be Mini mario.  When you reach the pipe in 
    the water, head left as Mini Mario, running across the water, entering the 
    mini pipe.  Once Mario reappears, head right and find the flagpole, so get
    onto the higher ledge via a Wall Jump from the left side to get a better point
    value for the flagpole grab, but either way it will end the level!
    
    
                                 o---------------o
                                 | Level 2-Tower |
                                 o---------------o
    
    Start off by using the rotating elevators, getting the Power-Up from the 
    ? Blocks above the second set, followed by climbing above to go left, using 
    the rope to continue onwards.  On the next rotating elevator, ride it until
    a small ledge on the left appear, leaping to it to start a wall jump 
    upwards, finding a door to enter, finding a small structure of blocks that 
    move when touched, so keep performing wall jumps to get to a ledge on the
    right, followed by jumping on top of the moving blocks to move left, getting
    a Star Coin.  If you wish to shortcut to end of the Tower, use the second
    moving block set to reach the top door, but if you want to do the rest of
    the level, retreat to the door you entered by.
    
    Back at the previous rotating elevator, go right this time via the rope, 
    dropping down past the rotating elevator to get the second Star Coin, 
    followed by going up again (feel free to go after the Red Coin Ring prize),
    advancing by leaping to the ledge on the right, springboarding through the
    green pipe.  Grab the Power-Up from the ? Block before moving on to jump
    across the gaps ahead via the spinning bricks (hit the small red bricks to 
    make an extra one appear).  When Mario reaches the third set, hit the red
    brick to make some more spinning blocks appear, but instead of taking the
    first two in sight, backtrack to the left to use one that was off screen to 
    go onto the higher ledge nearby, where a well placed wall jump will get the
    third Star Coin far above.  Once you are done, head back to the right, using
    the two spinning blocks passed before to get to a pipe, finding the big 
    doors!
    
    Baby Bowser will attack Mario simply by running back and forth, attempting 
    to ram him at full speed on a platform that is not complete, as Mario can 
    fall into the quicksand below, making it tough for him to escape and battle
    Baby Bowser without taking a hit on the exit.  The way to defeat the monster
    is to hit him with three leaps to the head, though he will retreat to his 
    shell after every bonk from Mario, so step away until he comes back from his
    hiding game.  The other method for defeating Baby Bowser is to hit him with 
    9 Fireballs, though the Fireballs can be combined with the jump attacks to 
    beat Baby Bowser as well.
    
    
                                   o-----------o
                                   | Level 2-5 |
                                   o-----------o
    
    Head right, Ground pounding the ? Blocks for profit and a Power-Up, quickly 
    running into Blockhoppers.  Use the Ground Pound to eliminate them, but
    when you get a spot with Coins leading upwards, draw a Blockhopper near, 
    allowing Mario to use the Blockhopper as a stepping stone to leap up and get
    the first Star Coin.  Continue right, battling Spinies and Blockhoppers, 
    finding a Power-Up at the halfway point, followed by encountering Fire 
    Snakes for the first time.
    
    head right while watching for some bricks floating in the air, indicating 
    the next spot that a Blockhopper will come in handy.  Leap onto the bricks
    from a Blockhopper, followed by Ground Pounding the bricks to reveal a
    P-Switch, so go hit it and then use the path from the Coins that are now 
    bricks to go left to get the second Star Coin.  head right to find another
    member of the Hammer Brother fold, this one happens to be a Boomerang 
    Brother, so approach him cautiously, stomping him en route to sinking into
    the quicksand below on purpose.  While sinking, hold to the right, jumping
    up to pass through the screen on the right, appearing to go downwards, using
    the Blockhopper below to reach the third Star Coin.  All that remains from
    here is to go back up to the surface, moving right past one more Blockhopper
    (or use it as a stepping stone to reach higher) to get to the flagpole.
    
    
                                   o-----------o
                                   | Level 2-6 |
                                   o-----------o
    
    After passing through the first area, Mario will again be in a scrolling
    level, with this one taking place on a few platforms.  Mario would be 
    greatly served to have Firepower here, as the main enemy facing him are the
    ever persistent Piranha Plant.  Ride to the right, busting the Power-Up from
    the third ? Block, which is soon followed by a couple Piranha Plants that
    float by harmlessly.  The next two Piranha Plants will land on the platform,
    so avoid them while the ledge floats under a pipe with a Piranha Plant 
    inside.  Stay away from the Piranha Plant on the right, as a ledge will 
    remove it, allowing Mario to get the first Star Coin floating above the
    moving platform.
    
    Grab the Power-Up from the third ? Block, followed by using the small ledge 
    that comes into play to hit the middle ? Block of the next set to make a 
    1-Up Mushroom pop out.  Watch out for a Piranha Plant to land on the right 
    side, leaping it to get on the higher ledge here for another Power-Up, 
    leading to a dual Piranha Plant attack, so get between them on the higher 
    ledge before they land, grabbing the second Star Coin that follows them.  
    Watch out for the Super Piranha Plant that will float through next, so stay
    high to avoid it completely.
    
    After this the big ledges will begin to pull away, so jump onto the small
    ledges that float on to the screen, leaping forward along the set, watching
    out for the Venus Fire Trap (SMB3 enemy!) to get the third Star Coin.  
    Continue to avoid the stray fireballs from behind, reaching solid ground 
    where Mario must use the air pump to send the cork in the pipe flying, 
    allowing him to pass through the pipe to find one last Piranha Plant to deal
    with before reaching the flagpole to end the level.
    
    
                                   o-----------o
                                   | Level 2-A |
                                   o-----------o
    
    Move right to find a Power-Up in a ? Block, followed by dealing with the
    Koopa Troopas and dodging the massive fish trying to eat Mario from below,
    appropriately titled Spike Bass due to his spiky exterior.  Keep away from
    him while moving on, taking the lower log path to get the first Star Coin
    (draw an attack from Spike Bass first, then sprint through to get the Star
    Coin easily).  
    
    Next up are some springboards, so use them to launch high into the air,
    collecting Coins and finding the second Star Coin high in the sky before 
    advancing to find a Red Koopa Troopa, at which point the paths in the level 
    diverge.
    
                                    ==========
                                    Main Route
                                    ==========
    
    Go past the Red Koopa Troopa and into the green pipe, swimming upwards upon
    exiting to find a springboard.  use this one to launch high into th air, 
    holding RIGHT to land on the flagpole for a good score, ending the level and
    unlocking the path to the Pipe!
    
                                 ===============
                                 Alternate Route
                                 ===============
    
    Perform a spinning jump from a springboard to land off the Red Koopa Troopa,
    bouncing back into the air to reach the pipe on the ledge above.  Grab the
    third Star Coin in this contained area before taking another pipe, this one
    leading to an alternate exit flagpole, which unlocks the Warp Cannon that
    goes to World Five!
    
    
                                 o----------------o
                                 | Level 2-Castle |
                                 o----------------o
    
    Let the Giant Spiked Ball roll into the pit below, followed by going right
    past a couple Spiked Balls to get a Power-Up from a ? Block.  Next up is a
    rope for swinging past a Giant Spiked Ball, swinging back and forth to get 
    enough momentum to reach the ledges above, which lead to a 1-Up Mushroom.  
    Next draw the Spiked Ball into rolling by before raiding the ? Blocks for a
    Power-Up, followed by running a gauntlet area, stopping in each crevice or
    leaping to a higher ledge to avoid the incoming Spiked Balls.  Upon reaching
    the split in the path, Wall Jump up to the high ledge, running right to go
    into the hole before the Spiked Ball arrives, grabbing the first Star Coin
    in the process.
    
    head down and then right, dodging one last Spiked Ball to get to the door.
    Mario will appear outside, facing some Bullet Bills while grabbing a 
    Power-Up, running to the right to get onto a Bullet Bill cannon to the right
    and below a Star Coin.  here Mario will need to use a Bullet Bill as a 
    stepping stone by performing a Super Jump (hold A/B Button when landing on 
    the foe) to reach that second Star Coin.  Run through the narrow hall 
    (ducking Bullet Bills) to hit the ? Switch, lowering the land to allow Mario
    through, but he will need to first get by the Spiked Ball in the dip, 
    reaching a Power-Up immediately afterwards.  Now Mario will have a choice to
    make, as the level can have two possible outcomes.  Use the rope ahead to 
    swing to the ledge above, collecting the Mini Mushroom here to go right over 
    the gap, passing through the narrow passage to reach the third Star Coin, 
    followed by making a choice on which level ending fight to participate in.
    
                                    ==========
                                    Main Route
                                    ==========
    
    Grab the Power-Up from the ? Block before exiting the lower area to go past 
    a Spiked Ball, hitting the ?-Switch, allowing Mario to enter the large doors
    below.  Head right and Mario will come face to face with the Mummy Pokey!  
    To win this battle Mario will need to put 9 Fireballs into the creature, hit
    it with three Shell Dashes, or jump on the head of the monster three times
    (you can also go Mega Mushroom on it as well if you are lazy).  The monster 
    will attack by surfacing from the sand, spitting a projectile at Mario, and 
    then disappearing below once more.  if you are going to use jumps to defeat 
    it, only nail it when it is low enough to safely jump onto it.  Once 
    Mario has won the battle, off to World Three he shall go!
    
                                 ===============
                                 Alternate Route
                                 ===============
    
    DO NOT get the Power-Up from the ? Block, instead exiting the lower area to 
    go past a Spiked Ball, hitting the ?-Switch, allowing Mario to enter the 
    large doors below.  Head right and Mario will come face to face with the
    Mummy Pokey!  To win this battle while Mini Mario, watch for the Mummy Pokey
    to poke out of the ground, noting the height it stops rising out at.  If it
    is too high for Mario to leap over the top of, avoid the incoming projectile
    and wait for the next reappearance, but when it does pop out at a low enough
    height to attack it, jump directly above it and perform a Ground Pound 
    attack to damage the Mummy Pokey.  Repeat this pattern successfully twice 
    more and Mario will be on his way to World Four!
    
    
                              ~~~~~~~~~~~~~~~~~~~~~~~
                            ~~~~~~~ World Three ~~~~~~~
                              ~~~~~~~~~~~~~~~~~~~~~~~
    
    _____________________
    X - Start            |
    # - Level            |
    a - Extra Level      |
    b - Extra Level      |
    c - Extra Level      |
    O - Empty Space      |
    T - Tower            |
    C - Castle           |
    H - Ghost House      |
    W - Warp Cannon      |
    P - Pipe             |
    S - Star Coin Toll   |
    I - Item Toad House  |
    G - Green Toad House |
    M - Mega Toad House  |
                         |
    _____________________|
    
         +----1--------+         M---S3------------H------------+
         |             |              |            |            |
         |             |              |            |            |
    X----O        I    O----2----T----+     G      +----W       O----C
         S        |    |    |               |                   |
         |        |    |    |               S                   |
         +--------a----+    +----b----------c-------------------+
    
    
                                   o-----------o
                                   | Level 3-1 |
                                   o-----------o
    
    Head down the pipe to find the first of many Mega Cheep-Cheeps along with 
    with Cheep-Cheeps, so swim through their lazy swimming patterns, finding a
    Red Coin Ring to pass through, but it is very tough to swim between the
    charging Cheep-Cheep types to get the Power-Up reward.  After a few more
    Cheep-Cheep/Mega Cheep-Cheep attack, the halfway point will be reached, 
    followed by hitting the rotating Power-Ups for the pictured Power-Up that
    is on the side when it is touched.
    
    Pass through a narrow area to see a Cheep-Chomp, a large fish that will try
    to attack Mario directly by trying to eat him whole!  Swim past more 
    Cheep-Cheeps to go down the pipe in the set ahead that is not blowing air, 
    finding Coins, Cheep-Cheeps, and the first Star Coin.  Upon leaving the
    pipe, go close to the roof, swimming through some air currents to grab the 
    second Star Coin, but do not hang around there, as a Cheep-Chomp attack from
    the right will occur here.  Hit the P-Switch ahead, swimming through the 
    Coins near the roof ahead to get the third Star Coin, followed by swimming 
    through a Red Coin Ring, but with that Cheep-Chomp following Mario, it is 
    best to ignore this option and instead continue to the right to go up the 
    pipe, finding the flagpole to end the level!
    
    
                                   o-----------o
                                   | Level 3-2 |
                                   o-----------o
    
    Raid the ? Block while fighting off the Red Koopa Troopa, followed by going
    to the next toadstool to stomp the Red Koopa Troopa there, followed by
    kicking him to the right and following along to get a 1-Up for the combo of
    destroyed Goombas.  Use the pulley-elevator to span the gap, followed by
    raiding the ? Blocks by the pipe for a Power-Up before heading down that
    aforementioned pipe to find the first Star Coin.  When Mario returns to the 
    main area, use the pulley-elevator sets to reach the second Star Coin high 
    on a ledge, followed by leaping down to the rocking toadstool.  At this 
    point the level splits into two paths, the Main Route and the Alternate 
    Route.
    
                                    ==========
                                    Main Route
                                    ==========
    
    Ignore the pipes above as the rocking toadstool moves forward, getting to a
    ledge and a pulley-elevator set that has a Red Coin Ring.  Grab the Red 
    Coins while moving forward, breaking the pulley elevator to get the lower
    Red Coins, receiving a prize in the process.  Next is another rocking 
    toadstool that moves across a large gap, so fight the Green Paratroopa 
    Koopas as they appear, making sure to get the third Star Coin high in the 
    air, arriving at the flagpole, so hit it to end the level!
    
                                 ===============
                                 Alternate Route
                                 ===============
    
    Jump up and enter the green pipe, finding an area with a P-Switch that makes
    some silver Coins appear, and once you are done here, go down the other pipe
    to carefully leap across the rocking toadstools here, locating the alternate
    flagpole, ending the level and opening up level 3-B!
    
    
                                 o---------------o
                                 | Level 3-Tower |
                                 o---------------o
    
    Use the middle pipe to launch up to the fences, grabbing the lowest fence 
    area.  Head left and then up, climbing carefully past the Koopa Troopas
    (punch them off the other side of the fence if you desire to), climbing up 
    to find the first Star Coin.  Now head back down to the bottom of the area
    again, using the center pipe to launch onto the higher portions of the 
    fences, finding some Amps blocking the way forward.  Punch the door of the 
    fence to swing around, climbing back to the left where the Amps are not, and 
    punch again to get onto the front side of the fence once more.  Mario will
    now advance upwards, turning to the left to go upward, grabbing the second
    Star Coin.
    
    Now backtrack to the previous fork in the path, going upwards past the 
    Koopa Troopa and Amps to find a door in the top-right corner of the room,
    where Mario will need to hit the !-Block, followed by hopping up the red 
    blocks while they are solid and dodging the Koopa Troopas on the fences,
    reaching the door high above, which sits near the third Star Coin!  Head 
    left and raid the ? Block on the right by the fence, getting a Power-Up,
    which just leaves the big doors to pass through!
    
    Bowser Jr. attacks here as usual, charging back and forth in an attempt to
    run into Mario, but this time his platform has water all underneath it, so
    falling in will make it tough to get back onto the ledge without taking a
    hit in the process.  The usual 3 stomps or 9 Fireballs or a combination of
    the two will end the battle, chasing Bowser Jr. from another Tower!
    
    
                                   o-----------o
                                   | Level 3-3 |
                                   o-----------o
    
    head down the pipe to swim past the first Blooper of the game, finding a
    Power-Up in a ? Block, which the game follows up with Cheep-Cheeps and more
    Bloopers.  Mario will soon come across a pipe with a hole behind it, but it
    is not a death hole, rather it leads downward to a Blooper that guards the
    first Star Coin.  Hit the nearby ?-Switch before swimming back up to the 
    area above, swimming to the right at top speed to drop down the hole by two
    horizontal pipes to find a Red Coin Ring to use, followed by moving to the
    right to go down the third pipe that appears, finding a room with a ton of
    Bloopers, a ton of Coins, and the second Star Coin.
    
    After grabbing what is needed from this cavern (look for a rotating Power-Up
    to snag), take the pipe in the top-right corner of the room to return to the
    previous area, riding the currents on the right upwards to move right, 
    sinking down through the side currents.  Once Mario reaches the bottom, the
    third Star Coin will be his, but be ready for an ambush by the Bloopers, so
    swim upwards at full speed to get away.  Mario will get back to the area 
    above the side currents, taking the pipe above to reach the flagpole, the 
    end of the level!
    
    
                              o---------------------o
                              | Level 3-Ghost House |
                              o---------------------o
    
    Head right to get a Power-Up (be ready for to to fly off on a wild angle,
    requiring that Mario chase it down), heading right to hit the ?-Switch he
    finds, creating a staircase to allow Mario to scale the slope ahead.  Slide
    down the far side to continue past the Boos in this area to enter a door for
    a Power-Up from the left ? Block.  Return to the previous area (watching out
    for the Splunkin that attacks from the left), heading right to enter the 
    door past the ?-Switch to get the Star Coin by Super Jumping off the 
    Splunkins.
    
    Now back outside, hitting the ?-Switch before boarding the elevator, jumping
    right to take the two sets of stairs, reaching the second Star Coin at the 
    top.  Fall back down the ?-Switch, hitting it and going up the first set
    of stairs to find another slope to go down, reaching a ?-Switch hidden in 
    the brick.  Now the level will take separate paths, so you must choose the
    Main Route or the Alternate Route.
    
                                    ==========
                                    Main Route
                                    ==========
    
    Hit the ?-Switch and go back up the slope Mario just descended, entering the
    door that lies down the hole.  Grab the Power-Up from the ? Block, followed
    by going up the ledge on the left to find a rotating Power-Up, which will 
    have to be raided for the Blue Shell to become Shell Mario.  If you 
    succeeded in grabbing the Blue Shell, Mario can go after the third Star Coin
    by going right, spinning up the slopes and through the Splunkins, breaking
    the bricks to the right of the door to get access.  All that remains from 
    there is to go through the door to grab a hold of the flagpole to end the
    level!
    
                                 ===============
                                 Alternate Route
                                 ===============
    
    Hit the ?-Switch, climbing the stairs to leap over the first gap, falling 
    down the stairs you climbed just previously, jumping the nearby ?-Switch to
    enter the door before it disappears.  If you get through, go get onto the
    flagpole to end the level, opening the way to the Warp Cannon on the map 
    screen!
    
    
                                   o-----------o
                                   | Level 3-A |
                                   o-----------o
    
    Head right and enter the water, swimming underneath the Skeeters and their
    bombs, finding a Red Coin Ring to use to get the Power-Up/1-Up that the it
    awards by swimming up and going around the island.  Continue right, killing
    the Skeeter that appear, finding some dotted outline of blocks, so kill the
    Skeeters, followed by hitting the !-Switch in the water below, allowing 
    Mario to use the blocks that appear to reach the ledge above.  Grab the 
    Power-Up before dropping into the water to move right, drawing the attacks
    of the Skeeter, blowing the blocks away, opening the path to the first Star
    Coin.
    
    After going right to get the Mini Mushroom from the ? Block, get to the 
    surface and get onto the spinning barrels, jumping right to use the Red 
    Koopa Troopa as a stepping stone for a Super Jump up to the second Star Coin
    above.  Continue to the right to go through a pipe, finding a stretch of 
    water to cross, entering the first pipe hanging from above.  Run to the 
    right across the water, taking a running leap to reach the third Star Coin 
    floating high above, followed by entering the next pipe.  Head to the right
    while dodging the Skeeters and Green Paratroopa Koopas, passing through the 
    pipe at the end to find the flagpole!
    
    
                                   o-----------o
                                   | Level 3-B |
                                   o-----------o
    
    Mario will need to move past each Piranha Plant when they retreat, though
    Fiery Mario will be able to burn his way through with ease.  Head right to
    to find a Power-Up, followed by a Venus Fire Trap across a gap.  After
    bypassing this obstacle, another Venus Fire Trap guarding a Power-Up will
    soon appear, which leads to a Star Coin protected by some bricks.  head 
    right to find a red pipe to go down, moving left in this area past the enemy
    to find another red pipe, taking it upwards tog et that aforementioned Star
    Coin before going back through the previous room to emerge into the main
    area.
    
    Leap across the gaps ahead, waiting for the Piranha Plants and Venus Fire
    Traps, arriving at an area where a Star Coin twinkles above.  To the left of
    this spot are two pipes, so Wall Jump off of them to pass over a pipe to 
    reach that Star Coin, followed by falling down to collect a Power-Up from 
    the nearby ? Block.  Next are a few four-way pipes, so pass them with 
    caution, finding a Piranha Plant that guards a fall down to a lower area, so
    wait for it to retreat before hopping down, collecting the final Star Coin 
    for this level.  All that remains is to go right and get onto the flagpole
    to end this tour through the pipes!
    
    
                                   o-----------o
                                   | Level 3-C |
                                   o-----------o
    
    Head right across the platforms to get a Power-Up, remembering to watch out
    for the attacks from Spike Bass.  Continue moving right, taking out Red 
    Koopa Trroopas and Goombas while moving off of the smaller ledges quickly 
    (due to their plunging into the water), arriving at a Star Coin below some
    breakaway ledges (fall down to the Star Coin, then leap back up to safety).
    Next for Mario are some Coins, but each platform also has a host of 
    Cheep-Cheeps that will leap into the air to try and hit him, so be careful.
    
    Mario will find some small solid ground up ahead, signaling the halfway 
    point, which is soon followed by a Power-Up in a ? Block.  Next up would be
    a Star Coin in an alcove below the bridge, so hopefully you can kill the 
    Spike Bass to make this an easy job, but if not, draw Spike bass out by
    entering the water, leaping him to swim underneath to get the Star Coin, 
    followed by hustling out to the right to get to safety.  
    
