_____ __ ___ _
/ ___/__ ______ ___ _____ / |/ /___ ______(_)___
\__ \/ / / / __ \/ _ \/ ___/ / /|_/ / __ `/ ___/ / __ \
___/ / /_/ / /_/ / __/ / / / / / /_/ / / / / /_/ /
/____/\__,_/ .___/\___/_/ /_/ /_/\__,_/_/ /_/\____/
========= /_/ ============================================
__ __
/ / ____ _____ ____/ /
/ / / __ `/ __ \/ __ /
/ /___/ /_/ / / / / /_/ /
/_____/\__,_/_/ /_/\__,_/
============================
===============================================================================
Super Mario Land (Game Boy)
FAQ/Walkthrough
-------------------------------------------------------------------------------
Version: 1.00
Last Updated: 23 November 2012
Author: Ryan Harrison
Email: rjhgamefaqs[at]gmail.com
This document is Copyright (C)2012-2013 Ryan Harrison. All rights reserved.
===============================================================================
Version History
---------------
Version 1.00 | 23 November 2012
* The first, complete posted version of this FAQ/Walkthrough.
===============================================================================
Table of Contents
===============================================================================
NAVIGATING THIS FAQ: For ease of browsing through this FAQ, all major sections
have a search code listed on the right-hand side of the ToC. Press Ctrl + F on
your keyboard and this will bring up a search box in your web browser. Type or
copy in the search code for the section you wish to navigate to, press Enter,
and this will take you to the beginning of that section.
---------------------------------------
i. Introduction
1. STORY ....................................................... [0100]
2. GAME OVERVIEW ............................................... [0200]
2.1. Controls .............................................. [0201]
2.2. Basics ................................................ [0202]
3. WALKTHROUGH ................................................. [0300]
3.1. World 1 - Birabuto Kingdom ............................ [0301]
3.2. World 2 - Muda Kingdom ................................ [0302]
3.3. World 3 - Easton Kingdom .............................. [0303]
3.4. World 4 - Chai Kingdom ................................ [0304]
4. COIN ROOMS .................................................. [0400]
5. ENEMIES ..................................................... [0500]
6. BOSSES ...................................................... [0600]
7. ITEMS ....................................................... [0700]
8. CHEATS ...................................................... [0800]
ii. Credits
iii. Legal Disclaimer/Contacting Me
===============================================================================
i. Introduction
===============================================================================
Hello and welcome to my FAQ/Walkthrough for Super Mario Land, the premier side-
scroller for Nintendo's mega-popular handheld, the Game Boy. This guide will
have a beginning-to-end walkthrough and contain all other information you'll
need to beat this game. Released in 1989, this was one of the Game Boy's
original launch titles and remains a favourite with Mario fans, despite some
radical changes from the main series. There are many unusual worlds and enemies
never seen before (and many since), and the damsel in distress is Daisy, rather
than Peach. It does, however, still have that same old Mario "feel" to it, so
if you own a Game Boy and are a Mario fan, then this game is an absolute must
to play and own in your collection.
===============================================================================
1. STORY [0100]
===============================================================================
Once upon a time, there was a peaceful world called Sarasaland. In this world
there were 4 kingdoms named Birabuto, Muda, Easton and Chai. One day, the skies
of Sarasaland were suddenly covered by a huge black cloud. From a crack in this
cloud, the unknown space monster Tatanga emerged to try to conquer Sarasaland.
Tatanga hypnotized the people of all the kingdoms so that he could control them
in any way he liked. In this way he took over Sarasaland.
Now, he wants to marry Princess Daisy of Sarasaland and make her his queen.
Mario came to know of these events, and has started on a journey to the Chai
Kingdom where Princess Daisy is held captive, in order to restore peace to
Sarasaland.
Can Mario defeat Tatanga, release the people from his interstellar hypnosis,
and rescue Princess Daisy? It's all up to you and Mario's skill. Go for it
Mario!!