    A P-Switch can be hit to make Coins turn solid, so speed right (ignore the 
    silver Coins) to hit the block to get an Invincible Starman, rushing 
    through the enemies while leaping to the right, using the now solid Coins 
    (they are still bricks hopefully) to enter the pipe.  Fall through the final
    Star Coin and head to the right, hitting the invisible block above the Coins
    to reach the upper area of the flagpole.
    
    
                                 o----------------o
                                 | Level 3-Castle |
                                 o----------------o
    
    The good old fashioned Piledrivers from Super Mario World make an 
    appearance here, pounding away at a blistering pace.  Move right underneath
    two of the Piledrivers to find a Power-Up, followed up by running and 
    leaping to the right to go under two more Piledrivers.  Wait for the next 
    pile driver to retract, allowing Mario to go underneath the platform to get 
    the Star Coin, hiding there until the pile driver comes and goes, opening 
    the leap to the right.
    
    Pass the Dry Bones to leap between the two Piledrivers, noting that if you
    get stuck in between, you will have to leap repeatedly to assure that the
    Donut Blocks do not fall away on Mario.  Hit the ? Block for a Power-Up as
    you pass the halfway point, running past the first two Whomps, pausing to 
    let the third Whomp fall down, using it as a stepping stone to reach the
    pole to climb upwards.  Hop along the Donut Blocks ahead, reaching a rope to
    grab onto, swinging back and forth before leaping to the left.  Run along
    the ceiling while going left, falling through the second Star Coin, landing 
    on the Whomp, followed by going right to get to the swinging rope once more.
    
    Swing back and forth to draw the Whomp into flopping onto the ground, 
    letting Mario leap past, running to the right to leap across a pile driver 
    water gap to find a ? Block with a Power-Up inside.  Next is a series of 
    Piledrivers to run under/over and to leap, so go at a pace you feel
    comfortable with, eventually clearing the nasty area to spot the large 
    doors.  However, before heading through this portal, go right, using the
    Sldie Duck technique to get under the wall, swimming in place on the left,
    waiting for the pile driver to descend and then climb again, signaling Mario
    to jump up the ledge to reach the final Star Coin!  Drop back down and swim
    under the ledge there to leap up, entering the large doors.
    
    Go to the right to find a bridge set up with fish below it, including the 
    boss, Cheepskipper!  To defeat this foe, leap onto his head as he jumps up
    above the bridge, getting him three times to beat him.  Just note that Mario
    also has to contend with the leaping Cheep-Cheeps while doing this, and that
    Fireballs can defeat the foe in 9 hits.  Not a tough boss, just leap 
    carefully to defeat it, ending the tour of World Three!
    
    
                              ~~~~~~~~~~~~~~~~~~~~~~
                            ~~~~~~~ World Four ~~~~~~~
                              ~~~~~~~~~~~~~~~~~~~~~~
    
    _____________________
    X - Start            |
    # - Level            |
    a - Extra Level      |
    O - Empty Space      |
    T - Tower            |
    C - Castle           |
    H - Ghost House      |
    W - Warp Cannon      |
    P - Pipe             |
    S - Star Coin Toll   |
    I - Item Toad House  |
    G - Green Toad House |
    M - Mega Toad House  |
                         |
    _____________________|
    
              I                    I---Sa----+             G    I
              |                         |    |             |    |
              S                         S    |             S    S
    X----1----2------------3----T-------O    O----H--------5----6----C
         |                      |       |    |    |
         |                      |       |    |    |
         +----------G-----------+       +----4    +----W
    
    
                                   o-----------o
                                   | Level 4-1 |
                                   o-----------o
    
    The liquid in this stage is deadly to the touch, so do not take a dip under
    any circumstances.  Head right from the start, raiding the ? Blocks for 
    Power-Ups and taking out the Red Koopa Troopas and the Scuttlebugs, arriving
    at a dual Scuttlebug position over the deadly liquid, using a Super Jump 
    bounce off of them to hit the Star Coin high in the air.  More Scuttlebug 
    and Red Koopa Troopa bashing will follow, leading to a sea serpent (Nessie
    from Super Mario 64!) and the halfway marker.
    
    Ride forward slowly on Nessie, busting up the Scuttlebugs carefully, using 
    the first Scuttlebug past the ? Block Power-Up to get the second Star Coin
    (again the Super Jump technique is safest).  Once the five block platform
    comes into view, a choice must be made on which route to pursue.
    
                                    ==========
                                    Main Route
                                    ==========
    
    Ride underneath this five block ledge, continuing to take out the offending
    Scuttlebugs, reaching dry land to take on a Green and Red Koopa Troopa.
    Mario will now find some Donut Blocks to cross carefully, killing the
    Scuttlebugs to gain access to the third Star Coin below (rush across the 
    gaps with the X/Y Button), followed by killing the Goombas before launching 
    off the ledge to use the Scuttlebug to reach the top of the flagpole to end
    the level!
    
                                 ===============
                                 Alternate Route
                                 ===============
    
    Jump on top of the five block platform, leaping up from the central block
    to reveal a vine, so climb upwards to enter a pipe.  Use the three 
    Scuttlebugs here to Super Jump across the wide gap to land high on the
    flagpole, ending the level!
    
    
                                   o-----------o
                                   | Level 4-2 |
                                   o-----------o
    
    Head right, collecting the Power-Up from the ? Block, followed by leaping
    across the titling toadstools (purple in colour), leaping clear before they 
    dump Mario into the emptiness below.  Continue right past the enemies to 
    find a Star Coin high in the sky, so get past the titling toadstool to the
    solid orange toadstool, taking a running leap to Wall Jump off the cliff
    face above, bouncing up to said Star Coin.
    
    Fight past a couple Koopa Troopas (and a Green Paratroopa Koopa) to find a
    tilting toadstool that will have to be rode low enough to grab the second 
    Star Coin before Mario has to jump clear.  Leap past the green Paratroopa
    Koopa to find a Red Coin Ring, so pass through it and go across some tilting
    toadstools to get all 8 Red Coins.  After this is a red Paratroopa Koopa and
    some Red Koopas, passing over an area where some Coins lie below.  Bend the
    next tilting toadstool to the left, taking a leap to the ledge on the left,
    smacking the brick down there to reveal a vine going off screen.
    
    Hit the brick on top of the cloud platforms here to make a new vine appear,
    climbing it to find the third Star Coin, followed by going down the pipe at
    the right side of the area.  Run and leap to the right, keeping Mario on the
    titling toadstools for mere moments at a time, passing the final Red Koopa
    Troopa to reach the flagpole at the end of the level!
    
    
                                   o-----------o
                                   | Level 4-3 |
                                   o-----------o
    
    Head down the pipe to go past some Cheep-Cheeps to raid a ? Block by itself
    for a Power-Up, getting it before diving down to the bottom of the screen to
    avoid the Mega Unagi that appears as the screen starts scrolling.  Continue
    swimming close to the right side of the screen, diving down to get the Star 
    Coin from the small cave below, followed by getting to the top of the area 
    to avoid the incoming Mega Unagi.  If you pass through the Red Coin Ring,
    Mario will need to swim in close to the Unagi in the walls, so best to avoid
    it and instead concentrate on passing the halfway point to hit the ? Block
    before the Mega Unagi appears.
    
    Swim over the rocks but below the Mega Unagi, carefully dropping to the hole
    below to get the second Star Coin between the two Unagis, followed by 
    swimming right to hit the ?-Switch.  Now swim through the pipes ahead while
    going underneath the Mega Unagi (normally the pipes spew bubbles, but they 
    are shut off due to the switch) while keeping to the right, going down the
    last green pipe to swim left over the Unagis, followed by dropping down 
    after they try to bite Mario, getting the third Star Coin.
    
    Wait for the Cheep-Cheep to swim through the top passage that is over the 
    Unagi, followed by passing through while the Mega Unagi works over the 
    bottom half of the screen.  Next up are more Cheep-Cheeps that are followed 
    by a vertical swim between two sets of two Unagis (swim up the Coin path to 
    stay safe), finding a pipe leading back to the surface.  Here Mario will
    find a solo Goomba on the steps ahead, protecting the flagpole, so squish it
    en route to finishing the level!
    
    
                                 o---------------o
                                 | Level 4-Tower |
                                 o---------------o
    
    Climb past the Dry Bones to Wall Jump up the moving granite blocks to get 
    above the spot where the blocks stutter their movements, creating a ledge 
    for Mario to use to jump clear of the potential crushing.  Raid the ? Block 
    on the left for a Power-Up, then head through the door on the right to
    face rising lava.  Jump to the fence above to start climbing upwards, 
    grabbing the Power-Up on the left if so desired, continuing to climb.  When
    a moving granite block on the left appears, run under it, get onto the fence
    door above to flip around to the back, followed by dropping down to get the
    Star Coin below.
    
    Quickly climb upwards once more, finding more granite blocks to leap through
    when they open, looking above this fence chunk on the right for the second
    Star Coin.  Next up are a couple spiked granite blocks guarding a Power-Up,
    followed by passing the Dry Bones to reach the halfway point.  Next is a set
    of moving granite blocks that move back and forth quickly, so jump up 
    between their movements, fading over to the right side of the shaft to find 
    the third Star Coin before running to the left to continue the climb again.
    Next up is a Red Coin Ring, so pass through it to collect 8 Red Coins while 
    climbing (no enemies to worry about, so just jump up quickly and be 
    efficient), gaining the Power-Up/1-Up from the challenge, followed by
    passing through the large red doors to go after the boss!
    
    Bowser Jr. will once again take on Mario, but this time he will try some
    different tactics.  If Mario attempts to clock him with a leap, he will
    retreat into his shell.  Instead, leap over his charges, drawing him into 
    throwing a green shell at Mario, which he should hop on to stop it, followed
    by kicking it back into Baby Bowser to knock him onto his back, at which
    point Mario should perform a Ground Pound to hurt the little beast.  Repeat
    this pattern two more times, and he will go down in defeat.  Also note that
    9 Fireballs will do him in, and they can hurt him at anytime during the 
    bout.
    
    
                                   o-----------o
                                   | Level 4-4 |
                                   o-----------o
    
    head right to find a Wiggler and a ? Block Power-Up, followed by a Red Koopa
    Troopa, a gap, and a couple Wigglers, the second of which will be below a 
    Red Coin Ring (if triggered, use the Super Jump off the back of the Wiggler
    to reach the higher Red Coins).  The next red Koopa Troopa that appears 
    should be stomped, followed by grabbing the shell before hopping down the 
    next gap while holding RIGHT, killing the Wiggler down there and obtaining 
    the Star Coin.
    
    Wall Jump back to the area above, going right across the Donut Blocks to
    find a rotating Power-Up, followed by busting the bricks to make a vine to
    climb, moving left to hit the invisible block to the left of the brick and 
    ? Block, a\making a new vine to climb to reach the Star Coin above. Now
    continue on to the right, fighting the Red Koopa Troopa, throwing it through
    the enemies ahead to clear a path, finding a portion with small pipes and a 
    Star Coin over a pit.  
    
    Jump towards the wall by the Star Coin, Wall Jumping after collecting it, 
    landing on the pipes once more, followed by going past the two Wigglers to 
    find a row of Green Paratroopa Koopas to bust up with one hop at a time, 
    earning a 1-Up if all are de-winged by your efforts.  Head through the pipe
    to jump off to the right to find the flagpole and end the level!
    
    
                              o---------------------o
                              | Level 4-Ghost House |
                              o---------------------o
    
    Hit the ? Block for the Power-Up, followed by a series of Boos to avoid, 
    reaching a door,  Inside Mario will need to hit the ?-Switch, dropping some 
    ? Blocks down, so hit them if you wish, but be sure to get on top of one 
    before the ticker runs out, as they will lift Mario up to a high ledge in 
    the previous area, reaching the first Star Coin on the right.  On the right 
    is a Balloon Boo, so face it while dropping down to run underneath it, 
    turning to leap upwards, followed by going left to hit the !-Switch, using 
    the now solid bricks to go through the door on the right.
    
    Hit the !-Switch that is nearby, allowing Mario to Wall Jump up between the
    red bricks to find the second Star Coin, followed by moving left to drop 
    down to the same area, letting the !-Switch reappear to let Mario bust it 
    once more.  At this point a choice in paths occurs, so choose between the
    Main Route or the Alternate Route.
    
                                    ==========
                                    Main Route
                                    ==========
    
    Run to the right, spotting a pipe to go through above, coming out near a 
    Balloon Boo, so head left, leaping up the ledges there to find some ? 
    Blocks, which are near a long ledge above (get onto here).  Head right from 
    here to find the door that leads outside, taking Mario to the flagpole!
    
                                 ===============
                                 Alternate Route
                                 ===============
    
    For this exit to work Mario must have and use a Mini Mushroom.  After eating
    the Mini Mushroom, head right to the ledge below the pipe, followed by 
    hopping onto the red bricks and then onto the pipe (not into it).  Now have
    Mario jump high up the pipe, Wall Jumping off of it to reach a ledge on the
    right side of the area, jumping up the remaining passage area to find a 
    door.  Before using it however, Wall Jump up to get the third Star Coin
    twinkling high above, followed by going out the door, leading outside to 
    where a single Boo will attack from the left, but just ignore it and go grab
    the flagpole to end the level!
    
    
                                   o-----------o
                                   | Level 4-5 |
                                   o-----------o
    
    Head down the pipe to see a Bob-Omb in the area above, so hit it and the ? 
    Block from below, letting the Bob_omb clear the bricks to send the Power-Up
    to Mario waiting below.  Move on to find a Bob-Omb spewing pipe, so stomp 
    one of the black bombs to blow the wall apart, allowing Mario to pass 
    through to deal with a Red Koopa Troopa and a Buzzy Beetle from the ceiling.
    Next are two Bob-Ombs contained in a small area, so hit one from below on 
    the right side of their room, allowing Mario to jump up on the left side of
    their ledge once they blow to hit the bricks above, revealing a 1-Up 
    Mushroom for him to grab as he leaps across the gap ahead.
    
    After passing the halfway point, pass the first two Bob-Ombs to find a 
    Bob-Omb in a bricked off room to stomp, blowing out the wall beside the Star
    Coin, allowing Mario to grab it before crossing the first drawbridge.  On
    the second drawbridge have Mario clock the Bob-Omb close to the middle of 
    the drawbridge, blowing a hole there to let him leap up and get the second 
    Star Coin, followed by some Spinies on the roof.
    
    When Mario arrives at a pipe that drops Bob-Ombs, stomp one and drop it down
    between the drawbridge portions, landing it on the covered pipe below, 
    busting the blocks there to allow Mario to enter, locating the third Star
    Coin... after doing some more Bob-Omb demolition of course.  After heading 
    back through the pipe on the right, move onwards to avoid one more Spiny, 
    entering the pipe to go find the flagpole outside!
    
    
                                   o-----------o
                                   | Level 4-6 |
                                   o-----------o
    
    Mario is back into the poisonous liquid area, so do not take a dip or you 
    will be -1 in the lives department.  Go right, killing the classic Super 
    Mario Brothers enemies, finding faithful Nessie ready to give Mario a lift 
    once more.  Get the Power-Up off the first ledge before getting back onto 
    Nessie, riding her towards a Red Coin Ring, but you will want to skip it and
    go onto the land to get the first Star Coin, which happens to be viciously 
    guarded by two Red Koopa Troopas!
    
    Anyway, once Nessie emerges from underneath the island, jump onto her head 
    again, continuing to cruise ahead to find a Coin Block on the next island,
    with the island after infested with Piranha Plants (bypass them to get back
    onto Nessie).  Hit the P-Switch that appears next to make grabbing the second
    Star Coin go smoother, facing a gauntlet of Piranha Plants and Red 
    Paratroopa Koopas, but to make things easy jump between the first two pipes 
    to reveal a hidden Invincible Starman (ducking and leaping will get Mario 
    through if he did not get the Invincible Starman, just watch the range of the
    creatures before reaching them to know where to move to avoid their 
    attacks).
    
    After passing through this nasty portion of the level, wait for Nessie to 
    rise up, allowing Mario to hit the !-Switch above to make the dotted lines
    ahead into bricks, letting Mario enter the pipe to slide down a slope 
    through the various foes, finding the third Star Coin!  Now get the 1-Up
    Mushroom from the nearby ? Block, heading down the pipe next to clobber a 
    Green Koopa Troopa and two Goombas to reach the pipe, which leads to the 
    flagpole, ending the leisurely ride upon the great sea serpent.
    
    
                                   o-----------o
                                   | Level 4-A |
                                   o-----------o
    
    Start out by performing the enemy kill and vine swing over the poisonous 
    liquid, doing this several times until Mario reaches a water paddle.  To
    make this object mover, go on the left side of the object, jumping up to the
    next ledge that comes down as Mario sinks towards the liquid, thus keeping 
    himself safe and moving the contraption across the gap to the next portion 
    of land.  Repeat this procedure to reach the halfway point, waylaying the
    Red Koopa Troopas to get their Power-Up they guard in the ? Block, followed 
    by crossing another expanse of deadly liquid to reach a higher ledge.
    
    The next water paddle will have a Green and red Paratroopa Koopa guarding a 
    Star Coin, so Super Jump off the Red version to grab it before continuing 
    across, finding a Green Paratroopa Koopa to Super Jump off of, grabbing the
    vine above.  Swing onto the ledge on the right, entering the pipe to climb 
    on top of the bricks, hitting the P-Switch to get the second Star Coin 
    below, also taking the time to kick a Koopa Troopa shell through the other
    Koopa Troopas to gain a 1-Up and lots of points.
    
    Head down the pipe on the right to find a leap across a gap to some pipes
    (time it so the Piranha Plants are not out), followed by swinging across to
    a triple set of Piranha Plant pipes, going down the pipe on the left, 
    finding the third Star Coin up for grabs via a Wall Jump.  Back to the 
    surface goes Mario, continuing on to the right to pass through the pipe 
    ahead, using the vine to get to the high ledge, allowing Mario to get a high
    position on the flagpole, ending the level!
    
    
                                 o----------------o
                                 | Level 4-Castle |
                                 o----------------o
    
    Use the swinging platforms to get across the lava, getting a Power-Up along
    the way, taking note of the second swinging platform that has a Dry Bones.
    After disabling the Dry Bones, take a running leap off the platform as it 
    swings towards the right, grabbing the Star Coin above.  Drop down and 
    continue onwards, running at top speed to burn under all the Thwomps, 
    followed by Wall Jumping up the Coin path to reach a higher ledge near 
    another Thwomp.  Head past the Dry Bones to find a Super Thwomp, baiting it
    into destroying the three rows of blocks underneath it, allowing Mario to
    drop down to snag the second Star Coin.
    
    Grab the Power-Up while dodging through the Thwomps and Dry Bones, bypassing
    the Super Thwomp to reach the halfway point and another Power-Up.  Carefully 
    go past the Podoboo to find a 1-Up Mushroom in the ? Block, followed by going
    after the third and final Star Coin by carefully leaping down when the 
    swinging platform is at one extreme end or the other.  Continue across the
    lava ahead via the swinging platforms, dealing with the Dry Bones on the
    platforms and with the Podoboo attacks occurring from below.  Once Mario 
    reaches the end of this gauntlet, go through the large red doors to reach the
    boss fight!
    
    After the Goomba gets enlarged, stomp on the ?-Switch in the pit to make some
    platforms appear to allow Mario to jump high enough to get above the Giant
    Goomba, delivering a Ground Pound attack to hurt the monster.  Keep at the
    attacks from above, landing three total hits to take it down, ending the tour
    of the poisonous waters of World Four!
    
    
                              ~~~~~~~~~~~~~~~~~~~~~~
                            ~~~~~~~ World Five ~~~~~~~
                              ~~~~~~~~~~~~~~~~~~~~~~
    
    _____________________
    X - Start            |
    # - Level            |
    a - Extra Level      |
    b - Extra Level      |
    c - Extra Level      |
    O - Empty Space      |
    T - Tower            |
    C - Castle           |
    H - Ghost House      |
    W - Warp Cannon      |
    P - Pipe             |
    p - Pipe             |
    S - Star Coin Toll   |
    I - Item Toad House  |
    G - Green Toad House |
    M - Mega Toad House  |
                         |
    _____________________|
    
              +----2----+        P----+-----------H----O---------+
              |    |    |             |           |    |         |
              |    |    |             |           |    |         |
    X----1----O    P    O----T--------O    p  W---+    c    G----4----C
              S         |    S        S    |           |              |
              |         |    |        |    |           |              |
              +----a----+    +----I   +----b-----------OS---M         p
    
    
                                   o-----------o
                                   | Level 5-1 |
                                   o-----------o
    
    Let the Snow Spike chuck his ammo, bowling over the enemies and running
    along, jumping the gaps to find a snow drift to cross, grabbing the 
    Power-Up from the ? Block before crossing the drifts via those same ? 
    Blocks.  head right past four Goombas to whack a Snow Spike, followed by
    going after the Star Coin above by leaping off the ? Block to the right of 
    it.  Another Snow Spike will attack, followed by the halfway point, a 
    Power-Up, and a gap to hop to find Mario facing a Green Paratroopa Koopa to
    Super Jump off of the back of to reach the second Star Coin.
    