===============================================================================
2. GAME OVERVIEW [0200]
===============================================================================
-------------------------------------------------------------------------------
2.1. Controls [0201]
-------------------------------------------------------------------------------
D-Pad: Down: Hold to crouch as Super Mario
Enter accessible warp pipes
Move vehicle down
Left/Right: Make Mario move in those directions (hold B at the same time
to run)
Move vehicle backwards/forwards
Up: Move vehicle up
Start: Begin the game from the Title Screen
Pause the game while playing; press again to resume play
A: Jump (keep held to jump higher)
Shoot projectile from vehicle
B: Hold while moving Left or Right to run
Throw superball when in Superball Mario form (maximum 1 superball on-screen
at any one time)
Shoot projectile from vehicle
Select + Start + A + B: Soft reset (quit game and return to Title Screen)
-------------------------------------------------------------------------------
2.2. Basics [0202]
-------------------------------------------------------------------------------
o------------------o
| General Gameplay |
o------------------o
The story of Super Mario Land takes place across four various kingdoms:
Birabuto, Muda, Easton and Chai. Each kingdom is divided into three separate
levels, and the objective in each level is to advance right while defeating
enemies and avoiding traps and hazards, until you reach either an exit door or
switch at the end of every third level. Every third level holds the Boss of
that kingdom, which must be defeated in order to progress and ultimately beat
the game.
While Super Mario Land is mostly a side-scrolling action game, it is notable
for also having two levels that play like shoot-'em-ups. In Worlds 2-3 and 4-3,
Mario takes control of a vehicle and can manoeuver all around the screen and
shoot projectiles to combat his enemies. For a little extra information on the
Marine Pop and Sky Pop vehicles, see below.
Characters
----------
Mario: The title character of the game; the hero; the guy you control, whatever
you want to call him, any half-clued gamer knows who Mario is. He's the
guy with the light-coloured overalls and dark-coloured cap and shirt,
and has the big nose and moustache. You take control of Mario in this
game and you must use his famed running and jumping skills to outwit and
defeat your enemies and rescue Princess Daisy.
Princess Daisy: Kidnapped by the evil Tatanga at the start of the game, the
princess of Sarasaland is being held in captivity in one of the
four kingdoms. She is similar in appearance to her counterpart
Princess Peach (aka Princess Toadstool). Tatanga wants to marry
Daisy so that he can take complete control of Sarasaland. She
is being held captive in the Chai kingdom, however three decoy
lookalikes are also seen at the end of each of the other
kingdoms. When approached, they disappear in a puff of smoke to
reveal their true form.
Vehicles
--------
In World 2-3, Mario takes control of the Marine Pop, a small underwater vessel
that Mario can use to traverse through the water. It fires torpedoes as its
main attack. In World 4-3, Mario pilots a plane known as the Sky Pop, which can
shoot enemies down with missiles. Both vehicles operate in the exact same
manner; use any direction on the D-Pad to control your movement, and press
either the A or B buttons to fire that vehicle's weapon.
Mario's Forms
-------------
Like in most of his other 2D adventures, Mario starts out small and will not
have any special abilities, but by gaining power-up items found in blocks he
can improve his form and gain newfound abilities. Here, I will go over Mario's
various forms and what power-ups are acquired to achieve them.
Regular Mario: Mario's starting form. He is small and cannot break blocks by
bashing them from underneath. Mario is very vulnerable in this
state; his only means of attack are either stomping an enemy on
the head (unless the enemy cannot be stomped), or by hitting a
block it is standing on from underneath. If Mario takes one
touch from an enemy or harmful object while in this form, he
loses a life. Find a Super Mushroom as quickly as possible to
become Super Mario and gain some added protection from enemy
attacks.
Super Mario (Super Mushroom): Upon finding and grabbing a Super Mushroom, Mario
grows to twice his original size. As Super Mario,
you can now smash Brick Blocks by jumping and
hitting their underside from below. If Mario is
harmed in Super state, he won't lose a life, but
will revert back to Regular Mario.
Superball Mario (Flower): As Super Mario, uncovering a power-up block will
reveal a Flower. Unlike having fireball abilities
from the Super Mario Bros. series, the Flower in this
game changes you into Superball Mario. Pressing B
makes Mario throw a superball, which bounces at 90-
degree angles whenever it hits a solid surface. Not
only is the superball an effective weapon for
combatting enemies, they can also pick up Coins! Very
handy to clear out Coin Rooms in quick time. If Mario
takes damage in this form, he reverts back to Regular
Mario.