    Cross the snow drift ahead by the brick ledges, killing the Snow Spike to
    run down the slope ahead and leap up to get the Star Coin above, though if 
    you are Regular Mario, use the building blocks below to make a high enough 
    ledge to leap off of to reach it instead.  Kill the Snow Spike while going
    right, facing some more Snow Spikes and a snow drift, so bounce off the
    enemies with a Super Jump to clear it, reaching the end of the area, letting
    the snow fall off the trees before hopping onto the flagpole to end the
    level!
    
    
                                   o-----------o
                                   | Level 5-2 |
                                   o-----------o
    
    Move down the pipe to walk underneath the Spike Tops in the bricks, whacking
    the Spike Top patrolling the ? Block, releasing the Power-Up in the process.
    Next are a bunch of Swoops that lead the way to a gauntlet of Piranha Plants
    to go through, grabbing the first Star Coin from inside the brick case 
    ahead.  As a fun challenge, Ground Pound the bricks just short of the 
    gauntlet to release a 1-Up Mushroom, followed by getting through the Piranha
    Plants to snag it before the cliff appears to swallow the valuable Mushroom.
    
    Head right to find a springboard to use to hit the Star Coin above (it is 
    the third Star Coin, despite it being the second one collected) when the 
    Spike Tops are not in the way, followed by picking up the springboard to
    backtrack to the left, hopping the gap to drop the springboard underneath 
    the yellow pipe, followed by Mario going up and into that pipe.  Head across
    the icy platforms, following the Coinpurse to reach the pipe it rests 
    against, with a Star Coin twinkling above.  Use a Super Jump to boost up to 
    the Star Coin (the second one in the level technically), followed by going 
    down the pipe to find more Spike Tops to ignore while moving right, 
    encountering a slew of Swoops, reaching a gap to span.  Move right past more
    ebemies, reaching a spot where a green pipe hangs from the ceiling, 
    indicating the branching of the path within this level.
    
                                    ==========
                                    Main Route
                                    ==========
    
    Head right, going underneath the ice chunk to cross a couple pipes, followed
    by scaling the ice chunks ahead while dodging the Spike Tops, reaching a 
    pipe that leads back to the surface.  Now Mario just needs to scale the 
    classic Super Mario Brothers staircase, jumping to the flagpole to end the
    level!
    
    
                                 ===============
                                 Alternate Route
                                 ===============
    
    Get past the Spike Tops and head up the pipe when the Piranha Plant has 
    retreated, appearing outside.  All Mario has to do from here is to use the
    floating blocks to jump high up onto the flagpole, ending the level!
    
    
                                 o---------------o
                                 | Level 5-Tower |
                                 o---------------o
    
    This level will consist of Mario having to ride the wooden elevator ledge 
    upwards, so get ready to dodge or kill all incoming enemies.  Leap the first
    Spiked ball, followed by collecting the first Star Coin, followed by raiding
    the ? Blocks on the left for a Power-Up.  Next up is a Spiked Ball that will
    hang around the wooden elevator, but it will destroy the Dry Bones that have
    started to appear.  A couple one roll through Spiked Balls are next, 
    followed closely by two more Spiked Balls that kill Dry Bones, at which 
    point the second Star Coin should be visible.
    
    Avoid the two Spiked balls that are rolling around here, getting the ? Block
    Power-Up, with the following ? Block set (the one on the right) holding a
    1-Up Mushroom.  Immediately after this portion get Mario towards the right
    side of the ledge as a Giant Spiked Ball will destroy the bricks on the 
    left, signaling the point for Mario to start hopping up the ledges ahead,
    keeping himself above the nasty implement.  Keep hopping upwards, fading to 
    the right to get the third Star Coin on that side, followed by getting onto
    the ledges to leap upwards as soon as ledges appear because that Giant 
    Spiked Ball will get back to the right side soon enough.  Punch the bricks
    on the right to gain one last Power-Up, followed by passing through the 
    large red doors to encounter the boss fight!
    
    Bowser Jr. will return to his old tricks, simply trying to charge into 
    Mario, though he can also leap into the air if given enough time.  Deliver
    three stomps or nine fireballs or a combination of the two, beating the foe
    quickly, but be wary of the icy platform, as it can make controlling Mario
    precisely a difficult job.
    
    
                                   o-----------o
                                   | Level 5-3 |
                                   o-----------o
    
    Slide down the slopes here after grabbing the Power-Up, taking out multiple
    enemies and getting a 1-Up or two for your efforts.  Once Mario runs out of
    momentum, jump to the ice block ledge on the right to take out a Red Koopa
    Troopa, as he is guarding the first Star Coin.  Jump down through a Coin to 
    reach a ledge, followed by moving right to pass Goombas and Green Koopa 
    Troopas, reaching the halfway point, which also has a nearby Power-Up to 
    grab from a ? Block.
    
    Jump the gap ahead an take a run at the small gap ahead, ducking to perform
    a Slide Duck, passing through to find a Star Coin encased in breakable 
    bricks.  Continue onwards, passing the gap to bounce the Snailicorns off the
    icy platforms before they do so to Mario, reaching a spot where Coins lead
    up the walls above.  Wall Jump off the right wall, snagging the third Star
    Coin, followed by going right once more, clobbering or avoiding the 
    Snailicorns, finding two Green Koopa Troopas to take out before leaping onto
    the flagpole to end the level!
    
    
                              o---------------------o
                              | Level 5-Ghost House |
                              o---------------------o
    
    Let the Broozer take out the bricks, allowing Mario to pop the ? Blocks 
    below with a Ground Pound, revealing a Power-Up.  Climb the stairs to reach
    a point where a Broozer will bust out of the wall on the right, drawing it 
    down onto the stairs before hopping through the hole it made, baiting the 
    enemy into destroying the bricks below.  Head through that opening (kill the
    Broozer first if you so desire), locating the first Star Coin above via the 
    Wall Jump.
    
    Head back out to the first place the Broozer wrecked, going right to climb
    upwards again until a door appears on the left.  Take a run down the stairs
    and leap to it, entering to immediately Wall Jump up the bricks before all
    the Broozers bust their way to the middle of the area, getting the second
    Star Coin while they disappear off the cliff below.  Head back out to climb
    right past more Broozers, finding a Power-Up before turning left to continue
    climbing.  At this point the way forward will split in twain, so choose 
    between the Main Route or the Alternate Route.
    
                                    ==========
                                    Main Route
                                    ==========
    
    Continue climbing the stairs, dodging the Broozers to find a possessed 
    elevator.  It will buck and throw Mario around, so dodge the Boos and grab 
    the Coins, finally reaching the top, where a door leads outside, which is 
    where the flagpole happens to be.
    
    
                                 ===============
                                 Alternate Route
                                 ===============
    
    Continue until Mario reaches a three brick block platform, so jump onto it
    to jump and reveal three hidden blocks.  Get onto the central hidden block
    and crouch before hopping (if you are small, no need to crouch obviously), 
    revealing a vine to climb upwards.  Climb past the Broozer and let him break
    through here, followed by dropping down to enter the door to find a spooky
    elevator that will rock back and forth, trying to throw you off.  Once it 
    free falls, get to the right side of it (upon landing on it again), holding
    RIGHT to enter a path when it rises again, going past the Splunkins to find
    the third Star Coin.  Backtrack to hit the brick to make a vine appear, 
    climbing it to move left through the door, reaching the flagpole!
    
    
                                   o-----------o
                                   | Level 5-4 |
                                   o-----------o
    
    This level will scroll along, so the same rules apply for getting killed if
    caught between the left edge of the screen and a solid object, but the extra
    danger is getting scrolled into the pits below.  Also note that the orange 
    toadstools sink here while the darker toadstools rise up when Mario gets 
    onto them.  head right across the sinkers to get a Power-Up, finding a 
    rising toadstool as the first Bullet Bills appear from the right.  After
    passing the next set of toadstools (and a Green Paratroopa Koopa), look for
    a Red Coin Ring, collecting the Red Coins by using the rising/falling
    properties of the toadstools to get the award.
    
    Next are the remaining toadstools, leading into a hop to a higher ledge to
    get the first Star Coin, but the second Star Coin is only accessible by 
    someone with a Mini Mushroom (if you lack one, come back later to claim this
    prize).  Head right to reach a rising toadstool to ride upwards, finding a
    Power-Up in the first ? Block, followed by leaping across the sinking 
    toadstools to reach the snowy ledge ahead.  Crank the Green Koopa Troopa,
    taking his shell to throw through the bricks ahead, collecting the 1-Up
    Mushroom that pops out of the ? Block, followed by getting the third Star
    Coin on the right.  Now continue to the right, busting the Red Koopa Troopas
    up as they appear, jumping off the last sinking toadstool to go after the
    flagpole, ending the level by doing so!
    
    
                                   o-----------o
                                   | Level 5-A |
                                   o-----------o
    
    Here the toadstools in this level will expand and shrink, so get to the 
    middle portion (directly over the stem) to stay safe when the contracting
    begins.  Get the Power-Up and head right, passing over the first chunk of
    toadstools to find a Red Coin Ring, which will require Mario to get the 8 
    Red Coins by carefully moving over the various toadstools in both the 
    expanded and contracted forms to get the reward that you seek.  After this
    is a Power-Up and the halfway point, followed closely by a lower toadstool
    to get onto, going right to get the Star Coin.
    
    After hitting the !-Switch, run left along the bricks to reach the safety of
    the ledge, then head right once more, taking the high route to find a solo
    brick to hit.  When the higher toadstool is outstretched, get to the brick,
    jumping to hit as the one toadstool you are on contracts, allowing Mario to 
    land on the one below while it expands.  Follow this by climbing the vine to
    reach a P-Switch to hit, using the springboard to land on the brick ledge,
    grabbing the second Star Coin.
    
    Now head down the hole to return to the normal portion of the level, going
    right to find the third Star Coin over a low toadstool.  Take a running leap
    from it to reach the toadstool above, leaping off of it to hit the flagpole,
    ending the level!
    
    
                                   o-----------o
                                   | Level 5-B |
                                   o-----------o
    
    Head right for a Power-Up, followed by facing off with a Goomba and 
    Snailicorn, letting Mario take out two More Goombas en route to using the 
    Green Paratroopa Koopa from the ledge above to boost that aforementioned 
    ledge to find some Coin Blocks.  Next up are some more Goombas and a 1-Up
    Mushroom on a slippery slope below, leading into a Star Coin on a small icy
    ledge, so run to it if you are Regular Mario (from the left) or jump to it 
    if you are Powered-Up (from the right).  
    
    Move right to leap past the halfway point, fighting a Snailicorn to snag the
    Power-Up, followed by grabbing the next Red Koopa Troopa to throw through 
    the Red Koopa Troopas ahead for a 1-Up (jump the gaps to keep up with the
    shell), with Mario arriving at a Power-Up ? Block.  Leap to the left and hit
    the P-Switch, carefully crossing the now open gaps to get the second Star
    Coin, followed by turning around to return to the right, going down past the
    Red Koopa Troopas to find a branch in the paths.
    
    Take the lower path, knocking the Snailicorn to the right, reaching the 
    third Star Coin, followed by going back up to take the upper path, finding a
    divergence in the paths.
    
                                    ==========
                                    Main Route
                                    ==========
    
    Head right to reach the flagpole, jumping to the higher ledge to take a run
    at the higher areas of the flagpole if so desired.  Either way, the slippery
    level will be done with!
    
    
                                 ===============
                                 Alternate Route
                                 ===============
    
    if you are Shell Mario (or have a Blue Shell in reserve), Wall Jump up the
    Coins on the wall here, reaching the ledge off screen and move left, finding
    some bricks to Shell Dash to pieces.  Head through the pipe that is on the 
    far side of the ice, arriving at a place where the Shell Dash will clear one
    brick, allowing Mario easy access to the very top of the flagpole, ending 
    the level to gain access to a pipe on the overworld!
    
    
                                   o-----------o
                                   | Level 5-C |
                                   o-----------o
    
    Move down the pipe to locate a Buzzy Beetle, followed by a Broozer and a 
    Power-Up.  Bait the next Broozer into opening the way for Mario, followed by
    getting past him to bait him into attacking the bricks below the first Star
    Coin, opening the prize up to collection.  Move right past the raining Buzzy
    Beetle shells, finding a Goomba before crossing the elevator, looking in the
    ceiling for a 1-Up Mushroom on the far side.
    
             _ _ _ _
    ELEVATOR|_|_|_|_|
             ^
             |
          IN HERE
    
    Now ride the elevator downwards, taking the lower path to grab the Buzzy 
    Beetle when it falls off the roof (stomp it and pick up the shell), throwing
    it into the Star Coin over the pit to make the snag.  Head back up to the
    top and move right past the halfway point, taking out the Broozer that comes
    down the slope ahead.  Now jump onto the bricks above, breaking the brick 
    above left-most brick in the ledge you are on, followed by hitting the 
    right-most brick in that ledge from below to make a beanstalk climb off 
    screen, allowing Mario to climb it to find a Broozer and a P-Switch.  
    
    Hit the P-Switch to make a ledge below for the Broozer when he falls down, 
    followed by baiting him into breaking the bricks on the left to open the way
    to the third Star Coin.  Now drop down and jump to the right, hitting the
    flagpole to end the level.  Note that if you failed to get this easy way out
    of the level, Mario will be forced to cross a large gap with a !-Switch
    making the path appear of Mario, which is destroyed while he takes it by 
    Broozers.  This is not a particularly fun way to do things, and besides, the
    Star Coin is on the route recommended anyway!
    
    
                                 o----------------o
                                 | Level 5-Castle |
                                 o----------------o
    
    Head right across the conveyor belt and get the Power-Up, followed up by
    bypassing a Dry Bones and the Piranha Plants.  When the conveyor belt
    leads down to a ledge and a Piranha Plant is attacking from above, go low to
    get the Star Coin, followed by leaping away to the right to escape the 
    carnivorous plant, leading Mario to face a series of Dry Bones and gaps,
    arriving at a Power-Up.  A Venus Fire Trap appears here, spitting fireballs 
    while Mario goes by, finding a series of Dry Bones to jump over while
    staying stationary just to the right and below the ledge where the second
    Star Coin twinkles, waiting for a springboard to come down the conveyor 
    belt, which is used to launch Mario to said Star Coin.
    
    Next up are a Piranha Plant to pass to get to the halfway point, followed by
    more Piranha Plant fun and a rotating Power-Up block (get the Mini Mushroom 
    if you intend to take the Alternate Route), leading into a meeting with a 
    Super Piranha Plant (let it fall to the floor below, then jump across the gap
    to the conveyor belt above its head).  Next up is a ? Block to hit, so after
    doing that, take a running leap from the right to land on the block, allowing
    Mario to leap into the small opening above, Wall Jumping to get up onto the 
    ceiling, heading right over everything to find a Power-Up and the third Star 
    Coin.  Now head through the large red doors above, entering into the Boss 
    Fight!
    
                                    ==========
                                    Main Route
                                    ==========
    
    Petey Piranha will make his appearance here... yes, the Super Mario Sunshine
    stand out will attack Mario, looking for some revenge!  Petey will start off
    by flying into the air, trying to divebomb Mario (move out of the way as he
    attacks), which will dizzy him, allowing Mario to hit him with a jumping
    attack.  After this Petey will bounce up and down through out the room, so
    dodge these attacks so he will take off into the sky once more, allowing 
    Mario to repeat the dance two more times to finish off the beast and the 
    World, gaining access to World Six!
    
    
                                 ===============
                                 Alternate Route
                                 ===============
    
    Petey Piranha will make his appearance here... yes, the Super Mario Sunshine
    stand out will attack Mario, looking for some revenge!  Petey will start off
    by flying into the air, trying to divebomb Mario (move out of the way as he
    attacks), which will dizzy him, allowing Mini Mario to use a Ground Pound on
    his head.  After this Petey will bounce up and down through out the room, so
    dodge these attacks so he will take off into the sky once more, allowing 
    Mario to repeat the dance two more times to finish off the beast and the 
    World, gaining access to World Seven!
    
    
                               ~~~~~~~~~~~~~~~~~~~~~
                             ~~~~~~~ World Six ~~~~~~~
                               ~~~~~~~~~~~~~~~~~~~~~
    
    _____________________
    X - Start            |
    # - Level            |
    a - Extra Level      |
    b - Extra Level      |
    O - Empty Space      |
    T - Tower            |
    C - Castle           |
    H - Ghost House      |
    W - Warp Cannon      |
    P - Pipe             |
    S - Star Coin Toll   |
    I - Item Toad House  |
    G - Green Toad House |
    M - Mega Toad House  |
                         |
    _____________________|
    
         1---------+    G         M        I         5---------+
         |         |    |         |        |         |         |
         |         |    S         S        S         |         |
    X----O    I    O----2----T----3--------4----T----O    G    6----C
         S    |    |                                 S    |    |
         |    |    |                                 |    |    |
         +----a----+                                 +----B----+
    
                                   o-----------o
                                   | Level 6-1 |
                                   o-----------o
    
    A Bullet Bill cannon will lead things off, but in this area they have an 
    additional ability of turning around to focus extra firepower on Mario when 
    he moves on by.  Head right to go get a Power-Up, followed by passing some 
    more Bullet Bills to find a cliff to sidestep across.  While on these cliffs 
    Mario can walk along them or hang off them, allowing him to avoid the Bullet
    Bills that will be after him.  Once across jump to the higher ledge and Wall
    Jump for the first Star Coin, followed by going on the low path to find a 
    new Wall Jump challenge, this one leading to a Power-Up.
    
    After going right to Wall Jump through the halfway marker, leap to the left
    to get the second Star Coin, then raid the Power-Up on the right, and then
    continue onwards to face another Wall Jump, this one precariously done 
    around a Red Paratroopa Koopa.  Get the next Power-Up to likely get 
    Firepower, which will help Mario cross the next narrow cliff area by jumping
    and shooting each Green Paratroopa Koopa while crossing, arriving at a 
    gauntlet of Bullet Bill launchers to contend with.
    
    Carefully maneuver through the barrage to find a cliff, getting across it 
    quickly to pass another set of launchers, followed by a second cliff to 
    cross, but remember to drop down briefly to get that third Star Coin.  Mario
    will now be at the flagpole, so he can use a Bullet Bill to Super Jump off
    of, landing high on the flagpole to end the level!
    
    
                                   o-----------o
                                   | Level 6-2 |
                                   o-----------o
    
    This area takes place on the shorelines of a body of water, and the water 
    will continually shift it height, going fairly high into the air and then 
    retreating.  To further complicate this, Spinies will be deployed through 
    out the level, floating in the water during high tide and walking around on
    land during low tide.  Run right to pass a couple Spinies via the ledges,
    hitting the ? Blocks to find a Power-Up, eventually finding a red pipe to go
    through to the next area.
    
    Head right to find a tree where Mario should hop around, revealing a hidden
    block to the right of the ? Block, followed by leaping up off the hidden 
    block to reveal another hidden block, this one containing a vine.  Climb up 
    to locate a couple ledges, hitting the P-Switch that hides in the brick,
    followed by leaping right across the winged ? blocks to hustle across the 
    now solid Coins to find the first Star Coin.
    
    Fall down to continue on to the right, collecting the contents of the ? 
    Blocks while avoiding/killing the Spinies, going down the second green pipe 
    that appears so Mario can be launched over the wall ahead.  When the tide
    reaches a high point on this side, the next cavern holds the second Star 
    Coin, so snag it before continuing on to the right, Wall Jumping if 
    necessary along the green pipe, reaching another drop.  
    
    Get the rotating Power-Up below, followed by swimming right to raid a ? 
    Block for the Invincible Starman it holds, at which point Mario should run 
    right to drop down to the ledge below, heading left at full speed through 
    the Spinies (gaining a 1-Up or two in the process) to find the third Star
    Coin waiting.  Backtrack to the right now, dealing with a final few Spinies
    before entering the yellow pipe, finding some ledges to leap across to reach
    the flagpole, ending the level!
    
    
                               o-------------------o
                               | Level 6-Tower One |
                               o-------------------o
    
    The Piledrivers return, but this time they are... HORIZONTAL!  Anyway, start 
    the climb by passing the firsts et of piledriovers, taking careful leaps to 
    get between the closely positioned Piledrivers' spiky exteriors, also 
    making sure to snag the Power-Up from the first ? Block that Mario 
    encounters.  When Mario reaches a point where he needs to jump left to a 
    solid brick ledge, keep going left to get the first Star Coin, followed by
    hiding in a small depression below to allow the Piledriver to slam by, 
    meaning Mario can continue his climb after that on the right.
    
    When a Super Dry Bones is found, the halfway point will be breached, so 
    Super Jump off the Super Dry Bones to hit the ? Block for the Power-Up,
    followed by continuing to climb, passing the four Piledrivers to find a
    springboard to use to get past the dual Piledriver threat.  Once Mario 
    reaches the door, enter to jump up the ledges to the top, letting the 
    Piledrivers slam forward and then retreat, allowing Mario to jump over to 
    the left to get the second Star Coin.
    
    Head up and through the door to continue onwards, finding the large red 
    doors.  However, before passing through said doors, Mario will need to be
    Mini Mario (easiest way) or use the Dry Bones to Super Jump up off of,
    Wall Jumping to reach the ledge above, entering the pipe to grab the final 
    Star Coin.  Now head through the door to find Baby Bowser!
    
    Bowser Jr. is again trying to charge and leap into Mario, so use the usual
    attacks of three stomps or nine fireballs or a combination of the two will
    take out the enemy.  However, this time Bowser Jr. has an extra trick up his
    sleeve, which is the platform that will tilt as Mario and Bowser Jr. move 
    around, so be careful to not fall into the spikes below.
    