Invincible Mario (Starman): Upon finding a Starman and grabbing it, Mario's
clothes will flicker and the background music
changes, indicating you have invincibility. In this
form, you can touch enemies to instantly kill them
and not have to worry about being harmed yourself.
Do beware, however, that Invincible Mario can still
lose a life if he falls down a bottomless pit. Also
the invincibility effect only lasts for a few
moments before you return back to normal.
Miscellaneous Objects
---------------------
Blocks: A staple feature from the vast majority of Mario games. There are three
types of Blocks seen in this game. They are:
* "?" Block: A light block with a question mark on it. Hitting one of these
from below rewards Mario with Coins or Power-ups. Once you have
bashed a "?" Block and claimed its contents, it turns into an
Unbreakable Block (see below).
* Breakable Block: A lightly-shaded block. Some, like the "?" Blocks, contain
items, while others hold nothing. If Regular Mario bashes
an empty block, nothing happens; if Super/Superball Mario
bashes an empty block, it smashes and disappears.
* Unbreakable Block: A dark block. Mostly the result of a "?" Block or
Breakable Block that Mario has already bashed and
claimed the item from. These hold nothing and serve
virtually no purpose except for perhaps jumping onto if
you need to climb somewhere.
Exit Door: Some levels are beaten by reaching this. You will see two Exit Doors
at the end of most stages; one will be at ground level, while the
other will be at a higher height that can usually only be reached by
means of climbing various ledges and platforms that lead up to it.
If you go into the bottom Exit Door, you'll just move straight on to
the next level; however, if you can reach the top door, you get to
play a mini-game with ladders in which you try to win extra lives or
other prizes. Therefore, it's always best to try and reach that top
door if you can.
Switch: Found in Worlds 1-3, 2-3 and 3-3 after defeating the stage boss. Press
it to finish the level and be greeted by the decoy Daisy.
Warp Pipe: Another thing familiar from other Mario games, these large pipes are
scattered throughout the game. Some are just there for decoration;
some house deadly Pakkun Flower enemies; and some can be entered to
find a Coin Room. If a Warp Pipe can be entered, this is done by
standing on the top of it in the centre, and pressing Down on the
D-Pad. Check them all to see if you can find any that lead to a Coin
Room, and you can claim lots of Coins!
o-------------o
| Game Screen |
o-------------o
Here's an example of what you'll see at the top of the screen during play, and
what everything means.
+----------------------------+
| MARIO x 02 WORLD TIME |
| 0 (C) x 00 1-1 400 |
+----------------------------+
Lives (MARIO x XX): How many extra lives Mario has remaining; XX repesenting
the number of lives shown in the counter. You begin the
game with three lives; this increases by collecting 100
Coins or 1-Up Hearts; if Mario is defeated by an enemy,
this goes down by 1. Should you lose all your lives, it's
Game Over.
Score: Shown beneath the Lives counter, this is your current score in the game.
Bump it up by completing levels, defeating enemies, collecting items,
and so on.
Coins ((C) x XX): The number of Coins (denoted by XX in this example), shown to
the right of a Coin symbol in the top-centre of the screen.
This shows you how many Coins Mario currently has in his
possession; when you collect 100 Coins, the counter will roll
over back to zero, and you will gain an extra life.
Current World and Level (WORLD): There are twelve different levels in the game
( X-Y) in total, identified by the level number (Y)
of whichever world (X) Mario is currently in.
Each of the four worlds in the game are
divided into three separate levels, and
beating the third level of a world moves you
onto the first level of the next world (e.g.
from 1-3 to 2-1). So, for example, if you had
reached the second level of the second World,
that would be World 2-2.
Time Remaining (TIME): Each level has a set time limit in which to beat it,
( XXX) shown in the top-right corner of the screen. The timer
begins to tick down from the moment the level begins,
and upon reaching 100 seconds remaining, the background
music will begin to speed up as a way of warning you
that you have little time left to complete the stage. If
the timer counts down to zero before you have finished
the stage, Mario loses a life and the message "TIME UP"
appears in the bottom-right corner of the screen.
o-------------------o
| Ladders Mini-Game |
o-------------------o
In a World X-1 or X-2 level, if you finish the stage by reaching the higher of
the two Exit Doors, you will be taken to a bonus game where Mario will be able
to win extra lives or Flowers. Here is an example of what it looks like:
+--------------------+ Key
| | ---
| BONUS GAME | x1 = 1-Up
| | x2 = 2-Up
| :) x 02 | x3 = 3-Up
| | xF = Flower
| x2 |
| ================== | NOTE: Bonus placements are random.
| xF |
| ================== | When the game starts, Mario's starting point on the left
| x3 | side of the screen will flash on random platforms, and a
| ================== | ladder linked between two platforms will also flash in
| x1 | random places. Press A, and Mario's starting point and
| ================== | the ladder's location will stop. Here's the possible
+--------------------+ outcomes of what can happen:
* If, for example, Mario's starting point is on the third platform down, and
the ladder stops between the second and third platforms, Mario will walk
along, climb the ladder, and finish walking right to get the Flower.
* If Mario starts on the second platform and, again, the ladder links between
the second and third platforms, Mario will go right and descend the ladder,
then finish walking right and he'll get the 3-Up.
* If Mario's starting point is the bottom platform and the ladder appears
between the top and second platforms, then Mario will walk straight to the
end of the platform and get the 1-Up, as he does not come into contact with
the ladder.
===============================================================================
3. WALKTHROUGH [0300]
===============================================================================
-------------------------------------------------------------------------------
3.1. World 1 - Birabuto Kingdom [0301]
-------------------------------------------------------------------------------
World 1-1
---------
Start by bashing the "?" Block directly above Mario's starting point to get
your first Coin of the game. Advance right and you will be greeted by a Chibibo
(similar in appearance and behaviour to Goombas, common enemies from other
Mario games). Jump onto its head to defeat it, and bash the next "?" Block you
see to get a Super Mushroom from it. Collect this mushroom and you will become
Super Mario - denoted by Mario's increase in size and ability to smash the
breakable blocks.
Climb over the small pipe and jump onto the pile of black blocks just after it,
and bash the "?" Block floating above for a Coin. Next up is another small
pipe; this one can be entered if you stand on the top of it and press Down on
the D-Pad, which takes you to a Coin Room with 18 Coins inside. Collect all the
Coins in here, then exit via the horizontal pipe fixed to the wall in the
bottom-right corner of the room.
Upon coming back into the overworld, bash the next "?" Block to get a Coin,
further right, jump onto the raised ledge and stomp a Chibibo. Next are three
"?" Blocks spaced out between Breakable Blocks; these all hold Coins. Get
these, and defeat two more Chibibos approaching from the right. Jump onto the
tall pipe, and from there onto the row of blocks on the right. Walk to the end,
and jump right to fall down while collecting the line of Coins. Bash the "?"
Block to the left of where you land for a Coin.
Now, jump onto that last "?" Block you just punched, and bash the third Block
from the right in the row above you, and this will uncover a 1-Up Heart that
will drop down for you to claim an extra life. Jump over the next small gap and
climb onto the three floating blocks so that you can get a Flower from the "?"
Block above them (provided you are still in Super Mario form; otherwise this
will be a Super Mushroom). Grabbing the Flower will turn you into Superball
Mario, and you can throw flying superballs to fight your enemies and get Coins.
After the next pipe, bash the "?" Block for a Coin, and you will fight a
Nokobon (Bomb Koopa). When it is stomped, it retreats into its shell, which
explodes a couple of seconds after. This can hurt Mario, so be clear of the
blast if you do choose to stomp it. Otherwise, hitting it with a superball will
defeat it immediately. Advance a little further right to see eight "?" Blocks
floating high in the air over a long line of dark blocks. Bash the lot of them
to get Coins. Jump over the next pit and go down the pipe; this will take you
to yet another Coin Room.
Run along the ledges to collect all the Coins in this Coin Room, and exit via
the upper-right pipe. From where you emerge, bash the next "?" Block to your
immediate right for a Coin, and further to the right defeat the Fly with a
stomp or superball, and bash the "?" Block to get another Coin. Leap over the
next small pipe and fight the Chibibo, then jump onto the pile of black blocks
just after. Bash the "?" Block directly above to find a Starman, and jump to
grab this to get invincibility!