    
                                   o-----------o
                                   | Level 6-3 |
                                   o-----------o
    
    Hit the moving ? Block when it is safe, grabbing the Power-Up, followed by
    passing the Venus Fire Trap to use the swinging ? Block to reach the first
    Star Coin.  head right to go down the red pipe, running across the floating 
    logs and collecting the Red Coin Ring for the reward (they are easy to get),
    followed by heading back up the surface.  Go down the second green pipe, 
    snagging the Star Coin inside, followed by resurfacing to go right and down
    the last pipe.
    
    Again run across the spinning logs quickly, carefully maneuvering past the
    Piranha Plants to reach the pipe at the end, going back up to the surface.
    Hit the ? Block when safe for the Power-Up, followed by leaping to the left 
    off of it to clear the pipe, grabbing the third Star Coin, followed by Wall
    Jumping back out to the area Mario entered from.  
    
    Now follow the Coinpurse across the gaps, destroying it by the pipe for the 
    Coins and 1-Up Mushroom it contains, followed by going past the ? Blocks and
    Piranha Plants to find the flagpole.  If you feel daring, get onto the 
    swinging ? Block to go high onto the flagpole, but the gap below makes that 
    a fairly dangerous proposition.
    
    
                                   o-----------o
                                   | Level 6-4 |
                                   o-----------o
    
    Grab the Power-Up before running under the Firebar, followed by Wall Jumping
    up to the higher ledge to continue climbing, reaching the first Star Coin.  
    Head right to find a gauntlet of Firebars, situated over a cliff, so use the
    top for walking and the bottom for hand-over-hand movement, getting through
    the set to reach a Power-Up, followed by a couple more Firebars (the last 
    of which is incredibly fast).  Grab another Power-Up before blowing past the
    small Firebars to Wall Jump upwards between two more Firebars, finding yet
    another Firebar to Wall Jump past, jumping to the left for a Star Coin 
    before moving right to pass the halfway point.
    
    The next area is a bunch of cliffs and ledges, so jump carefully (remember, 
    your jump is far weaker off of a cliff) to pass through this challenging
    section, remembering to take the high cliffs to reach a pipe.  Inside Mario
    will find some Firebars to shimmy over, reaching the third Star Coin, 
    followed by him hanging off the lower cliff to get past the same Firebars, 
    heading through the yellow pipe to enter the green pipe that Mario appears
    near.  Head right and leap onto the flagpole, ending the level!
    
    
                               o-------------------o
                               | Level 6-Tower Two |
                               o-------------------o
    
    Jump up past the Dry Bones to get the Power-Up, followed by going left to 
    Wall Jump up to the conveyor belts above.  Head right when a conveyor belt
    with spikes sticking out of it appears, grabbing the Star Coin on the right,
    at which point Mario will go left past another Dry Bones to reach the 
    halfway point.  Now go up the stepped conveyor belts, grabbing the Power-Up
    from the high brick on the right, followed by continuing to climb, jumping
    the Dry Bones and Super Dry Bones as they come along.
    
    Once the two green pipes are reached, enter the one on the right, holding 
    LEFT to find the ledge where Mario will need to duck to go through the 
    narrow opening (wait till the Spike Tops take off), busting the bricks to 
    get the second Star Coin.  Climb upwards to find a Coin Block and a ? Block
    Power-Up, followed by grabbing the rope above, scaling to the right to drop
    down to get the third Star Coin, followed by ducking to ride the conveyor
    belt to the right, leaping upwards to the ledge, entering the large red 
    doors to take another crack at Bowser Jr.
    
    Bowser Jr. will have reverted to his entering of his shell when Mario draws 
    near, so leap over his charge, forcing Baby Bowser to chuck a shell at you.
    Stomp the shell and pick it up to hurl back, allowing Mario to land a leap
    to the underside of the small Koopa.  Complicating this is the tilting
    platform and the lava below, so be careful to keep stable footing through 
    out the battle.  Note that Bowser Jr. can also be smoked by 9 Fireballs if 
    you have the Firepower at any time, so feel free to roast him quickly!
    
    
                                   o-----------o
                                   | Level 6-5 |
                                   o-----------o
    
    Head down the pipe to find another watery gauntlet to swim through, facing
    Cheep-Cheeps (the orange fish) and Deep-Cheeps (the green fish), which will
    chase you (unlike the Cheep-Cheeps).  Swim to the right to find a Power-Up
    in a ? Block, leading into a wider area where the first Deep-Cheeps attack 
    from.  Swim closer to the ceiling, watching for the first Star Coin, but 
    bait the Deep-Cheeps into diving down at Mario before going after it, as 
    they make it tough to get without being hit.
    
    Next is a Red Coin Ring, but due to the positioning of the Red Coins and the
    Deep-Cheeps, so avoid it as it is not worth the risk.  Immediately after 
    this is a vortex in the ground, trying to suck Mario down into the depths
    below, so swim through strongly and get the nearby Power-Up, followed by 
    raiding the next several ? Blocks for the Invincible Starman they hold,
    blasting through all sort of foes.  Once Mario reaches a yellow pipe, enter
    to find a ton of Deep-Cheeps to swim through to the center of the room, 
    locating the second Star Coin, followed by going back through the pipe.
    
    Swim right through the vortexes ahead, dodging Deep-Cheeps, reaching a 
    vortex surrounded with bricks, which you should get sucked down into, as the
    area below holds the final Star Coin for this area.  Head up the pipe to 
    swim up through two Mega Deep-Cheeps to go up the next pipe, finding some
    fall away ledges to leap up to land high on the flagpole, ending the level!
    
    
                                   o-----------o
                                   | Level 6-6 |
                                   o-----------o
    
    use the springboard to reach the ? Block above for the Power-Up inside, 
    followed by using the same springboard to clear the Chain Chomp while moving
    left, finding another springboard to launch off of to drill down through the
    bricks on the right, locating a Power-Up at the bottom.  Launch up once 
    more, aiming straight up to find another springboard, going to the left off
    of it to drill through a vertical row of bricks, finding a P-Switch.  After
    hitting the P-Switch, move left to get the second Star Coin before the Coins
    turn back into bricks.
    
    launch off the nearby springboard and go right, finding a ? Block with a 
    Power-Up inside, from which Mario will use the nearby springboard to go up
    and to the left, locating the second Star Coin, which rests on a Chain 
    Chomp's post.  After that send Mario to the right, finding the halfway 
    marker, facing a long drop down to find a Power-Up in a ? Block, followed by
    Ground Pounding through a row of bricks to a springboard.  launch up and 
    left, bouncing the off the Red Paratroopa Koopa to hit the P-Switch, 
    followed by going down and right to bounce off the red Koopa Troopa to reach
    the pipe.  
    
    Once inside, use the springboard to go high into the cavern, allowing Mario 
    to fall down on the right side of the chasm to collect the third Star Coin, 
    followed by taking the yellow pipe to the outside.  Now use the green pipes
    here to keep climbing, reaching a ledge with multiple green pipes.  Ignore 
    these and run to the right, finding the flagpole to end the level!
    
    
                                   o-----------o
                                   | Level 6-A |
                                   o-----------o
    
    Grab the Power-Up from the ? Block, followed by killing Lakitu immediately
    (use Firepower is possible).  Head right to find a vortex to jump into, 
    launching Mario up so he can move right to find the Star Coin up there,
    remembering to continue floating to the right to land again.  The next 
    landmark to look for are two solid rock sets holding quicksand, so ride the
    quicksand downward, finding a hidden area.  As soon as Mario appears, Wall
    Jump back up to the Star Coin once he just falls past it, followed by 
    climbing through this room that is eerily reminiscent of one of the 8-2 
    bonus room choices in Super Mario Brothers 3.
    
    Once Mario is back outside, raid the nearby Power-Up and then go right,
    passing the halfway marker, jumping across the small platforms to find a 
    series of pipes, so look for the yellow pipe at the tail end of this set,
    entering it to take a running leap over the Super Piranha Plant to get the
    Star Coin (though Firepower makes this tons easier to collect), followed by
    going out the red pipe on the left.  Head right upon exiting, taking a long 
    running leap over the gap ahead (below is the pipe you entered), clearing 
    the gap or else Mario will need to go back down into that same pipe due to 
    the invisible blocks that will prevent him from going to the right.  
    Continue moving right, ignoring the Lakitus while you keep moving, entering 
    a pipe to find a flagpole.  If you wish to go after the higher area of the
    flagpole, jump straight up from the bump in the sand, revealing two hidden
    blocks, followed by Wall Jumping to that ledge to leap onto the flagpole.
    
    
                                   o-----------o
                                   | Level 6-B |
                                   o-----------o
    
    Go down the pipe on the right, launching upwards to go right, crossing the
    next two gaps via the swinging poles.  Avoid the upcoming enemies, swinging
    across another gap, finding a Red Koopa Troopa there to de-shell, picking it
    up and throwing it at the Star Coin to the right (get it in sight before
    tossing), collecting it before swinging across the gap to collect a Power-Up
    from a ? Block.  Next up are some tilting toadstools and Green Paratroopa
    Koopas to deal with, followed closely by a green pipe to launch up out of,
    Super Jumping off the back of the Green Paratroopa Koopa to get the second
    Star Coin.
    
    Launch up out of the pipe again, going right to leap the Piranha Plants to
    find a long slope to go down, passing the enemies there, reaching some 
    tilting toadstools to continue down and to the right across.  Mario will
    quickly come across a rotating Power-Up box, which is guarded by Green 
    Paratroopa Koopas, so get them out of the way while collecting, leading to 
    the right to pass a Goomba producing pipe to take the first green pipe that
    appears.
    
    Upon regaining control of Mario, use the swinging poles to cross the gap
    ahead, landing on the high ledge to slide under the low wall, grabbing the
    third Star Coin.  head right to slide down the hill and across the gaps 
    ahead, getting up once across to go right to leap onto the flagpole to end 
    the level!
    
    
                                 o----------------o
                                 | Level 6-Castle |
                                 o----------------o
    
    Use the moving ledge to get across the first lava pit, followed by getting 
    over the next pit by leaping from one moving ledge to the next, finding a
    ? Block over the lava to hit with a Red Koopa Troopa shell.  Next up for 
    Mario is a Star Coin floating over the lava, so use a Koopa Troopa shell to
    hit it, collecting it in the process, continuing on to the right afterwards
    to cross more moving ledges, watching for a second Star Coin down below.
    
    Use the moving ledges to get down to this Star Coin, grabbing it before 
    leaping back up to the areas above, moving right to find a Red Koopa Troopa
    and a leap past two Podoboos and a lava pit.  Head right to find a Red Koopa
    Troopa, a Power-Up, and the halfway marker, followed by going up onto the
    ledge above via the block below.  Head right to Super Jump off of the Red
    Koopa Troopa to get onto the granite block on the right, moving right to
    locate the third Star Coin.  
    
    Now backtrack to jump between the two moving granite blocks, finding a 
    narrow hallway where granite blocks will push up from below in an attempt to
    push Mario into the spikes above.  Head right through this area, entering
    the door at the end, finding a series of leaps to make upwards, going from
    moving ledge to moving ledge, locating the large red door, which leads to 
    the Boss Fight!
    
    The Monty Mole Tank will fire off Bullet Bills, swinging the turret around
    to try and hit Mario.  To further complicate this, Monty Mole will pop out
    of the tank periodically to throw a Bob-Omb into the mix, but this is also
    happens to be the time to go after the malicious Mole, leaping onto him 
    before he can chuck the Bob-Omb.  This will cause Monty Mole to lose control
    of the tank temporarily, which will fire off Bullet Bills in various 
    directions until he regains control, at which point the cycle begins over.
    However, each new round of attacks will have an additional cannon added to 
    the tank, meaning Mario will have to scale the barrels of the weapons to
    stomp Monty Mole.  Three hits will scrap the tank and Monty Mole, moving
    Mario onwards in the game!
    
    Alternatively, you can let him chuck his Bob-Omb out to try and hurt Mario, 
    but Mario should hop on the Bob-Omb and quickly chuck it back into the 
    Monty Mole, causing him to enter into the third and final phase of the 
    fight after just one hit!
    
    
                              ~~~~~~~~~~~~~~~~~~~~~~~
                            ~~~~~~~ World Seven ~~~~~~~
                              ~~~~~~~~~~~~~~~~~~~~~~~
    
    _____________________
    X - Start            |
    # - Level            |
    a - Extra Level      |
    O - Empty Space      |
    T - Tower            |
    C - Castle           |
    H - Ghost House      |
    W - Warp Cannon      |
    P - Pipe             |
    S - Star Coin Toll   |
    I - Item Toad House  |
    G - Green Toad House |
    M - Mega Toad House  |
                         |
    _____________________|
    
         M         I    G                 +----G---------+
         |         |    |                 |              |
         S         S    S                 |              |
    X----1----H----2----3------------T----4----5----A----O----C
              |                      |    |    |         |
              |                      |    |    |         |
              +----------------G-----+    +----6----7----+
    
    
                                   o-----------o
                                   | Level 7-1 |
                                   o-----------o
    
    Ride the platform to the right, grabbing the Power-Up from a ? Block, 
    leaping to the next platform, riding it past the Green Paratroopa Koopas, 
    staying board when it falls downward.  Now on a lower track, ride the 
    platform left past the same Green Paratroopa Koopas, reaching the first Star
    Coin, followed by riding right to leap to the cloud ledge.  Immediately go
    past the brick to get onto the winged ? Block as soon as possible, riding it
    to the right to find a pipe to enter, using the swinging poles to get up to 
    the second Star Coin.
    
    After raiding the room of Coins and a 1-Up Mushroom, head down the pipe on
    the right to re-enter the level, facing a Fire Chomp (in fact, they will
    attack you from here on out).  Head right, using the platforms to ride to 
    the right, entering the pipe there to go onto the flagpole!
    
    However, you only have two Star Coins, so head back through the level, this
    time ignoring that winged ? Block, instead riding the platforms to find a 
    pipe to go up.  Upon appearing, grab the Power-Up from the ? Block and then
    take the top platform, riding it to find the Star Coin at the top of the
    screen, leaving the same portion of the level you faced previously to go 
    through, reaching the flagpole to once again end the level, this time with 
    all three Star Coins in hand!
    
    
                              o---------------------o
                              | Level 7-Ghost House |
                              o---------------------o
    
    This place can be very confusing, but that is fitting of the Ghost House 
    legacy from Super Mario World.  I will be covering the bare minimum here,
    getting you through the challenge, so feel free to explore the extra doors
    at your leisure.
    
    Hit the first brick here to reveal a ?-Switch, entering the door to the left
    to find some Splunkins, a strange wavely floor, and a Star Coin as Mario
    hops to the right to go through the door.  Back in the previous room, head 
    into the door directly above Mario.  Go left and Ground Pound through the 
    odd floor to reach the second Star Coin, followed by Ground Pounding down to
    the ?-Switch on the right side of the room, entering the door that appears 
    above to get back into that central room once more.
    
    Head through the door on the right side of the low floor, finding many 
    ghostly hands that appear to be doing something, so track their movements 
    and jump upwards, hitting the hidden block they were moving around, 
    revealing a ?-Switch.  After triggering the Item, go right to ride the 
    platforms that have appeared to go upwards, going left across the ledges to
    enter the door before it disappears.  At this point the level splits into
    two paths, so choose between the Main Route and the Alternate Route.
    
                                    ==========
                                    Main Route
                                    ==========
    
    Trip the P-Switch and run off to the right, leaping across the gaps at top
    speed (plow through the Boo ahead if you have to), leaping up the brick
    ledges to find a solid ledge, so run to the right to find the third Star
    Coin.  Backtrack to drop off this ledge, moving right to head outside, using
    the winged ? Block here to land high on the flagpole, ending the level!
    
    
                                 ===============
                                 Alternate Route
                                 ===============
    
    Hit the P-Switch and take off running to the left, hitting the brick ahead 
    that is shimmering (take the low path at the split, looking in the bricks 
    above) to reveal a vine.  Quickly backtrack and leap to this vine before the
    P-Switch runs out, climbing up to find a door to pass through, which takes
    Mario to the alternate flagpole, ending the level!
    
    
                                   o-----------o
                                   | Level 7-2 |
                                   o-----------o
    
    Head right through the pipe, getting onto the moving ledge, which is 
    controlled by Mario’s position on the ledge.  if you want it to go left or 
    right while going up, walk to that side, and if you wish it to start 
    lowering, run into a brick above to send it downwards.  Also note that the 
    walls of the screen wrap around here, so use this to your advantage as well.
    
    Anyway, go up past the Red Koopa Troopa (or stomp it and throw the shell 
    through the Green Paratroopa Koopas on the right to possibly get a 1-Up 
    chain) to raid the ? Block on the right side of the screen for a Power-Up.  
    Ride the ledge through the narrow area head, taking out the Green Paratroopa
    Koopas, arriving at a more open area where Mario should bear right to raid 
    the enclosure on the right for the first Star Coin.  next for Mario are some
    more Green Paratroopa Koopas and a Red Coin Ring (not really worth the 
    trouble on this fairly easy stage), leading into a solid ledge above with
    some Red Koopa Troopas to boot a shell through for points.
    
    After this area the slow climb continues, grabbing a Power-Up from the 
    ? Block on the left, followed by riding past more Green Paratroopa Koopas, 
    reaching some Coin Blocks on the right to Ground Pound, collecting the 
    Power-Up from the ? Block as a finale on the ledge.  Pass the next Green
    Paratroopa Koopa before stomping the next one down to the shell, grabbing 
    the Koopa's shell to throw over to the right on top of the bricks, breaking 
    through to hit and thus collect the second Star Coin.  
    
    A few more ? Blocks to ignore (unless you really need those few Coins) will
    lead into an area with massive amounts of Green Paratroopa Koopas to deal
    with, so take out the ones on the left to reach the third Star Coin, 
    followed by moving up and to the left to find a pipe to another area, where
    a dual Super Jump effort off the backs of more Green Paratroopa Koopas will
    result in a high position on the flagpole, ending the level in style!
    
    
                                   o-----------o
                                   | Level 7-3 |
                                   o-----------o
    
    Head right to pass a couple Wigglers, raiding the ? Block for a Power-Up,
    followed by going down the green pipe to locate a an absolutely GINORMOUS
    WIGGLER!  Jump onto the back of this monstrosity, riding along and grabbing 
    Coins, facing challenges from Green Paratroopa Koopas and a Goomba producing
    pipe.  Now be on the look out for a Boomerang Bro to take out from below,
    allowing Mario to leap onto his ledge to reach the Star Coin he guarded.
    
    Now go right to hit the ? Block ahead for the Invincible Starman, followed 
    by moving right, revealing silver Coins where ever Mario sets foot, so 
    collect some but be fast enough moving forward to keep reaching the next 
    ? Block so a new Invincible Starman can be collected, extending this Coin
    bonanza opportunity.  While you are on this magical Wiggler ride, take a
    running leap off of his body when he humps it up high near a ledge with a
    Star Coin twirling around.
    
    Continue onwards past the various foes (mainly some Green Paratroopa Koopas
    and Goombas), reaching a ledge with a pipe... and a Boomerang Bro.  Take out
    this guy quickly, allowing Mario an easy time getting into the pipe, popping
    out to go right, Ground Pounding the first two bricks, one revealing a vine
    and the other to gain access.  Climb downwards to find a ledge on the right 
    to leap to for the third Star Coin, followed by leaping to the left to ride
    the yellow pipe back up to the top.  Now all that remains is to hit the 
    hidden block above the bricks, taking a running leap off of it to hit the 
    high portion of the flagpole, ending the strange and unique level!
    
    
                                 o---------------o
                                 | Level 7-Tower |
                                 o---------------o
    
    Hi the bricks to find a Power-Up, then climb up the platforms on the right,
    reaching some stone pathway to go left across to go up the red pipe.  Jump
    across the spiked to go up a bit, passing under the first platform before 
    halting to wait and leap on top of the platform that Mario just passed 
    under.  Ride it upwards, leaping up on the right to get to the ledge above,
    followed by leaping down the hole on the right when the granite blocks have
    retreated, allowing Mario to reach the Star Coin below.  Now climb back out
    of the hole by jumping up the moving granite blocks, jumping up past the 
    spikes when they move to the left.
    
    Carefully hit the ? Blocks on the left for a Power-Up before moving on,
    climbing upwards to jump up one ledge at a time, followed by ducking to
    slide under the spikes, leaping up to the next set of ledges when the coast
    is clear.  After passing that set of obstacles, get onto the next moving 
    ledge, leaping up into the first opening, followed by dropping down between 
    the two spiky area, followed by riding it right to jump into the next 
    opening to climb.  Mario will find a set of granite blocks to leap up, but 
    unlike the similar area in the Level 1-Tower, Mario will have to avoid the 
    spikes on the walls of the granite blocks while doing so.
    
    Enter the door to reach the halfway point, so locate the Power-Up in the 
    bricks before heading out the door to continue the climb, facing a block 
    ride up to find another Power-Up to collect, this one in a ? Block.  Head
    left through the next section with great caution, followed by jumping onto
    the granite blocks, walking off each one when they go high, reaching a ledge
    with the second Star Coin floating above.  Head left to backtrack, climbing
    upwards to find a set of granite blocks that move in a sequence.  Send Mario
    to the right when the opening appears, jumping up the ledges to reach solid
    ground, followed by leaping up to the large red door and letting the granite
    blocks close in and then move away, allowing Mario to leap to the left to 
    get the third Star Coin, followed quickly by using a running leap to get 
    back to said doors and pass through them.
    