Defeat another Chibibo, and jump onto the next ledge on the right. Bash the
three "?" Blocks spaced between the light blocks to get Coins from them. Right,
jump over the tall pipe and drop down. Bash the "?" Block there for a Coin, and
defeat the Chibibo. Jump over the little pipe, fight another Chibibo, and bash
the "?" Block above the black blocks for a Coin. After the next pipe, bash
another "?" Block for yet another Coin, and as you run right along the small
stretch of land, defeat the two Flies that you will encounter.
Make a running leap to the right to get onto the ledge composed of black
blocks, with a sphinx-like statue resting there. Just to its right are three
light-coloured blocks; the right one is a Multi-Coin Block; simply bash it
repeatedly to get several Coins until it is completely spent up. Jump over a
small pit to a sort of triangular-shaped mountain of black blocks. If you're
Regular Mario you can squeeze into the small gaps to grab a few extra Coins, or
if you have Superball powers you can throw superballs into the gaps to get
them; then climb to the top of the structure and jump right, falling down and
getting the five Coins as you do so.
Finally, to the right you'll see a vertically-floating platform. Jump onto it
and ride it upwards, where you'll see another platform high up that is moving
left and right. When near enough, jump onto that second platform, and from
there, make a leap over to the right so that you can reach that top Exit Door
to beat the level, have your score totalled up, and also play a bonus game
afterwards to try and win extra lives or a Flower.
World 1-2
---------
Jump up and right to the first treetop, and again to the second one, getting
the four Coins, and bashing the "?" Block to get a Power-up (depending on
Mario's current state, this will be a Super Mushroom or a Flower). Go across a
couple more treetops and defeat the lone Chibibo, and beware of an oncoming
Bunbun (a large insect enemy that drops spears down at Mario). Catch it with a
superball if you can, otherwise do your best to avoid the spears it drops down
at you.
Jump to the next treetop and collect the single Coin, and head right for a
short distance further, again watching out for another Bunbun. Grab the two
Coins on either side of the "?" Block, which you can then bash for a third
Coin. Drop to the next treetop down and defeat the Nokobon, then jump over to
the next treetop and fight a second Nokobon. Grab the Coins floating above the
treetops, and from the narrow one, jump right, collecting three floating Coins
as you fall down the low treetop to the right.
Climb a couple more treetops, and on the third one up, defeat a Chibibo, and a
Nokobon patrolling on top of the row of blocks. The three "?" Blocks there all
contain Coins, and if you feel like risking it, you can drop through the narrow
gap between the treetops to get another Coin from a "?" Block above the low
treetop. Climb onto it to get back up to the higher treetop, and jump right
onto the vertically-moving platform, then jump right over onto the next one,
and when it's high enough, jump right to grab three Coins and land on the three
dark blocks to the left of the next treetop.
Run right and run along a long stretch, and watch out for several Bunbuns
attacking as you go along. When you reach the end of this long treetop, jump
right while getting the two Coins, before landing on the very low treetop to
the lower-right. You'll see two Chibibos descending the steps on the right;
superball them or wait for them to drop to their death before you leap over to
where they were. Climb the steps and bash the "?" Block at the top to get a
Power-up.
Carefully jump over the small gap onto the small staircase of black blocks,
then wait for the nearby floating platform to come down so that you can jump
onto it. Now make some carefully-timed jumps to get across the next couple of
floating platforms, and when you're on the third one, ride it to near the top
before you jump right to snag the three Coins above the low treetop. Climb up
the next couple of treetops, fighting a Nokobon and avoiding spears being
dropped by a nearby Bunbun. Bash the three "?" Blocks for Coins, and a 1-Up
Heart from the middle one.
Again, if you're feeling lucky, you can drop through the narrow gap and bash
the "?" Block on the low treetop there to get a Coin before climbing back up
and jumping right, over and onto the horizonally-floating platform when it is
near enough. Let it carry you a little over to the right, then jump over onto
the small floating platform of dark blocks, getting three Coins. Jump right
again and drop to the small ptch of land near the bottom, and look out for an
oncoming Bunbun (superball it if you have the power; otherwise, avoid it).
Climb up two more treetops as you go along, then leap over to the right to land
on a vertically-moving platform. When it is near the top, make a jump right to
the small platform made of two unique-looking blocks. These will plummet the
very moment Mario steps foot on them, so waste no time and VERY QUICKLY jump
over to the right again, and you'll reach the top Exit Door to finish the level
and have another go at the Ladders game.