    Bowser Jr. will be using the hide technique if you try to leap on him, so 
    jump over his advances and wait for a Green Koopa shell to be thrown, which 
    Mario can stomp on to stop, followed by flinging it back to turn Baby Bowser
    onto his back, allowing Mario to leap onto the exposed stomach.  Land the 
    typical three hits to end the bout, but Bowser Jr. has some more of those
    moving granite blocks here, so be ready to fight their momentum when leaping
    and running around on this small ledge.
    
    
                                   o-----------o
                                   | Level 7-4 |
                                   o-----------o
    
    Use the springboard on the right to get the Power-Up from the ? Block above,
    followed by going right along the bottom of the area, using the last 
    springboard encountered to go up and left to find the first Star Coin.  Now
    use the springboard to the right, bouncing off the spongy toadstool nearby,
    going up and a bit to the left, finding the second Star Coin.
    
    Head left and sue the springboards there to go up off of a couple spongy 
    toadstools, reaching the halfway point on a solid toadstool, followed by 
    climbing up to the next springboard, where the paths of the level diverge.
    
                                    ==========
                                    Main Route
                                    ==========
    
    Use the springboard to launch up to the spongy toadstool, going up higher
    to get the third Star Coin while floating as far to the right as possible.  
    If done correctly, Mario will tough the spongy toadstool here, launching
    him into the pipe above (if not, go try the same tactic again).  If you want
    to enter a bonus area, use the springboards to go up to dive through the 
    bricks up high, followed by landing on the ground, hitting the brick there 
    to make the vine head up (no Star Coins in there though).  Anyway, 
    springboard up over the large wall, going right to find the flagpole to 
    finish off the level!
    
    
                                 ===============
                                 Alternate Route
                                 ===============
    
    Mario will need to have a Mini Mushroom equipped to make this Alternate 
    Route possible.  Once you are Mini Mario, launch off of the springboard and
    use the spongy toadstool to bounce high enough to land on the winged 
    ? Block.  Now jump into the small crevice above in the side of the rock 
    face, followed by using a running leap out and then back toward the wall,
    which will get Mini Mario into the opening above.  Head up the mini pipe to
    go right, jumping to reveal a couple hidden blocks, which help Mario get 
    higher onto the flagpole ahead, opening the secret route to the Castle!
    
    
                                   o-----------o
                                   | Level 7-5 |
                                   o-----------o
    
    Head right to pass a Bob-Omb and a Green Koopa Troopa, followed by a couple 
    Bullet Bill batteries that are guarding a ? Block set that holds a Power-Up.
    Continue to the right, dodging the Bob-Ombs and Bullet Bills until you see a
    Star Coin floating above, at which point you should stomp a Bob-Omb, 
    followed by carrying it off the Bullet Bill cannon to destroy the wall 
    above, gaining access to the Star Coin that was blocked off previously.
    
    To go after the next Star Coin, Mario must be Mini Mario, moving right past 
    the Bob-Ombs until a small pipe is blocked by one brick, which is where you
    will have to put the Bob-Omb you choose to set off, allowing Mario to go
    down the mini pipe.  Inside the cavern, have Mario move past the Micro 
    Goombas (Tiny Huge Island from SM64!) to grab the Mega Mushroom from the ?
    Block, moving to the left to push the pipe to the right that is covering 
    the second Star Coin!
    
    head up the pipe on the right to continue in the same direction on the
    surface, passing a massive amount of Bullet Bills, Green Koopa Troopas, and
    some Bob-Ombs.  Once Mario reaches a big brick set-up to collect the 
    Power-Up from the lower ? Block (if he is Regular Mario, he will have to use
    the Bob-Omb to get at the Super Mushroom) before hopping the gap to tangle 
    with a Red Koopa Troopa en route to a dual Bullet Bill launcher site, where
    the third Star Coin lies in between, so jump in there between the enemy and
    get out quickly.
    
    A note about this spot as well... if you bring the Red Koopa Troopa shell 
    and throw it in between these two cannons, this spot can be used to kill off
    Bullet Bills until time runs out, gaining lots of points and then a lot of 
    1-Ups, so use this spot to stalk up for the challenges ahead if the extra 
    lives are needed.  Anyway, head right to find a pipe covered by hard bricks,
    which is the indication that level splits into the Main and Alternate 
    Routes.
    
                                    ==========
                                    Main Route
                                    ==========
    
    Head past this spot, Super Jumping off the incoming Banzai Bill to land on 
    top of the massive launcher, using it as a stepping stone to leap off of, 
    Super Jumping off of the Bullet Bills if desired to land high on that 
    flagpole.  Either way, grab the flagpole to end the level!
    
    
                                 ===============
                                 Alternate Route
                                 ===============
    
    Stomp the Bob-Omb in the area and place it so it rests on top of the fourth
    block from the left, destroying blocks to leave a single layer of bricks 
    over the pipe.  Now backtrack to the left, stomping the Bob-Omb here and 
    picking it up, dropping it right close to the pipe, destroying the remaining 
    bricks to open up the pipe, so head through it.  Upon exiting on the other 
    side, collect the Coins and go through the next pipe, resurfacing to go 
    right, locating the hidden flagpole to end the level!
    
    
                                   o-----------o
                                   | Level 7-6 |
                                   o-----------o
    
    Head right through the opening area, raiding the ? Blocks and bricks for
    Coins and Power-Ups (and a even a 1-Up Mushroom) by using shells on the 
    lower bricks, all the while dealing with a mass attack of Koopa Troopas and
    Paratroopa Koopas (both colours for both types).  Mario will run into a 
    couple pipes with Piranha Plants inside, followed by a tilting toadstool 
    with three Red Paratroopa Koopas to deal with before leaping up to the high
    ledge to reach the halfway point.  It is here that level will split into a
    Main Route and an Alternate Route, so choose wisely.
    
                                    ==========
                                    Main Route
                                    ==========
    
    Grab the Power-Up from the ? Block before continuing to the right, dropping
    down before going right to leap up into the small area where two Green
    Paratroopa Koopas guard the second Star Coin (the first Star Coin is hidden 
    on the Alternate Route, so you will have to get it when you do that route).
    Continue on to the right, taking out the Koopas to reach the yellow pipe, 
    going down to enter a new area.
    
    Although you can collect some stuff on the left, the goal of coming down 
    here is fulfilled by Super Jumping off the three Green Paratroopa Koopas on
    the right to reach a ledge to go up the red pipe, emerging to get the third
    Star Coin.  Once the Green Paratroopa Koopas clear out above, leap up to 
    start out to the right, dealing with another massive attack of all types of
    Koopas, eventually reaching the flagpole, ending the level!
    
    
                                 ===============
                                 Alternate Route
                                 ===============
    
    Take out the top row of bricks and the two Green Paratroopa Koopas, followed
    by punching the lower row of bricks to reveal a vine that goes up to a new
    area.  Jump onto the toadstool on the right, which will move across the
    large gap ahead, jumping to snag the first Star Coin while en route, 
    reaching a pipe to go up.  Upon surfacing from the pipe, use a Super Jump
    off of the Green Paratroopa Koopa to land high on the flagpole, ending the
    level!
    
    
                                   o-----------o
                                   | Level 7-7 |
                                   o-----------o
    
    This level will scroll automatically, so go right to take out a couple Red
    Koopa Troopas to get the Power-Up from the ? Block, followed by riding the
    paddle elevator to get across the gap to the first Star Coin.  Now use the
    moving platforms to advance to find a platform that leads upwards, changing 
    the aim of the level from horizontal to vertical.  The Red Coin Ring is not
    really worth the time, but feel free to try if you like, followed by leaping
    off the ledge to the left, riding the first two Donut Blocks down to get the
    second Star Coin (Wall Jump back up to the safety above).
    
    Head left and up, passing the halfway marker while snagging the Power-Up 
    from the ? Block, fighting Red Koopa Troopas, getting onto the highest Donut
    Blocks to jump up and to the left to get the third and final Star Coin.  Now
    head right across the donut blocks to reach a ledge of Donut Blocks to dive 
    into a brick for a Power-Up, followed by going right to use a paddle 
    elevator to go along the track, reaching two Red Paratroopa Koopas to Super
    Jump off of to reach the high part of the flagpole, ending the level!
    
    
                                   o-----------o
                                   | Level 7-A |
                                   o-----------o
    
    Head through the pipe and go under the first ledge, leaping to reveal some
    hidden blocks, allowing Mario to go into the pipe that is right by said 
    blocks, gaining possession of a Star Coin.  Now go up the pipe with the
    Squiggler inside, heading right to go past a Piranha Plant to find a pipe on
    the right to enter, launching Mario high into the air.  While Mario starts
    to fall down, slide along the wall on the right, Wall Jumping into the pipe
    on the left, falling into a room with the second Star Coin (Wall Jump to get
    it).
    
    After heading back out, go left to fight a Squiggler, followed by going up 
    the left pipe, going up to find some platforms above with gaps in between 
    them, so start on the left and jump up to reveal the hidden blocks, filling
    the gaps.  Go right to get up onto this area, followed by going up to the
    next ledge to hit the halfway marker, moving left to get a Koopa shell, 
    followed by dropping down to move right along the area with the hidden 
    blocks.  When you reach the end of these ledges, turn and throw the shell,
    followed by dropping down and running to the left, following the shell to 
    get the 1-Up Mushroom that the brick holds.
    
    Head back up to the area with the small pipe, moving right and then up 
    across the pipe ledges, carefully maneuvering around the Piranha Plants and
    Squigglers, going up through a pipe to find a ? Block that holds a Mini 
    Mushroom.  Leave this area by going through the pipe on the right, jumping
    to the right through the Piranha Plants (since you are Mini Mario, it may be
    wise to call down your Reserve Item if you have one at this point) to find
    a yellow block to punch from underneath to form a ledge to get Mario through
    the pipe, finding a set of blocks to hop of to land high on the flagpole,
    ending the level!
    
    
                                 o----------------o
                                 | Level 7-Castle |
                                 o----------------o
    
    Head right to leap onto some green blocks, which will move over a bottomless
    pit, very reminiscent of a couple fortresses found within the game of Super
    Mario World!  Ride along and jump the Amp, looking to leap to a Star Coin on
    the right as the platform heads left, so get back onto it and leap the next
    Amp.  Ride forward to get the Power-Up from the ? Block, leading into two
    Thwomps to bait into falling, allowing Mario to leap over them, entering 
    into the end of this green block express, so jump to safety on the right.
    
    Grab the Power-Up after the halfway marker, leaping onto the next green 
    block set, riding it through the twisty path it chooses, avoiding the 
    gauntlet of Ball & Chains that populate the area, remembering that the 
    blocks the Ball & Chains are connected to are safe to stand on, which is a
    perfect way to get the second Star Coin that floats in this area (just 
    remember to board the green blocks again as they steam on by).  Next up for 
    Mario are Flamethrowers (an ode to the Airship Exhaust Ports from Super
    Mario Brothers 3), so go underneath them or jump them when they are not 
    firing, reaching the end of the line.  However, ride the green blocks as 
    they fall, leaping through the third Star Coin en route to the ledge with 
    the large red doors.  Enter these doors to go tackle the Boss Fight!
    
    Jump up the platforms, jump around on the left for a power-up, and head to 
    the right, running into a Lakitu who controls the power of lightning... his 
    name is Lakithunder!  Lakithunder will attack from his remote position 
    above, throwing Spinies down for Mario to dodge, which he augments with 
    vicious thunderclaps from above.  Keep avoiding the attacks to outwait 
    Lakithunder, who will make a divebomb at Mario, at which point Mario 
    should leap onto his head to damage him.  Repeat the pattern two more times,
    knocking him out and heading out for the last World in the game!
    
    
                              ~~~~~~~~~~~~~~~~~~~~~~~
                            ~~~~~~~ World Eight ~~~~~~~
                              ~~~~~~~~~~~~~~~~~~~~~~~
    
    _____________________
    X - Start            |
    # - Level            |
    O - Empty Space      |
    T - Tower            |
    C - Castle           |
    H - Ghost House      |
    W - Warp Cannon      |
    P - Pipe             |
    S - Star Coin Toll   |
    I - Item Toad House  |
    G - Green Toad House |
    M - Mega Toad House  |
                         |
    _____________________|
    
              +----M    I
              |         |
              S         S
    X----1----2----T----3----4----C----5----6----7----8----T    C
                             S                             |    |
                             |                             |    |
                        G----+                             +----+
    
    
                                   o-----------o
                                   | Level 8-1 |
                                   o-----------o
    
    Splunkins and Crowbers will begin the assault for the Koopa Klan when Mario
    enters the final world, so fight through them while getting a Power-Up from
    a ? Block near a Bullet Bill cannon, followed by going right past the Bullet
    Bills and dealing with the Crowbers.  Raid the ? Block from the low ledge 
    for another Power-Up, which will be done under constant attack, moving right
    to find a ? Block that holds a springboard.  Pick up the springboard and go
    right to drop it onto the first floating ledge that appears, using the 
    springboard to boost upwards off screen to gain possession of the first Star
    Coin.
    
    Continue to the right to pass some Splunkins and a Boo, reaching a Power-Up
    after passing the halfway marker.  Head right past the Bullet Bills that
    litter the area, minding the Boos that are around, reaching a set of Bullet
    Bill launchers below a Star Coin, using a Super Jump to reach that Star Coin
    via the back of a Bullet Bill (just be careful of the nearby Boo when 
    launching into the air).  
    
    Next for Mario is to drop down to the ledge below the Banzai Bill launcher, 
    getting the final Star Coin, followed by Wall Jumping off the Banzai Bill 
    launcher to get to the ledge on the left, followed by Super Jumping off the
    next Banzai Bill to land on the massive launcher, leaping to the right to 
    reach the flagpole to end the level!
    
    
                                   o-----------o
                                   | Level 8-2 |
                                   o-----------o
    
    Head through the pipe to find a ?-Switch to hit, swimming upwards at full 
    speed to find a ledge to leap to, grabbing the Power-Up before heading 
    through the pipe on the left.  In this area send Mario across the Barrels 
    (feel free to smack the Skeeters) to find another ? Switch, triggering it to
    raise the water level.  Swim upwards and then head right across the barrels,
    finding a pipe to go through.
    
    Snag the Power-Up from the ? Block here, followed by using a Ground Pound to
    go through the bricks, much like a certain Star World Level in Super Mario
    World (well that used a Spin Jump, but close enough).  Line up Mario 
    underneath the former ? Block, and then Ground Pound through the various
    structures, falling through a Star Coin to reach the halfway marker, so head
    through the pipe on the right.  Hit the ?-Switch here to raise the water
    level, swimming upwards quickly to leap out of the water to Super Jump off 
    of a Skeeter on the right side of the shaft, Wall Jumping as high as 
    possible, which should send Mario sailing through the second Star Coin.
    
    Swim through the lower pipe on the right, going upwards to kill off the 
    Skeeters.  Next send Mario to hit the ?-Switch, swimming up the passage on 
    the right to leap up to the ledge with the third Star Coin, followed by 
    going back down to hit the ?-Switch once more, this time going up the left
    passage to enter the pipe up above the ledge.  Jump across the ledges on
    the right, arriving at the flagpole, ending the level!
    
    
                               o-------------------o
                               | Level 8-Tower One |
                               o-------------------o
    
    Jump right to the moving platform, getting the Power-Up from the ? Block 
    before leaping up the moving platforms to find the first Star Coin on the
    left.  Head back down to go right to start climbing up the moving ledges,
    carefully leaping between the spikes to find a Power-Up in a ? Block, 
    followed by letting the ledge above slide left, allowing Mario to leap up
    and duck down, letting the ledge push him through as it comes back to the 
    right.
    
    Once you are through, go left and let the moving ledge pull Mario through
    to the far side (go when the Spike Tops are not threatening), allowing Mario
    to go upwards to get the second Star Coin.  Let the high ledge push Mario
    through the small opening, going right to use the next block to go upwards,
    reaching the halfway marker.
    
    Head left and climb up between the two crushing granite blocks, finding a
    Dry Bones and a springboard, so use it to launch upwards, jumping up to 
    reveal the hidden blocks above the Dry Bones, followed by using the winged
    ? Block to get on top of them, acquiring the final Star Coin.  Now head
    through the large red doors to find Baby Bowser!
    
    Bowser Jr. will be doing his usual throw the shell and get nailed, allowing
    Mario to jump onto his stomach to damage him.  However, this battlezone will
    have a couple extras trick to deal with, mainly the moving granite blocks on
    the sides of the area, and two Flamethrowers will attack from below, so be
    careful to not take a hit while chasing down Bowser Jr.  Three hits will end
    the bout, sending Bowser Jr. scurrying off once more!
    
    
                                   o-----------o
                                   | Level 8-3 |
                                   o-----------o
    
    head through the pipe to get the Power-Up on the right, followed by swimming
    upwards, passing all the Unagis in the walls.  Whenever an Unagi is swimming
    a patrol through a passage ahead, let it go by before charging through, and
    Mario will eventually reach the halfway marker, which also happens to be 
    where the level picks up intensity... BIG TIME!
    
    Yeah the Mega Unagi is here, and it will be nipping at your heels the entire
    time you swim to the right, so be fast and accurate in your swimming lines,
    or you will soon belong to the Mega Unagi's digestive tract!  Swim to the
    right, dodging through the incoming Unagis, Cheep-Cheeps, and doing so while
    maintaining your speed to stay ahead of the razor sharp teeth that trail 
    you, swim along the bottom half of the cavern to eventually reach a Star 
    Coin resting on the bottom of the sea.
    
    After grabbing this lovely decoration, swim up to the roof to bust the 
    bricks that appear ahead, getting into the containment area of the second
    Star Coin.  Next step for Mario is to ignore all other distractions (like 
    the ? Blocks and red Coin Ring) to go forward at top speed, dropping down to
    wrap around some bricks to reach the Star Coin when it appears, followed by
    making a break for it to the right.  Here Mario will find the flagpole, so
    do not worry about scoring well here, just get out of this crazy sprint swim
    level!
    
    
                                   o-----------o
                                   | Level 8-4 |
                                   o-----------o
    
    Mario will immediately be accosted by bombarding Scuttlebugs, dropping down
    in sets of two to try and hit Mario.  They will further their attacks by 
    letting go of their silk threads, coming to ground level to try and touch
    Mario, so be ready to deal with this while moving right, arriving at a ledge
    that is a ? Block, Coin Block, and another ? Block.  Take a running leap to
    the right here to reach the high ledge, grabbing the Star Coin before 
    passing the halfway marker.
    
    Grab the nearby Power-Up before cautiously advancing, dealing with 
    Scuttlebugs as they both Mario, reaching a series of up and down floating 
    platforms.  When Mario is almost across, use a running leap to get the 
    second Star Coin (land carefully below, the ledge is fairly small) before 
    continuing onwards to find an Invincible Starman.  Use this great Item to go
    right, blasting through all foes, carefully leaping across the moving ledges
    to find a mini pipe.  When this spot is located, use a Mini Mushroom from 
    your reserves (if you lack it, come back later) to become Mini Mario, 
    heading down the pipe.
    
    Inside hit the ? Block to get an Invincible Starman, moving right to hit the
    next ? Block for the next Invincible StarMan, allowing Mario to enter the 
    narrow passage above to run to the left to reach the Star Coin before his
    Starman runs out (if it does, he will not be able to bypass the Micro 
    Goombas blocking this passage).  head back up the pipe to continue on the
    right, avoiding Scuttlebugs to reach the flagpole, ending the level!
    
    
                               o--------------------o
                               | Level 8-Castle One |
                               o--------------------o
    
    Ride the platform on the high track to the right to leap up to the ledge 
    with the Star Coin, followed by hopping down to hit the red block to get a
    platform to cross the next lava field.  Grab the Power-Up and dust the Dry
    Bones to go right to hit the red switch to get the platform over the solid
    ledge to appear.  Ride it up and leap to the high platform, riding it down 
    to the bottom track to get the second Star Coin, followed by riding across
    the lava ahead (take the lower route for purposes later) to find the halfway
    marker and a Power-Up.
    
    Next up for Mario are some treacherous triangle and rectangle platforms to
    hop across, grabbing the Power-Up from the ? Block, jumping to the rope that
    hangs from the ceiling.  Land Mario on the platform below the large red 
    doors, ducking to go through the narrow opening to go right to find more
    rotating platforms to cross, reaching the third Star Coin.
    
    Now wait for the ledge to return along the track, going left to head for the
    large red doors, entering to go battle the boss!
    
    Bowser Jr. will sic Skeletal Bowser on Mario, who is far less vulnerable 
    than Bowser was in the first Castle of the game.  However, he still suffers
    from the same beatable weakness in that once that switch behind him is 
    touched, he drops form sight!  To perform this feat, simply dodge the 
    incoming bone throws (mush like the SMB hammers Bowser could throw) and 
    fiery breath attacks, waiting for Bowser to leap high into the air, at which
    point Mario can go underneath and hit the switch.  Another tried and true 
    way of getting to the switch is to just run right into Bowser, using the 
    temporary invincibility to go hit the switch!
    
    This appears to be the end... but it is not!  Bowser Jr. grabs the Princess
    and sprints away with Peach once more, crossing a recently formed bridge to
    enter the second half of World 8!
    
    
                                   o-----------o
                                   | Level 8-5 |
                                   o-----------o
    
    Head right to hop across the bouncy ledges and tippy rock ledges, taking
    out the Goombas and Red Koopa Troopas, arriving at a dual ? Block set that
    signals that a quick hop down to the rock ledge below to get the Star Coin,
    followed by quickly leaping back up before it tips into the lava.  Now use 
    the Red Koopa Troopa ahead on the ? Block for a 1-Up Mushroom, followed by
    continuing to the right to beat up the Red Koopa Troopa to claim the 
    Power-Up from the ? Block it patrols near.
    
    Continue moving right, taking out the first Red Koopa Troopa before hopping 
    down to the next ledge, using one of these red Koopa Troopas to throw into 
    the Star Coin on the left to collect it, followed by hopping across the gaps
    to find a series of rock ledges that tip when you stay on them.  Hop from
    ledge to ledge quickly, hopping over the Red Koopa Troopas and Green 
    Paratroopa Koopas that will accost Mario, trying to maintain some good speed
    to take a running leap off the last ledge of this type (it is slightly 
    elevated above the others), to reach a really high ledge, where the third
    Star Coin sits.  Now head through the pipe on the right, jumping onto the
    flagpole to end the level!
    
    
                                   o-----------o
                                   | Level 8-6 |
                                   o-----------o
    
    Head left to wrap around to the far side of the screen, hopping the gap to 
    keep going left, claiming the Power-Up from the ? Block before going up to
    use the green pipe, launching up and left, wrapping around through the screen
    to get the Star Coin.  Now head back out to jump up through the ledge above,
    running right to go past the Goombas pouring from the red pipe, reaching a
    ? Block that hold a Power-Up.
    
    Next up is the halfway marker, which is quickly followed by springboards for
    Mario to use, going up off the first two to find a third one, which he 
    should use to launch up and to the left, stomping through the bricks with a
    Ground Pound, followed by leaping up the ledges above before the lava 
    catches up.  Go left and use the springboard here, launching straight up to
    reach some solid red ledges.
    
    Head up through the openings while dodging the Spinies, hanging to the right
    side to find the third Star Coin, followed by running through the side of 
    the screen to reach a green pipe, which will launch Mario away from the 
    rising lava's reach!  If you want to really score well on the flagpole, head
    to the left and use the springboard there to whirl all the way to the right,
    getting some Coins while doing so.  Either way, touch the flagpole to end 
    the level!
    
    
                                   o-----------o
                                   | Level 8-7 |
                                   o-----------o
    
    Super Jump across the backs of the Green Paratroopa Koopas for a Power-Up,
    which leads to a series of Koopas of all types to Super Jump along, 
    concluding with a bounce over the large wall ahead (if you fail at this, 
    look for a hidden block to reach the top of the wall).  A Sledge Bro will
    attack at this juncture, so shoot it from afar (or you will have to get in 
    close), followed by going down underneath the ledge to go left for the Star
    Coin.  Remember to leap off of this ledge quickly as it is tough to stop so 
    suddenly on a small ledge.
    
    Head right to pass the Red Koopa Troopas to reach some cliffs, so move 
    across them while collecting Coins to reach a small ledge, leaping across 
    the gap to hit the halfway marker and to raid the higher ? Block for a 
    Power-Up (just be careful around the Green Paratroopa Koopas).  Head right 
    to find two Fiery Bros, so leap up in between their attacks, hopping on the
    first one (though a taste of their own medicine from Fiery Mario would be
    just as satisfying), followed by cracking the one on the ledge above by 
    punching him from below.
    
    Look for the Invincible Starman in the ? Block to go right, hurriedly 
    smashing through the Koopas here to find a set of floating ledges, one of
    which houses a Boomerang Bro, so take him out with the Starman (if you still
    possess it), or stomp him in between his boomerang attacks, which will leave 
    the second Star Coin unguarded.  
    
    Continue on to the right, facing another Sledge hammer Bro to allow Mario to
    Ground Pound through the one set of bricks, opening the containment are of 
    the third Star Coin to collect it (just do not Ground Pound too far, or 
    Mario will die).  head right to go through the Red Coin Ring, getting the 
    Red Coins before entering the green pipe, launching through the majority of
    the Red Coins, hopping straight up to get the last one, followed by using 
    the Green Paratroopa Koopas to Super Jump high into the air, grabbing the 
    flagpole to end the level!
    
    A fun note for this level: This is an homage to the Hand Trap from Super 
    Mario Brothers 3 that contains all the types of the Hammer Brothers Family. 
    Though this level is longer, it is about the same in terms of difficulty.
    
    
                                   o-----------o
                                   | Level 8-8 |
                                   o-----------o
    
    Run right to use the brick ledge to go up and left for the first Star Coin
    (go in between the volcanic eruptions to stay safe), followed by going right
    for the Power-Up in the nearby ? Block.  Now head right carefully, passing 
    the Kab-Ombs (stomp them to kill them to stay really safe), but do not fear 
    their explosions as they will just harmlessly shoot into the air after 
    running around for a few second making a wonderful coloured explosion.
    
    Keep on going along, raiding the bricks and ? Blocks to find Power-Ups, 
    arriving at a set of grey bricks that are positioned over holes, but look
    carefully to find a mini pipe in one.  Stand over this hole and break the
    bricks with the falling magma rock, going down the pipe (as Mini Mario, or
    else you can not go after this Star Coin) to find a large maze.  Enter the 
    maze near the mini pipe, working through the pathways (Coins are an 
    excellent indicator of which way to go), reaching the second Star Coin.  Now
    Mario will just need to continue to the left, fighting his way out of this 
    maze to reach the mini pipe to go back to the surface.
    
    Upon appearing, jump straight up twice, and an invisible block should yield
    an Invincible Starman.  Head right past all the Kab-Ombs and avoiding the 
    incoming magma, stopping underneath the encased Star Coin, letting the magma
    rip the bricks to shreds.  After leaping up between eruptions to claim the 
    third Star Coin, head right past all the Kab-Ombs (carefully, as you are 
    likely still Mini Mario), reaching the flagpole to end the hellish level!
    
    
                               o-------------------o
                               | Level 8-Tower Two |
                               o-------------------o
    
    Head right to get onto the green block platform to begin moving, raiding the
    ? Block for a Power-Up before facing a series of moves through some 
    Firebars.  When Mario enters the narrow hall with spikes and small Firebars,
    ride at the front of the platform, riding the blocks upward to grab the 
    first Star Coin from a small alcove.
    
    get onto the front block immediately to ride upwards, passing the halfway
    marker, continuing to the right to ride through the various dips and doodles
    of the platform, ignoring the Red Coin Ring while doing so.  When you reach
    the ? Block holding the Power-Up, take a running leap off the green blocks 
    to the right to get the second Star Coin, followed by hustling to the right 
    to get onto the rising green blocks before the Spiked Ball comes crashing 
    into the scene.
    
    Continue the great green block tour, avoiding the first Spiked Ball to find
    a second to leap over and onto the ledge it came from, getting the third 
    Star Coin before returning to the green blocks.  Now get onto the front 
    block and ride it upwards, leaping over to the right to enter the large red 
    doors to face Baby Bowser once more!
    
    Baby Bowser will be doing his now familiar hide in his shell before tossing
    a Green Koopa shell, so stomp the shell and throw it back to stun him, 
    followed by planting a plumber boot in his exposed mid section.  Repeat the 
    pattern two more times while watching out for the Podoboo attacks on the 
    sides, and baby Bowser will make one last run for it!
    
    
                               o--------------------o
                               | Level 8-Castle Two |
                               o--------------------o
    
    Head right across the gaps while avoiding the Podoboos, reaching a door to
    pass through, finding three bricks.  Punch the center one to reveal a
    ?-Switch, which will flip the room to let Mario pass through the door that
    was on ceiling (now on the ground), leading into a room to go up and to the
    right through, passing Flamethrowers and a Dry Bone, entering the door near 
    a thin wall.  In here Mario will find a Super Thwomp to pass underneath 
    after he draws it into attacking, followed by hitting the bricks to reveal a
    ?-Switch.
    
    Collect the Power-Up on the right before hitting the ?-Switch, flipping the
    room again so Mario can go left underneath the Super Thwomp again, passing
    through the door to find another long set of Flamethrowers and a Dry Bones 
    to move past, fighting over to the left to find a solo brick that holds a
    ?-Switch.  Now Mario will have to go back to the right, looking for a ledge 
    above (it is located above the area with the Dry Bones) to go up past more
    Flamethrowers, entering the door.  Head right past the three Thwomps, 
    turning left to hop over the spikes above to go get the first Star Coin,
    followed by turning right to go down to get a Power-Up from a brick below a
    Dry Bones.
    
    Head left from here, continuing to go downwards while smacking bricks, 
    revealing a ?-Switch to flip the room, allowing Mario to climb upwards to
    pass under the Thwomp to reach the top.  Mario will find a choice in path,
    so go right and pass under another Thwomp to leap some spikes and a Dry
    Bones, reaching a door.  Leap onto the platform on the left to get up to a
    door that leads to an empty room where running right along the floor will 
    get Mario a second Star Coin, followed by going up the stairs to get into 
    the door located at the top.
    
    Head right to pass the halfway marker and to snag an Item, which is followed
    by a set of platforms and such that have many routes across, but only one 
    correct way will allow Mario to advance (a classic style from the original
    Super Mario Brothers castles in World 4, World 7, and World 8).  So to 
    advance through this area, start out by taking the bottom path to hear the
    success chime, followed by going along the top path in the next area, and
    finally taking the middle path to clear this area.
    
    Mario will have to leap across some small ledges ahead to find a couple 
    bricks to Ground Pound to destroy, followed by going over the lava pit to
    take a running leap to the left underneath the ledge, attempting a Slide 
    Duck to go under the short bricks, reaching the final Star Coin in the game!
    Now head right, entering the massive red doors to enter into the final Boss
    Fight!
    
    Bowser Jr. will revive his destroyed father before the battle even begins, 
    turning the bout into an unfair 2 vs. 1... if you were not the great Mario
    anyway!  Start out by concentrating on Baby Bowser, jump his charges,
    forcing him to throw a Koopa shell for Mario to stomp and throw back, 
    followed by jumping onto his exposed stomach (though Fireballs really work 
    well here), getting three hits to finish him off.  However, while taking 
    down this wily foe, remember that Bowser will be attacking with his blue
    flames that will track Mario down, but luckily their range is very limited.
    
    Once Bowser Jr. has been dispatched, it is time to take care of Bowser.  
    However, upon the defeat of scales and blood, Bowser will up the attacks, 
    sending out multiple flames at a time, including three blue homing flames at
    once!  Try to get in close to the monster, avoiding the flames (if the blue
    flames come out, back and off let them dissipate), waiting for Bowser to 
    leap into the air to allow Mario to go underneath him and to hit the switch
    that rests on the right side of the room.  Note it is far easier to go under
    him on the high leap, but it is possible to get under him on the small leap.
    
    Note you need to be Super Mario or better for this strategy to work.  As an 
    alternate strategy, it is possible to bounce off of Bowser Jr., flying right
    into Bowser, getting hit to become invulnerable, using that invulnerability 
    to reach the switch, beating the level!
    
    Hit the switch to end the abduction, saving Princess Peach and ending the
    game!
    
    ----------------------------------------------------------------------------
    -----------------------------------Items------------------------------------
    ----------------------------------------------------------------------------
    
    5) This section will list all Items, their uses, and any other applicable
       information.
    
    
                                o----------------o
                                | Power-Up Items |
                                o----------------o
    
    
    Name......: Blue Shell.
    Power.....: This former housing of a Koopa Troopa will allow Mario to don 
                the status symbol of the Koopa Klan.
    How To Use: Holding DOWN to duck in place, staying protected from attacks,
                but the main use is spinning wildly forward after dashing for a
                short while, breaking bricks and killing enemies.
    
    
    Name......: Fire Flower.
    Power.....: This little petunia will allow Mario to become Fiery Mario so 
                he can throw fireballs at his foes.
    How To Use: Press the X/Y Button to throw a Fireball, with a maximum of two
                Fireballs allowed on screen at a time.
    
    
    Name......: Mega Mushroom.
    Power.....: This massive Mushroom will turn Mario into a behemoth of an 
                individual, making him as tall as 2/3 of the screen!
    How To Use: Simply run forward, plowing through enemies, bricks, pipes...
                anything that normally would be a problem for Mario will now
                get destroyed.  After the short rampage ends, some 1-Ups will
                be awarded based on the damage dished out.
    
    
    Name......: Mini Mushroom.
    Power.....: This miniscule Mushroom will shrink Mario down to a size that 
                even Regular Mario can laugh at.  Any hit will do him in, so be
                careful.
    How To Use: While in this form Mario gains a higher leap, more hang time and
                air acrobatic control, and the ability to run across the surface 
                of water.
    
    
    Name......: Invincible Starman.
    Power.....: When collected, this Star will make Mario flash wildly (his 
                colour you perverted person!) and make him invulnerable to 
                enemies (although he can still die through a few ways).
    How To Use: Simply collect and plow through enemies without fear!
    
    
    Name......: Super Mushroom.
    Power.....: Mario will change from Regular Mario into Super Mario, which 
                will allow Mario to take a hit instead of dying.  This is also 
                required for Mario to be eligible for Fire Flowers.
    How To Use: Just collect it to gain the power.
    
    
                                    o----------------o
                                    | In-Level Items |
                                    o----------------o
    
    Name..: ?-Switch.
    Effect: This yellow trigger will make something within the area change, like
            ground elevation or water height.  The effect is typically temporary,
            but not always.
    
    
    Name..: !-Switch.
    Effect: This red trigger will fill in dotted outlines of blocks for a few
            moments, so use the time to get across the gap that has been filled.
    
    
    Name..: 1-Up Mushroom.
    Effect: When collected, Mario gains an extra life.
    
    
    Name  : Coin.
    Effect: Besides being worth 200 points per collect, 100 of these little 
            beauties will gain Mario an extra life.
    
    
    Name..: Coin Block.
    Effect: A Block that contains multiple Coins, the amount of which if dependent
            upon how fast Mario hits the block.  Get at least 10 Coins from a 
            Block to make a Super Mushroom pop out.
    
    
    Name..: P-Switch.
    Effect: When stomped, it turns all Coins into bricks and all bricks into 
            Coins.
    
    
    Name..: Red Coin Ring.
    Effect: Pass through this object to make 8 Red Coins appear for a limited
            time.  If all 8 Red Coins are gathered in time, a reward will be
            yours (Super Mushroom if you are Regular Mario, a Fire Flower if you
            Are Super Mario or if a spot is open for a Reserve Item, or a 1-Up
            Mushroom if you are at least Fiery Mario and have at least a Fire 
            Flower as a reserve item).
    
    ----------------------------------------------------------------------------
    ----------------------------------Enemies-----------------------------------
    ----------------------------------------------------------------------------
    
    6) This section will examine both the regular enemies and the bosses of the
       game.
    
    
                                 o--------------o
                                 | Regular Foes |
                                 o--------------o
    
    Name......: Amp.
    Appearance: Electrified black orb.
    Attacks...: They will not move, but are positioned in area where Mario has
                to navigate through, making them great at being in the way.
    
    
    Name......: Ball & Chain.
    Appearance: A chain with a large spiked ball attached to it.
    Attacks...: These traps will just swing around and around in an attempt to 
                hit Mario, but they are usually positioned so Mario has to go
                past them with bottomless pits positioned below.
    
    
    Name......: Balloon Boo.
    Appearance: A ghost that will harass Mario.
    Attacks...: When he is not looked at, he will shrink in size while chasing
                Mario, but when he is being eyeballed, he will grow in size.
    
    
    Name......: Banzai Bill.
    Appearance: A massive Bullet Bill.
    Attacks...: Flies across the screen in an attempt to hit Mario directly.
    
    
    Name......: Blockhopper.
    Appearance: A fake ? Block with bricks on top.
    Attacks...: This faker will try to leap onto or walk into Mario, but they
                are fairly easy to avoid.
    
    
    Name......: Blooper.
    Appearance: A jellyfish creature that inhabits watery areas.
    Attacks...: Swims around the water in odd sideway movements, though they
                are sometimes accompanied by Mini-Bloopers, which are shot out
                in multiple directions to hit Mario.
    
    
    Name......: Bob-Omb.
    Appearance: A small walking, black bomb.
    Attacks...: Once they are stomped on, their fuse is lit, causing them to
                explode a few second later, clearing out anything within range.
    
    
    Name......: Boo.
    Appearance: A white ghost.
    Attacks...: When faced, these ghosts will hide their faces and not move, but
                as soon as Mario turns away, these ghosts will beeline towards
                Mario.
    
    
    Name......: Boomerang Brother.
    Appearance: A helmeted turtle with two large boomerangs.
    Attacks...: The Boomerang Bro will attack with his trusty Boomerangs, 
                throwing them out in a circular pattern.
    
    
    Name......: Broozer.
    Appearance: A brawny ghost that breaks bricks.
    Attacks...: These guys will bust down walls, which is beneficial for Mario
                when he needs the pathway opened.
    
    
    Name......: Bullet Bill.
    Appearance: A black bullet.
    Attacks...: These projectiles will fly straight across the screen in an
                attempt to hit Mario directly.  Their cannons will often be
                lined up into gauntlets for Mario to traverse through.
    
    
    Name......: Buzzy Beetle.
    Appearance: a black shelled beetle.
    Attacks...: These guys will crawl across the ceiling of underground areas,
                dropping down to spin at Mario.
    
    
    Name......: Chain Chomp.
    Appearance: A black head chained to a single block.
    Attacks...: When Mario draws near, these beasts will attempt to lunge and
                bite the hero.
    
    
    Name......: Cheep-Cheep.
    Appearance: An orange fish.
    Attacks...: Swims lazily in a single direction, not really making any effort
                to hit Mario as he passes on by.  They can also be aggressive in
                their attacks, but surprisingly it is when Mario is on dry land,
                as they will attempt to leap into Mario.
    
    
    Name......: Cheep-Chomp.
    Appearance: A larger blue fish.
    Attacks...: These annoyances will try to swallow Mario whole, regardless of
                his Power-Up situation.  They will often hound Mario for large
                portions of the level, so be wary of their attacks from behind,
                as they may not be gone yet.
    
    
    Name......: Crowber.
    Appearance: A black bird.
    Attacks...: These members of the Corvid family will look to swarm Mario,
                often attacking in large groups.
    
    
    Name......: Deep-Cheep.
    Appearance: A green fish.
    Attacks...: Very similar to Cheep-Cheeps, these baddies will actually try to
                hit Mario instead of just swimming along, so avoid them if you
                can.
    
    
    Name......: Fire Bro.
    Appearance: Red turtles that spit fire.
    Attacks...: Another member of the infamous Hammer Brothers clan, these guys
                come in pairs, spitting out Firepower shots like it is going
                out of style.
    
    
    Name......: Firebar.
    Appearance: A chain of fireballs.
    Attacks...: Locked onto a brick, these fireballs in a group will swing 
                around in a circle, attempting to touch Mario.  They are often
                positioned so Mario will have to pass right through their area.
    
    
    Name......: Flame Chomp.
    Appearance: A floating black head with trailing fireballs.
    Attacks...: While floating through the air, it will pause momentarily to
                spit a fireball at Mario.  if it runs out of fireballs to use,
                it will attempt to explode in a kamikaze run at Mario.
    
    
    Name......: Flamethrower.
    Appearance: A small barrel that spews flames periodically.
    Attacks...: In a tribute to the Exhaust Ports from the Airships in the Super
                Mario Brothers 3, these traps will shoot out flame in an attempt
                to scorch Mario when he passes by.
    
    
    Name......: Giant Spiked Ball.
    Appearance: A massive metal ball with spikes all over it.
    Attacks...: Like the smaller version it will try to roll into Mario, but due 
                the girth it possesses, it is also able to smash through bricks 
                with ease, so watch out for it to appear suddenly from the side 
                or above.
    
    
    Name......: Goomba.
    Appearance: A walking brown mushroom.
    Attacks...: These classic Super Mario Brothers enemies do nothing more than
                try to bump into Mario, usually attacking in groups.
    
    
    Name......: Green Koopa Troopa.
    Appearance: A green-shelled turtle.
    Attacks...: This simple minded enemy has no self-preservation skills, as it
                will just walk blindly forward to try and hurt Mario, but he 
                will not stop himself from walking into a pit, so ignoring them
                will typically work.  Also, though it is not quite the same, 
                their shell can be kicked, and if it hits Mario it will hurt 
                him.
    
    
    Name......: Green Paratroop Koopa.
    Appearance: A green-shelled, winged turtle.
    Attacks...: Unlike the wingless cousin, these guys will usually fly in a set
                vertical pattern, not offing themselves.  However, they revert 
                to Green Koopa Troopas when they are stomped, as they lose their
                wings.
    
    
    Name......: Hammer Bro.
    Appearance: A hammer tossing turtle.
    Attacks...: These guys (typically in groups of two) will attack by throwing
                hammers and jumping between the platforms they typically
                inhabit.
    
    
    Name......: Kab-Omb.
    Appearance: A walking bomb.
    Attacks...: Much like a Bob-Omb, but their explosion does not hurt Mario.
    
    
    Name......: Lakitu.
    Appearance: A turtle riding in a cloud.
    Attacks...: Lakitu is about as oldschool as they come, flying through the
                air, tormenting Mario by throwing his pet Spinies out to try and
                hurt Mario.
    
    
    Name......: Mega Cheep-Cheep.
    Appearance: A massive orange fish.
    Attacks...: Much like the regular Cheep-Cheep it swims in a single 
                direction, ignoring Mario.
    