World 1-3
---------
In this level, you have gone from overworld setting to an Egyptian tomb-like
setting. At the start, bash the three "?" Blocks with the light blocks between
them to get Coins. Jump over the small wall, and onto the first pipe. To the
right, the next pipe you'll see is guarded by a Pakkun Flower. Hit it with a
superball if you've got the ability, otherwise wait for it to retreat into the
pipe before you jump over onto that pipe. From there, make a couple more jumps
across the pipes to the right before you're back on safe ground again.
Go right until you see a pipe in the ground. Watch out for slabs that fall down
from the ceiling just after this point. Superball or otherwise avoid Pakkun
Flowers that pop out of the next couple of pipes, before you see two side-by-
side; the taller one on the right can be entered to be taken to a Coin Room. In
this Coin Room, collect all the Coins and goodies that can be found in here;
for more information, take a look in the Coin Rooms section of this FAQ. Once
you've gotten everything, leave via the pipe in the upper-right corner of that
room.
Back in the main area of the level, drop down and make a running leap right
over the pit. Head along and cross four more pipes, being careful not to fall
down the pits between the second and fourth pipes, in addition to keeping an
eye out for Pakkun Flowers guarding some pipes. In the next area are three more
"?" Blocks - bash all of these to get Coins, and watch out for rock slabs that
will fall down from the ceiling, so don't dawdle. Jump over the small wall and
you'll next come to another room that looks similar, however this is guarded by
a Gao enemy that shoots fireballs at Mario.
Stomp or Superball the Gao so that you don't have to worry about dodging the
fireballs it shoots, and you can bash the three "?" Blocks in here for some
more Coins. Also, if you are Super or Superball Mario, smash the right-hand
Breakable Block, then jump up through the gap that is made from below to
uncover a hidden block, which holds a small elevator platform. Jump onto this,
and it will take you up to the top of the area. From here, go right until you
see a pipe, and go down it to reach a Coin Room. For information on clearing
out this Coin Room, see the Coin Rooms section of this FAQ (it's Coin Room 4).
After leaving and returning to the main level, drop down and right, onto the
pyramid composed of black blocks.
If you aren't in Super/Superball Mario form, continue from that last room by
making a running jump over the next pit to some to a pyramid-shaped formation
of black blocks. Past that, if you are Super-sized, smash the light blocks so
that you can reach the two "?" Blocks above them to get Coins. Collect the six
Coins spaced out on the two ledges here, and if you want to get a LOAD of more
Coins, let the nearby Nokobon touch Mario so that he reverts to normal size.
Now, go left, drop to the ground level and walk right under the three dark
blocks, and a bit further on you'll come into an area enclosed by black blocks
with a total of 38 Coins.
Just watch out for falling slabs coming down from above, and grab all the Coins
here and bash the "?" Block to get a Super Mushroom. Now that you have regained
your Super Mario form back, you can smash the two light blocks on the right to
make a gap that you can jump through to get back to the main part of the stage.
Right, jump over a little pit and you reach an area with two rows of eight
Breakable Blocks each; the third one from the right in the top row will contain
a Flower (as you'll need to be Super Mario in order to smash the block below in
order to reach it).
Quickly run over the collapsing blocks to get past the next pit, then jump onto
the next ledge and defeat a Gao. Past another couple of gaps, you'll fight
another Gao. Again, defeat it with a stomp or Superball, then after this you
will come face-to-face with the first boss of the game, King Totomesu.
o-----------------------------------------------------------------------------o
| - BOSS: King Totomesu - |
o-----------------------------------------------------------------------------o
| Method of Defeating: Superball (x5), Touching Switch |
| -------------------- |
| |
| Points: 5000 |
| ------- |
| |
| Strategy: This large, lion-sphinx crossover creature is the first boss of |
| --------- the game. It leaps up and down, firing 2 fireballs at Mario at a |
| time. The first fireball comes at you at a lower height, and the |
| second at a slightly higher one. Dodge the pattern of fireballs, |
| and throw some Superballs of your own from a safe distance when |
| you can. The boss will make a "baa" sound when successfully hit |
| with a Superball; when hit a total of five times it will be |
| defeated. |
| |
| If you do not have Superballs, the fight will be a little |
| trickier; you'll need to run at the boss and make a jump over its |
| first fireball and VERY QUICKLY run underneath it as it jumps. |
| From there, you can jump onto the switch behind it, and this will |
| also defeat the boss and win the battle. Either way, once you've |
| hit the switch, you will defeat this boss. |
o-----------------------------------------------------------------------------o
After you win, Mario will advance into the next room to find what looks like
Daisy. However, she bursts into a puff of smoke and turns into a Fly, before
running off - looks like it wasn't the real Daisy. With that, you have finished
the Birabuto Kingdom.