    
    Name......: Mega Deep-Cheep.
    Appearance: A massive green fish.
    Attacks...: Much like the regular Deep-Cheep it swims directly at Mario, 
                actively seeking to hurt him.
    
    
    Name......: Mega Unagi.
    Appearance: A massive eel.
    Attacks...: This sleek swimmer also boasts rows upon rows of dagger sharp
                teeth, so avoid the charges it makes as well as the biting
                attacks it utilizes.
    
    
    Name......: Micro Goomba.
    Appearance: Tiny brown walking mushrooms.
    Attacks...: Much like their larger brethren, they will try to bump into 
                Mario to hurt him.
    
    
    Name......: Paragoomba.
    Appearance: A winged brown mushroom.
    Attacks...: A flying Goomba that will make dive bomb attacks at Mario to try
                and hit him.
    
    
    Name......: Piledriver.
    Appearance: A spiky piston driven implement.
    Attacks...: These positioned traps will just slam back and forth (either up 
                and down or side to side) in attempt to crush Mario.  However, 
                even their touch is hurtful to Mario, so be careful to not run 
                into a deployed trap.
    
    
    Name......: Piranha Plant.
    Appearance: Red petaled plant with teeth.
    Attacks...: Customarily attacking out of a pipe (though they can be outside
                these confines as well), the Piranha Plant will try to bite 
                Mario as he tries to pass these carnivorous beasts.
    
    
    Name......: Podoboo.
    Appearance: A red fireball.
    Attacks...: Found within lava pits, these burning entities will try to leap 
                out with a vertical jump to hit Mario as he crosses the lava
                expanses found within the castles.
    
    
    Name......: Pokey.
    Appearance: A segmented cactus.
    Attacks...: Pokey will slowly shuffle and sway his segmented body in an 
                attempt to hit Mario, usually being positioned in such a manner
                that he will make it difficult for Mario to pass by.
    
    
    Name......: Red Koopa Troopa.
    Appearance: A red-shelled turtle.
    Attacks...: Similar to the Green Koopa Troopa, these guys actually half 
                some self preservation instincts, as they patrol a certain 
                platform, marching back and forth in wait of Mario's arrival.
                Also, though it is not quite the same, their shell can be 
                kicked, and if it hits Mario it will hurt him.
    
    
    Name......: Red Paratroopa Koopa.
    Appearance: A red-shelled, winged turtle.
    Attacks...: Much like the Green Paratroopa Koopa, this winged turtle will
                patrol the airways, but it typically follows a horizontal flight 
                path when it tries to hit Mario.
    
    
    Name......: Scuttlebug.
    Appearance: A large legged spider hanging from the top of the screen.
    Attacks...: They do not try to aggressively attack Mario, as they just bounce
                up and down on their silky lines that they produce.  However, if 
                they cut their thread, they will land and begin to hunt Mario in
                earnest.
    
    
    Name......: Skeeter.
    Appearance: Spindly legged, water walking bugs.
    Attacks...: While flitting back and forth across the surface of the water 
                makes them tough enough to deal with while trying to leave the
                water, they also drop bombs downward periodically in an attempt
                to aggressively hurt Mario.
    
    
    Name......: Sledge Hammer Bro.
    Appearance: A massive Hammer Brother with sledgehammer weaponry.
    Attacks...: Much like the smaller version, the Sledge Hammer Brother will 
                leap around, tossing sledgehammers to try and pick off Mario.
                However, he also boasts a massive ground slam that can stun 
                Mario for a few seconds.
    
    
    Name......: Snailicorn.
    Appearance: A horned snail.
    Attacks...: When Mario lands on one of the ledges these beasts inhabit, it
                will charge him and try to ram the Italian plumber off the ledge
                to his doom.
    
    
    Name......: Snow Spike.
    Appearance: A snowball wielding foe.
    Attacks...: With an endless supply of packed snowballs, he will try to pick
                Mario off at a distance.  Getting in close will make Mario an
                easier target, but these guys tend to be positioned right in the
                path of the level.
    
    
    Name......: Spike Bass.
    Appearance: A massive blowfish.
    Attacks...: This fish will patrol the waters below the low lying areas of
                some shoreline levels, looking to leap up to hit Mario.  Though
                he can be defeated, he will return in mere moments, so watch out
                Mario.
    
    
    Name......: Spike Top.
    Appearance: A beetle with a spike.
    Attacks...: These guys will ignore Mario as he passes by, but they do not
                need to go after him due to their spiky exterior.
    
    
    Name......: Spiked Ball.
    Appearance: A metal ball with spikes on it.
    Attacks...: This object will try and roll into Mario, causing him harm.
    
    
    Name......: Spiny.
    Appearance: A spike-backed red beast.
    Attacks...: The pet of Lakitu, they will be thrown from above by the cloud
                dwelling Lakitu, landing to start walking in a straight line.
                They also have spikes on their back, so they can not be killed
                through a leap, making them fairly dangerous for Mario.
    
    
    Name......: Splunkin.
    Appearance: A walking pumpkin.
    Attacks...: It will walk along, trying to bump into Mario.  After one hit it
                will increase the speed it moves at, but a second hit will 
                destroy it.
    
    
    Name......: Squiggler.
    Appearance: a small Wiggler.
    Attacks...: These tiny Wigglers will come out of pipes, looking to hit 
                Mario with direct touch.
    
    
    Name......: Super Dry Bones.
    Appearance: Massive skeletal turtles.
    Attacks...: Truly big enemies, they will walk back and forth in an area to 
                try and touch Mario.  They also double as strength for moving
                blocks to try and crush Mario.
    
    
    Name......: Super Piranha Plant.
    Appearance: A massive red petaled plant with teeth.
    Attacks...: Much like their smaller counterparts, except that they exist
                solely outside the confines of the pipes of the Mushroom 
                Kingdom.
    
    
    Name......: Super Thwomp.
    Appearance: A gigantic stone.
    Attacks...: Much like regular Thwomps, this guy will try to squish Mario,
                but it can also crash through bricks and other materials, so be
                very careful around these foes.
    
    
    Name......: Sushi.
    Appearance: A blue shark.
    Attacks...: Typically appearing in pairs, these guys will charge across the
                screen and attempt to hit Mario while en route.
    
    
    Name......: Thwomp.
    Appearance: A stone.
    Attacks...: These classic Mario Brothers enemies will inhabit areas where
                Mario needs to pass through, crashing downwards as the Italian
                plumber draws near in an attempt to squash him flat.
    
    
    Name......: Unagi.
    Appearance: An Eel.
    Attacks...: Found hiding in their small holes in rock faces, they will snap
                out in Mario’s direction to try and bite him.
    
    
    Name......: Venus Fire Trap.
    Appearance: A red petaled flower with fiery breath.
    Attacks...: When these fellows pop out from their hiding place in a pipe, 
                they will fire one or two fireballs in Mario's direction, then
                retreat into the pipe, and then repeat the same attack.
    
    
    Name......: Whomp.
    Appearance: A large slate of grey rock.
    Attacks...: When Mario comes close to their position, these guys will fall
                face first onto the ground, which seems silly but is a very 
                effective attacking strategy.
    
    
    Name......: Wiggler.
    Appearance: A yellow caterpillar with a flower in it's head.
    Attacks...: The typical Wiggler is a happy creature, meandering around at a
                slow pace, but after it is attacked it will turn red and move 
                around at great speed in an attempt to hurt Mario.
    
    
                                    o--------o
                                    | Bosses |
                                    o--------o
    
    Just a quick note for all bosses (except 8-Castle Two), these are the following
    damage scales, assuming each Boss has a total of 9 Hit Points when the battle 
    begins:
    
    Jump----------> 3 Hit Points
    Fireball------> 1 Hit Point
    Ground Pound--> 6 Hit Points
    Mega Mushroom-> one hit kill
    
                                      =======
                                      1-Tower
                                      =======
    
    Baby Bowser will attack Mario simply by running back and forth, attempting 
    to ram him at full speed.  The way to defeat the monster is to hit him with
    three leaps to the head, though he will retreats to his shell after every
    bonk from Mario, so step away until he comes back from his hiding game.  The
    other method for defeating Baby Bowser is to hit him with 9 Fireballs, 
    though the Fireballs can be combined with the jump attacks to beat Baby 
    Bowser as well.  Consider the Jump attacks remove 3 Hit Point Points and the 
    Fireballs remove 1 Hit Point, meaning that to beat Baby Bowser, 9 Hit Points
    must be removed.
    
    
                                     ========
                                     1-Castle
                                     ========
    
    Baby Bowser will send in Bowser to fight against Mario... on a breakaway
    bridge.  Yes, Baby Bowser has never read a history book apparently on the
    entire game of Super Mario Brothers.  Anyway, Boswer can be taken down 
    through three particular strategies:
    
      i) The easiest way to beat him is to get onto the elevator floating on the 
         bridge, waiting for Bowser to draw near so Mario can take a running
         leap past the beast to hit the switch and drop Bowser into the lava.
    
     ii) Fireballs can roast the beast, taking him out in a few short bursts.
         Although this manner will drop Bowser into the lava below, only hitting
         the switch will end the battle.
    
    iii) This is an unorthodox option, but as Shell Mario you can bash Bowser 
         until he falls into the lava defeated.  The same rules apply for 
         hitting the switch to end the level.
    
    
                                      =======
                                      2-Tower
                                      =======
    
    Baby Bowser will attack Mario simply by running back and forth, attempting 
    to ram him at full speed on a platform that is not complete, as Mario can 
    fall into the quicksand below, making it tough for him to escape and battle
    Baby Bowser without taking a hit on the exit.  The way to defeat the monster
    is to hit him with three leaps to the head, though he will retreat to his 
    shell after every bonk from Mario, so step away until he comes back from his
    hiding game.  The other method for defeating Baby Bowser is to hit him with 
    9 Fireballs, though the Fireballs can be combined with the jump attacks to 
    beat Baby Bowser as well.
    
    
                                     ========
                                     2-Castle
                                     ========
    
    Head right and Mario will come face to face with the Mummy Pokey!  To win 
    this battle Mario will need to put 9 Fireballs into the creature, hit it 
    with three Shell Dashes, or jump on the head of the monster three times 
    (you can also go Mega Mushroom on it as well if you are lazy).  The monster 
    will attack by surfacing from the sand, spitting a projectile at Mario, and 
    then disappearing below once more.  if you are going to use jumps to defeat 
    it, only nail it when it is low enough to safely jump onto it.  Once 
    Mario has won the battle, off to World Three he shall go!
    
    
                                 OR AS MINI Mario!
    
    
    Head right and Mario will come face to face with the Mummy Pokey!  To win 
    this battle while Mini Mario, watch for the Mummy Pokey to poke out of the 
    ground, noting the height it stops rising out at.  If it is too high for 
    Mario to leap over the top of, avoid the incoming projectile and wait for 
    the next reappearance, but when it does pop out at a low enough height to 
    attack it, jump directly above it and perform a Ground Pound attack to 
    damage the Mummy Pokey.  Repeat this pattern successfully twice more and 
    Mario will be on his way to World Four!
    
    
                                      =======
                                      3-Tower
                                      =======
    
    Bowser Jr. attacks here as usual, charging back and forth in an attempt to
    run into Mario, but this time his platform has water all underneath it, so
    falling in will make it tough to get back onto the ledge without taking a
    hit in the process.  The usual 3 stomps or 9 Fireballs or a combination of
    the two will end the battle, chasing Bowser Jr. from another Tower!
    
    
                                     ========
                                     3-Castle
                                     ========
    
    Go to the right to find a bridge set up with fish below it, including the 
    boss, Cheepskipper!  To defeat this foe, leap onto his head as he jumps up
    above the bridge, getting him three times to beat him.  Just note that Mario
    also has to contend with the leaping Cheep-Cheeps while doing this, and that
    Fireballs can defeat the foe in 9 hits.  Not a tough boss, just leap 
    carefully to defeat it, ending the tour of World Three!
    
    
                                      =======
                                      4-Tower
                                      =======
    
    Bowser Jr. will once again take on Mario, but this time he will try some
    different tactics.  If Mario attempts to clock him with a leap, he will
    retreat into his shell.  Instead, leap over his charges, drawing him into 
    throwing a green shell at Mario, which he should hop on to stop it, followed
    by kicking it back into Baby Bowser to knock him onto his back, at which
    point Mario should perform a Ground Pound to hurt the little beast.  Repeat
    this pattern two more times, and he will go down in defeat.  Also note that
    9 Fireballs will do him in, and they can hurt him at anytime during the 
    bout.
    
    
                                     ========
                                     4-Castle
                                     ========
    
    After the Goomba gets enlarged, stomp on the ?-Switch in the pit to make some
    platforms appear to allow Mario to jump high enough to get above the Giant
    Goomba, delivering a Ground Pound attack to hurt the monster.  Keep at the
    attacks from above, landing three total hits to take it down.
    
    
                                      =======
                                      5-Tower
                                      =======
    
    Bowser Jr. will return to his old tricks, simply trying to charge into 
    Mario, though he can also leap into the air if given enough time.  Deliver
    three stomps or nine fireballs or a combination of the two, beating the foe
    quickly, but be wary of the icy platform, as it can make controlling Mario
    precisely a difficult job.
    
    
                                     ========
                                     5-Castle
                                     ========
    
    Petey Piranha will make his appearance here... yes, the Super Mario Sunshine
    stand out will attack Mario, looking for some revenge!  Petey will start off
    by flying into the air, trying to divebomb Mario (move out of the way as he
    attacks), which will dizzy him, allowing Mario to hit him with a jumping
    attack.  After this Petey will bounce up and down through out the room, so
    dodge these attacks so he will take off into the sky once more, allowing 
    Mario to repeat the dance two more times to finish off the beast and the 
    World, gaining access to World Six!
    
                                 OR AS MINI Mario!
    
    Petey Piranha will make his appearance here... yes, the Super Mario Sunshine
    stand out will attack Mario, looking for some revenge!  Petey will start off
    by flying into the air, trying to divebomb Mario (move out of the way as he
    attacks), which will dizzy him, allowing Mini Mario to use a Ground Pound on
    his head.  After this Petey will bounce up and down through out the room, so
    dodge these attacks so he will take off into the sky once more, allowing 
    Mario to repeat the dance two more times to finish off the beast and the 
    World, gaining access to World Seven!
    
    
                                   ===========
                                   6-Tower One
                                   ===========
    
    Bowser Jr. is again trying to charge and leap into Mario, so use the usual
    attacks of three stomps or nine fireballs or a combination of the two will
    take out the enemy.  However, this time Bowser Jr. has an extra trick up his
    sleeve, which is the platform that will tilt as Mario and Bowser Jr. move 
    around, so be careful to not fall into the spikes below.
    
    
                                   ===========
                                   6-Tower Two
                                   ===========
    
    Bowser Jr. will have reverted to his entering of his shell when Mario draws 
    near, so leap over his charge, forcing Baby Bowser to huck a shell at you.
    Stomp the shell and pick it up to hurl back, allowing Mario to land a leap
    to the underside of the small Koopa.  Complicating this is the tilting
    platform and the lava below, so be careful to keep stable footing through 
    out the battle.  Note that Bowser Jr. can also be smoked by 9 Fireballs if 
    you have the Firepower at any time, so feel free to roast him quickly!
    
    
                                     ========
                                     6-Castle
                                     ========
    
    The Monty Mole Tank will fire off Bullet Bills, swinging the turret around
    to try and hit Mario.  To further complicate this, Monty Mole will pop out
    of the tank periodically to throw a Bob-Omb into the mix, but this is also
    happens to be the time to go after the malicious Mole, leaping onto him 
    before he can chuck the Bob-Omb.  This will cause Monty Mole to lose control
    of the tank temporarily, which will fire off Bullet Bills in various 
    directions until he regains control, at which point the cycle begins over.
    However, each new round of attacks will have an additional cannon added to 
    the tank, meaning Mario will have to scale the barrels of the weapons to
    stomp Monty Mole.  Three hits will scrap the tank and Monty Mole, moving
    Mario onwards in the game!
    
    
                                      =======
                                      7-Tower
                                      =======
    
    Bowser Jr. will be using the hide technique if you try to leap on him, so 
    jump over his advances and wait for a Green Koopa shell to be thrown, which 
    Mario can stomp on to stop, followed by flinging it back to turn Baby Bowser
    onto his back, allowing Mario to leap onto the exposed stomach.  Land the 
    typical three hits to end the bout, but Bowser Jr. has some more of those
    moving granite blocks here, so be ready to fight their momentum when leaping
    and running around on this small ledge.
    
    
                                     ========
                                     7-Castle
                                     ========
    
    Jump up the platforms, jump around on the left for a power-up, and head to 
    the right, running into a Lakitu who controls the power of lightning... his 
    name is Lakithunder!  Lakithunder will attack from his remote position 
    above, throwing Spinies down for Mario to dodge, which he augments with 
    vicious thunderclaps from above.  Keep avoiding the attacks to outwait 
    Lakithunder, who will make a divebomb at Mario, at which point Mario 
    should leap onto his head to damage him.  Repeat the pattern two more times,
    knocking him out and heading out for the last World in the game!
    
    
                                   ===========
                                   8-Tower One
                                   ===========
    
    Bowser Jr. will be doing his usual throw the shell and get nailed, allowing
    Mario to jump onto his stomach to damage him.  However, this battlezone will
    have a couple extras trick to deal with, mainly the moving granite blocks on
    the sides of the area, and two Flamethrowers will attack from below, so be
    careful to not take a hit while chasing down Bowser Jr.  Three hits will end
    the bout, sending Bowser Jr. scurrying off once more!
    
    
                                   ============
                                   8-Castle One
                                   ============
    
    Bowser Jr. will sic Skeletal Bowser on Mario, who is far less vulnerable 
    than Bowser was in the first Castle of the game.  However, he still suffers
    from the same beatable weakness in that once that switch behind him is 
    touched, he drops form sight!  To perform this feat, simply dodge the 
    incoming bone throws (mush like the SMB hammers Bowser could throw) and 
    fiery breath attacks, waiting for Bowser to leap high into the air, at which
    point Mario can go underneath and hit the switch.  Another tried and true 
    way of getting to the switch is to just run right into Bowser, using the 
    temporary invincibility to go hit the switch!
    
    
                                   ===========
                                   8-Tower Two
                                   ===========
    
    Baby Bowser will be doing his now familiar hide in his shell before tossing
    a Green Koopa shell, so stomp the shell and throw it back to stun him, 
    followed by planting a plumber boot in his exposed mid section.  Repeat the 
    pattern two more times while watching out for the Podoboo attacks on the 
    sides, and baby Bowser will make one last run for it!
    
    
                                   ============
                                   8-Castle Two
                                   ============
    
    Bowser Jr. will revive his destroyed father before the battle even begins, 
    turning the bout into an unfair 2 vs. 1... if you were not the great Mario
    anyway!  Start out by concentrating on Baby Bowser, jump his charges,
    forcing him to throw a Koopa shell for Mario to stomp and throw back, 
    followed by jumping onto his exposed stomach (though Fireballs really work 
    well here), getting three hits to finish him off.  However, while taking 
    down this wily foe, remember that Bowser will be attacking with his blue
    flames that will track Mario down, but luckily their range is very limited.
    
    Once Bowser Jr. has been dispatched, it is time to take care of Bowser.  
    However, upon the defeat of scales and blood, Bowser will up the attacks, 
    sending out multiple flames at a time, including three blue homing flames at
    once!  Try to get in close to the monster, avoiding the flames (if the blue
    flames come out, back and off let them dissipate), waiting for Bowser to 
    leap into the air to allow Mario to go underneath him and to hit the switch
    that rests on the right side of the room.  Note it is far easier to go under
    him on the high leap, but it is possible to get under him on the small leap.
    
    Note you need to be Super Mario or better for this strategy to work.  As an 
    alternate strategy, it is possible to bounce off of Bowser Jr., flying right
    into Bowser, getting hit to become invulnerable, using that invulnerability 
    to reach the switch, beating the level!
    
    ----------------------------------------------------------------------------
    ------------------------------1-Up Techniques-------------------------------
    ----------------------------------------------------------------------------
    
    7) This section will look at a few ways to gather up many lives in one fell
       swoop, earning Mario a lot more chances to take down Baby Bowser and get
       the Princess back.
    
    
                                 o---------------o
                                 | 1-Up Mushroom |
                                 o---------------o
    
    Whenever one of these Green Mushrooms are collected, an extra life is 
    awarded to Mario.
    
    
                               o-------------------o
                               | Collect 100 Coins |
                               o-------------------o
    
    Simply put, get 100 Coins to gain an extra life.
    
    
                             o-----------------------o
                             | Mega Mushroom Rampage |
                             o-----------------------o
    
    When Mario is in his massive form, he will fill a damage meter up, and after
    the smushing and kicking ends, the meter will award up to five lives.  Every
    chunk of the meter that is filled will result in a 1-Up Mushroom dropping 
    into play.
    
    
                                 o----------------o
                                 | Starman Sprint |
                                 o----------------o
    
    When Mario finds an Invincible Starman, he will be able to blast through any
    foe and defeat them.  However, with each kill he makes, he will receive an
    increasing amount of points, which goes as follows: 200, 400, 800, 1000, 
    2000, 5000, 8000, and then 1-Ups for each enemy killed thereafter.  Though it
    is tough to do this due to the lack of length for an Invincible Starman's 
    duration, it is possible in some enemy packed areas.
    
    
                                o----------------o
                                | Slope Slamming |
                                o----------------o
    
    When sliding down a slope, Mario will be able to take out most foes.  As he 
    slides, he will also gain increasing point totals, which works as follows:
    200, 400, 800, 1000, 2000, 5000, 8000, and then 1-Ups for each Enemy killed 
    thereafter.
    
    
                             o-----------------------o
                             | Touchless Stomp Chain |
                             o-----------------------o
    
    If Mario is able to keep stomping on enemies without touching down to the 
    ground, he will gain increasing points amounts, followed by 1-Ups.  The chain 
    is as follows: 200, 400, 800, 1000, 2000, 5000, 8000, and then 1-Ups for each 
    Enemy killed thereafter.
    
    
                               o-------------------o
                               | Flagpole Fragging |
                               o-------------------o
    
    When Mario touches a Flagpole with an enemy and/or object on screen, he will
    gain 1000 points.  However, if multiple objects/enemies are on screen, Mario 
    will gain points in the following increments: 1000, 2000, 4000, 8000, and 
    then 1-Ups for each additional object/enemy on screen.  Although rare in
    occurrence, you can sometimes force this to occur in stages where Spinies or
    Bullet Bills can be lured into the area of the flagpole.
    
    
                               o--------------------o
                               | Turtle Shell Combo |
                               o--------------------o
    
    Kicking a Koopa Troopa shell through a line of enemies can gain extra lives.
    The order of points go: 200, 400, 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.
    
    
                              o-----------------------o
                              | Turtle Shell Ricochet |
                              o-----------------------o
    
    This is a version of the above trick, but it uses just one shelled enemy.
    If Mario could jump on a shell, and as it rebounded, Mario could land on it,
    which could continue for a bit through the same point values as listed above 
    in Turtle Shell Combo, and then 1-Ups would occur.  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 2-4):
    
    __________________________________
    Key                               |
                                      |
    GK - Green Koopa Troopa           |
    MP - Mario's Position             |
    RK - Retreated Green Koopa Troopa |
                                      |
    __________________________________|
    
    
              ==========
              FIGURE ONE
              ========== 
    
                     _
                   _|_|
               GK_|_|_|
               _|_|_|_|
             _|_|_|_|_|
           _|_|_|_|_|_|
         _|_|_|_|_|_|_|
      MP|_|_|_|_|_|_|_|
    __|_|_|_|_|_|_|_|_|__
    
    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.
    
              ==========
              FIGURE TWO
              ==========
    
                     _
                   _|_|
                 _|_|_|
               _|_|_|_|
             _|_|_|_|_|
           _|_|_|_|_|_|
        RK|_|_|_|_|_|_|
      MP|_|_|_|_|_|_|_|
    __|_|_|_|_|_|_|_|_|__
    
    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 THREE.
    
              ============
              FIGURE THREE
              ============
    
                     _
                   _|_|
                 _|_|_|
               _|_|_|_|
      MP     _|_|_|_|_|
       ^   _|_|_|_|_|_|
       |RK|_|_|_|_|_|_|
       v|_|_|_|_|_|_|_|
    __|_|_|_|_|_|_|_|_|__
    
    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 Turtle Shell Combo), 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
    chances.
    
    ----------------------------------------------------------------------------
    ---------------------------------Minigames----------------------------------
    ----------------------------------------------------------------------------
    
    8) This section will look at the Mario vs. Luigi multiplayer and at the 
       various single player distractions found within the game.
    
    
                                o-----------------o
                                | Mario vs. Luigi |
                                o-----------------o
    
    After connecting to your opponent (in this game, you only need the one game
    cart to play this mode), the game will set out options for the rules of the
    game:
    
      i) Set the number of wins.
     ii) Set the number of Big Stars to collect for a victory.
    iii) Set the number of lives for the match for Mario and Luigi (includes
         endless setting).
     iv) Set the time for each course, though it also has a random feature.
    
    
    Once the game starts, the goal is to collect enough Big Stars to defeat your
    opponent, though they can also be stolen from your rival if they have any
    by attacking them with leaps, hitting from underneath, or with Power-Ups.
    
    Coins can be collected in this mode, with every 8 snagged causing an Item to
    appear for collection.
    
    Although the point is to go right after those Big Stars, sometimes it is 
    best to let your opponent do the dirty work of collecting, ambushing them
    as soon as they get it to relieve them of what is rightfully yours.
    
    
                                    o--------o
                                    | Action |
                                    o--------o
    
                                  ===============
                                  Snowball Slalom
                                  ===============
    
    Objective: Get the Snowball across the finish line before time runs out.
    Strategy.: Simply put, you will have to repeatedly move the stylus from 
               bottom to top on the Touch Screen, building up speed.  Also, you
               will need to do miniscule left and right corrections on the Touch
               Screen, avoiding the rocks and penguins that litter the path.
               Work on getting a very smooth stroke with the stylus, having 
               little time wasted with the stylus off the Touch Screen.
    
    
                                   =============
                                   Lakitu Launch
                                   =============
    
    Objective: Get as many Spinies into the Lakitu held shells as possible.
    Strategy.: Pull down on the Touch Screen to pull the slingshot taut, 
               followed by releasing to launch.  You will need to aim the 
               trajectory of the shot by moving left and right on the Touch 
               Screen while pilling back for power.  After firing a shot, glance
               at the top screen to see where the Lakitus are moving to, at
               which point you should start the aim and pull back on the Touch
               Screen.  It takes about a second to reload the slingshot, so 
               practice on getting a smooth rhythm down for a constant rate of
               fire.
    
    
                             =========================
                             Danger, Bob-Omb!  Danger!
                             =========================
    
    Objective: Help the Bob-Omb avoid having his fuse lit by Bowser and the
               fireballs.
    Strategy.: For this game, the stylus should ALWAYS stay in contact with the
               Touch Screen.  Move the Bob-Omb around the screen, avoiding the
               incoming fireballs, but do keep an eye out for Bowser's flame, as
               he may try to cut your area off with a long blast of flame.
    
    
                                   =============
                                   Whack-A-Monty
                                   =============
    
    Objective: Hit as many Monty Moles as possible, but do not hit Luigi.
    Strategy.: Simply put, always have your stylus moving, touching the Monty
               Moles while avoiding the Luigis.  Perhaps the easiest way to do
               this is to simply train your brain to look for brown as targets 
               and to avoid green, as that is faster than making a full identity
               check on your targets.
    
    
                                  ==============
                                  Balloon Racing
                                  ==============
    
    Objective: using your breath, lift Yoshi past the Shy Guys to reach the goal
               before time runs out.
    Strategy.: This game will be a very frustrating one, as it is extremely
               tough to use your breath to give Yoshi the proper momentum to get
               past charging Shy Guys and to hold up and wait for the Shy Guys 
               to clear a path above.  Carefully move Yoshi upwards, reaching 
               the goal, but sometimes taking a hit may work in your favour, as
               he can get by the Shy Guy quicker than waiting for the foe to
               move.
    
    
                                    o--------o
                                    | Puzzle |
                                    o--------o
    
                                      =======
                                      Wanted!
                                      =======
    
    Objective: Pick out the character from the Wanted poster on the top screen 
               and touch him.
    Strategy.: Although the game starts out with very little challenge, the 
               screen will quickly become filled up with other Mario characters.
               To further complicate matters, as you progress in level the 
               character faces will begin to move, making it possible to miss 
               them.  For every correct character you get, 5 is added to your 
               time, BUT for every incorrect character you get, a whopping 10
               is removed from your time.
    
    
                                  ==============
                                  Which Wiggler?
                                  ==============
    
    Objective: Pick out the Wiggler that matches the one on the top screen.
    Strategy.: The best method for identifying the Wiggler early on is to
               pick out two body segments you feel comfortable identifying (I 
               choose the last two on the Wiggler), followed by finding that 
               Wiggler below.  However, as the levels progress, the Wigglers 
               move and the body markings begin to become really hard to 
               identify, so you will need to expand your area of identification 
               to extra segments.  For every correct Wiggler you get, 5 is added
               to your time, BUT for every incorrect Wiggler you get, a 
               whopping 10 is removed from your time.
    
    
                                 =================
                                 Hide And Boo Seek
                                 =================
    
    Objective: Locate and touch the Boos in their hiding places to reveal them.
               Find them all before time runs out.
    Strategy.: Watch where the Boos are moving on screen before the lights go
               out, and begin to run the screen where they are.  When the lights
               do go out, this will reveal the hiding Boos.  However, as their 
               numbers increase, begin like this, but quickly switch over to a
               quick search stroke, finding specific Boos in the process to stop
               on momentarily to reveal completely.
    
    
                                   ============
                                   Puzzle Panel
                                   ============
    
    Objective: Match the bottom screen to the top screen by touching the panels
               to flip them over, performing the deed in the turns allotted.
    Strategy.: Remember that for whatever panel you touch, it and each panel 
               that touches it will flip over, which includes the four diagonal
               panels.  Look carefully before touching the screen, remembering
               that panels that are on the border of the design will not have as
               many panel flips occur, making them strategically valuable in
               most puzzles.
    
    
                                  ==============
                                  Coincentration
                                  ==============
    
    Objective: Watch the falling Coins and choose the block that holds them, but
               choose wrong and the game will end.
    Strategy.: Although it is tough to, try to choose two rows to watch, getting
               a fairly good idea of where the Coins are.  Although it leaves 
               one row fairly unscouted, it will make for a fairly high score.
    
    
                                    o-------o
                                    | Table |
                                    o-------o
    
                                   ============
                                   Memory Match
                                   ============
    
    Objective: Match up all the cards before making three mistakes.
    Strategy.: This is a game of chance, but by using a system it will lessen
               your chances of failure.  Start out by choosing two cards beside 
               one another (just as likely to match as any two other choices),
               remembering what each card is (I like to use a single letter for
               easy identification instead of a full name), followed by checking
               a different card on the next turn.  If it matches one of the
               cards flipped previously, then match it up, but if it is 
               different than the previous two, pick the card beside it (again
               memorize where they are if they are not a match).  By using this
               fairly simple system, you will be able to advance through 
               multiple rounds with ease.
    
    
                                   =============
                                   Picture Poker
                                   =============
    
    Objective: Beat Luigi's hand to win some Coins.
    Strategy.: Card values are as follows...
               Cloud -> Mushroom -> Fire Flower -> Luigi -> Mario -> Starman
    
               Hand Hierarchy is as follows, with the multiplier for winning in
               brackets...
    
               Junk -> One Pair (2) -> Two Pair (3) -> Three of a Kind (4) -> 
               Full House (6) -> Four of a Kind (8) -> Five of a Kind (16)
    
               Whenever it appears that you will have a high Two Pair or better,
               increase the bet to the maximum amount of five Coins, as you are
               fairly likely to win.  When picking which cards to throw away,
               it is rare you want to hold a card that has no match, with the 
               sole exception being when you have Junk (ie five different 
               cards).
    
    
                                    ===========
                                    Pair-A-Gone
                                    ===========
    
    Objective: Match up all the cards in a line (vertical/horizontal/diagonal)
               to clear them away.
    Strategy.: Match up two of the same card to begin clearing the table, trying
               to avoid getting some cards split up near the end.  As the number
               of cards on the table lessens, you will really need to consider 
               what each pair cleared will do to the card position.
    
    
                                    o---------o
                                    | Variety |
                                    o---------o
    
                                   ==============
                                   Mario's Slides
                                   ==============
    
    Objective: Guide Mario to the star five times by drawing new slides for him
               to ride, but lead him to a Piranha Plant and the game ends.
    Strategy.: Always draw your lines high up on the bottom screen, as that will
               leave more recovery room for later on in the level when you have
               to account for the extra lines that you have created earlier.  
               This also applies for when Mario speeds up, as it will leave a 
               bit of a safety net for you as well.
    
    
                                  ===============
                                  Sort Or 'Splode
                                  ===============
    
    Objective: Sort the red and black Bob-Ombs into their respective areas, as
               putting one into the wrong pen will end the game.
    Strategy.: To start it is very easy to sort them, so get them into their 
               pens quickly, as the numbers and speed at which they appear begin
               to increase.  if you take too long to get Bob-Ombs into their pen
               the colour of the one that exploded will cause their respective
               coloured Bob-Ombs to be counted up, allowing the game to continue.
               Note that once a pen reaches it maximum capacity (ie 40 Bob-Ombs)
               that the game will add them up before allowing you to try for more
               of that type.
    
    
                                ==================
                                Bounce And Trounce
                                ==================
    
    Objective: Three Marios will need to be kept aloft by touching them to send
               them leaping into the air, trying to stomp the Shy Guys.  Miss 
               three times and the game ends.
    Strategy.: Simply put, keep the three Marios in the air.  At first it is
               easy enough to try and aim the three Marios at the Shy Guys, but 
               as the sky becomes thick with the red coated fellows, it becomes
               a game of survival, making sure that Mario can get past the swarm
               above.
    
    
                                   =============
                                   Bob-Omb Squad
                                   =============
    
    Objective: Shoot the Bob-Ombs out of the sky so they cannot hit your 
               flowers in the garden, as losing all four flowers will lose the
               game.
    Strategy.: Launch shots constantly, trying to line up each new shot mentally
               while tracking the previous shot to see if it hit the intended
               target.  As the sky thickens with attackers, try to hit multiple 
               Bob-Ombs with one shot, and take careful aim to hit Lakitu as he
               moves back and forth across the screen (if he is one corner, get
               aimed for the other corner and nail him when he moves there).  
               When the Bob-Ombs get onto the bottom screen, still aim upwards,
               but pull the shot down lower than the incoming Bob-Omb, 
               destroying it as soon as it is launched.
    
    
                                  ===============
                                  Trampoline Time
                                  ===============
    
    Objective: Get the three Marios into the open door by drawing in trampolines
               to bounce them in there, but three misses will end the game.
    Strategy.: Much like the Bounce and Trounce, the primary goal is not to aim
               Mario to the doors, but rather to keep all three in the air.  If
               they are kept moving, then eventually they will make it to the 
               door.  Just be careful to not seal a Mario below other 
               Trampolines, as you will have to keep him afloat with more and
               more drawings, likely ignoring the other Marios, which ends up
               badly (usually anyway).
    
    ----------------------------------------------------------------------------
    ----------------------------------Secrets-----------------------------------
    ----------------------------------------------------------------------------
    
    9) This section will examine some of the many secrets and tricks found 
       within the game.  I accept contributions, so feel free to send any in and
       I will add them as I see fit, giving credit to those who contribute.
    
    
                               o--------------------o
                               | Stars On Your File |
                               o--------------------o
    
    As you progress in the game, you will get Stars that are awarded to you for
    achieving certain feats.  These goals are:
    
      i) Save Princess Peach.
     ii) Defeat every level in the game, including the Alternate Exits (read 
         below for information on which levels have them) and use each Warp 
         Cannon at least once. This includes using the Warp Cannons.
    iii) Spend every single Star Coin.
    
    
                             o-----------------------o
                             | Alternate Exit Levels |
                             o-----------------------o
    
    The following levels have Alternate Exits, so look in the walkthrough under 
    the "Alternate Route" heading to find out how to reach these areas.
    
    1-2
    1-Tower
    1-5
    2-3
    2-A
    2-4
    3-2
    3-Ghost House
    4-1
    4-Ghost House
    5-2
    5-B
    5-Ghost House
    7-Ghost House
    7-4
    7-5
    7-6
    
    
                               o-------------------o
                               | World 4 & World 7 |
                               o-------------------o
    
    When fighting the boss of World 2 and World 5, if done as Mini Mario it will
    allow Mario to go through the narrow opening in the next room of the castle
    to end up in the lower Worlds on the map screen.  These are not "small" 
    worlds, as you are not forced to be Mini Mario for the entire World, they
    play just like regular Worlds.
    
    
                                 o----------------o
                                 | Flagpole Rules |
                                 o----------------o
    
    The flagpole is how each regular level is finished, with Mario trying to land
    on it to gain points based on how high up the Flagpole he manages to reach.
    
                 /
    1-Up--------|  _
                 \(_)
                  /|
    8000---------| |
                  \|
                  /|
    4000---------| |
                  \|
                  /|
    2000---------| |
                  \|
                  /|
    800----------| |
                  \|
                  /|
    400----------| |
                  \|
                  /|
    200----------| |
                  \|
                  /|
    100----------| |
                  \|
                  _|_
                 |   |
    _____________|___|
    
    If Mario manages to land around the ball on top of the Flagpole or higher,
    he will actually get a 1-Up for his efforts.  You are not able to jump clear
    over the Flagpole, so do not waste your time trying, as you will just fall 
    down to grab the Flagpole and get that aforementioned 1-Up!
    
    However, the Flagpole also holds some additional surprises, which are based
    around the time remaining on the clock when Mario touches said Flagpole.  
    The little touches and odes to the past are what make this a great game, so
    it makes sense that every now and then you will get the classic level 
    clearing music from the original Super Mario Brothers.  To achieve this feat
    and to get some classic fireworks as well (worth 4000 points a pop), you 
    will need to have the following time left on the clock (note the times are
    listed without the hundreds column, as they are not required for this 
    trick):
    
    X11 = 1 Firework
    X22 = 2 Fireworks
    X33 = 3 Fireworks
    X44 = 4 Fireworks
    X55 = 5 Fireworks
    X66 = 6 Fireworks
    X77 = 7 Fireworks
    X88 = 8 Fireworks
    X99 = 9 Fireworks
    
    Now, while this is pretty cool, the multiples of 11 for the timer will also
    play into making an extra Mushroom House appear on the overworld, which will
    be deposited on the first spot in each world (just to the left of the first
    level).  The following times will yield the following Mushroom House type:
    
    X11 = Item Toad House
    X22 = Item Toad House
    X33 = Item Toad House
    X44 = Green Toad House
    X55 = Green Toad House
    X66 = Green Toad House
    X77 = Mega Toad House
    X88 = Mega Toad House
    X99 = Mega Toad House
    
    Note that only one Toad House may be on that spot at one time, so go enter 
    and get the prize from inside, allowing you to create another one in that 
    spot.  This is a good way to get an Item you need for a level (say you need
    to be Mini Mario or Shell Mario... it makes getting the Item fairly easy).
    
    
                               o-------------------o
                               | Luigi Adventuring |
                               o-------------------o
    
    Despite being treated as nothing better than a joke in most Mario games (in
    particular the Mario RPG's), some people still love the slimmer, younger 
    version of the Mario Brothers.  To play as Luigi, simply hold down the 
    L Button and the R Button while selecting the game file you wish to use.
    Note that he plays no differently than Mario, but we all know Luigi is the 
    cooler of the two Mario Brothers!
    
    
    
                            o------------------------o
                            | Item Toad House Fixing |
                            o------------------------o
    
    You want to be able to get that specific Item when you need it the most?  
    The following method will help make the results end in the manner that you
    seek.
    
    First off, the order of the Items in the large box are as follows, repeating
    endlessly:
    
    Super Mushroom -> Fire Flower -> Blue Shell -> Mini Mushroom
    
    Now, if you wish to get a specific Item, simply go in and get under the box,
    followed by repeatedly pausing and unpausing the game.  Watch the Item box
    carefully to see which Item showed up last, watching for the Item that is
    TWO positions to the left of your desired item.  This means that if you seek
    an item, use the following chart:
    
                          _______________ ______________
                         | Pictured Item | Desired Item |
                         |_______________|______________|
                         |Super Mushroom |  Blue Shell  |
                         |_______________|______________|
                         |  Fire Flower  |Mini Mushroom |
                         |_______________|______________|
                         |  Blue Shell   |Super Mushroom|
                         |_______________|______________|
                         | Mini Mushroom | Fire Flower  |
                         |_______________|______________|
    
    Although it is not 100% foolproof, it is highly accurate, making it an ideal
    way to get that much needed or wanted Item.
    
    
                                  o--------------o
                                  | Item Fixing  |
                                  o--------------o
    
    This tip comes from mayaseye, and it is fairly useful.  Some coins require
    that Mario have a certain Item to obtain them, so obtain that needed Item
    from a Mushroom House, storing it in your reserve.  Now save the game, then
    go to the level with the Star Coin you seek, using the Item to grab that 
    Item.  If you die, just reset the game and reload, and voila, the Item will
    be in your possession once again to use!
    
    
                             o-----------------------o
                             | Secret Challenge Mode |
                             o-----------------------o
    
    After you beat the game, when you are on the map screen, enter the menu, and
    then enter the following button combination:
    
    L, R, L, R, X, X, Y, Y
    
    When this mode is enabled, The screen will only scroll to the right.  You 
    will no longer be able to backtrack in any level, so if you get stuck, press
    START to exit the level and try again.
    
    ----------------------------------------------------------------------------
    ----------------------------------Credits-----------------------------------
    ----------------------------------------------------------------------------
    
    10)This section will thank those who have contributed to this FAQ.
    
    
    Devin Morgan - Has helped me in numerous ways, most notably being some enemy
                   names I did not have and a few Star Coin locations.  Thanks 
                   guy, you rule it as always...  IN DA RIVER!
    
    Kirby5790 - Thanks dude for the various corrections and suggestions, 
                extremely useful.
    
    ----------------------------------------------------------------------------
    --------------------------------Final Word----------------------------------
    ----------------------------------------------------------------------------
    
    11)As is the usual, this walkthrough is copyright property of Brian P. 
       Sulpher, 2006.  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.
    
       This game is not a direct copy of the old school style, which is fine as 
       it should not be expected to.  No, it is a game with its own flair, 
       challenges, and it offers up great music, astounding backgrounds and 
       settings, including enemies that react to the music of the level!  Enjoy 
       the ride, Nintendo got this one right!