-------------------------------------------------------------------------------
3.2. World 2 - Muda Kingdom [0302]
-------------------------------------------------------------------------------
World 2-1
---------
Go right and climb up the first few ledges, and bash the first two "?" Blocks
to get Coins from them. Look out for the Honen fish enemies coming up from
below, as you leap over to the next high ledge, getting three Coins resting on
it. Carefully cross some more ledges while avoiding more Honens, before
crossing the next long chasm with the use of the two horizontally-moving white
platforms; watch their movement patterns and time your jumps carefully.
From that second platform, jump right to the next low ledge with a warp pipe on
it. Enter this pipe, and you will be taken to a Coin Room. In here, grab the
Power-ups and get all the Coins. For more details, take a look in the Coin
Rooms section of this guide; this particular Coin Room is number 5. When you
return to the main level, hop across the next couple of ledges and bash the
"?" Block there to get a Power-up, and get the two Coins on the high ledge, and
three more on the one below it.
Jump right and onto the bridge, going across it while getting Coins, and
stomping any Honens that attack. Jump over a small gap in the bridge, defeat a
Nokobon and continue crossing the bridge while getting Coins and
stomping/avoiding Honens. Grab the two Coins in the air as you leap over to the
small ledge after, and go across some more ledges. Defeat the two oncoming
Chibibos approaching from the right, and bash the next two "?" Blocks to get a
Coin from the left one, and a Starman from the right one.
Fight three Chibibos as you climb up the next three ledges, getting three Coins
on the highest ledge. From here, hop from ledge to ledge as you go right,
avoiding the Honens, as well as an attack from a Yurarin Boo (seahorse-like
enemy that shoots fireballs). After you finish crossing the ledges, you'll come
to a warp pipe, inhabited by a Pakkun Flower. Defeat it with a Superball or
wait for it to retreat into the pipe, and go into the pipe to find Coin Room 6;
again, for more details on clearing it out and a diagram, see the Coin Rooms
section.
When you return to the level, the "?" Block you'll see just to the right is a
Multi-Coin Block, so bash it repeatedly as fast as you can to get plenty of
Coins out of it. Grab the two Coins on the high ledge and three more on the one
below it, then bash the next two "?" Blocks a little further over for another
Coin and a Power-up. Defeat the Chibibo going down the ledges on the right, and
climb up to the top one to get three Coins.
Jump over onto the floating bridge after this, and avoid fireballs being shot
at you by the Yurarin Boos. Grab the six Coins on the bridge, then jump right
at the end, getting two more Coins before dropping onto a lower section of
bridge to the lower-right. Jump onto the vertically-moving white platform and
ride it upwards. If you're Super-sized, bash the Breakable Block and the "?"
Block on top of it to get a 1-Up Heart! Jump right into the small, floating
formation of blocks and claim the 9 Coins inside.
Make one more jump to the right, and get onto another vertically-floating white
platform. Ride it high up, then make a leap over to the right to the collapsing
blocks, and before you fall, make another quick leap over to the right and
you'll reach that top Exit Door to finish the level.
World 2-2
---------
Head right and jump onto the first ledge, where you'll encounter a Mekabon
enemy; defeat it by either stomping its head, or hitting it with a superball.
Next, run right at full speed and Mario will cross the gaps without falling
between the blocks. Bash the "?" Block that you see after this for a Power-up.
Leap over to the next floating ledge on the right and dispose of the Chibibo
and Nokobon patrolling there and grabbing the two Coins above it, bash the "?"
Block for a Coin, and enter the pipe the Chibibo was on top of, to find a Bonus
Room.
For more details on clearing out this room, check out the Coin Rooms section;
this particular one is Coin Room 5. Once you have cleared it out, exit and
return to the main level, and continue on by jumping across the next couple of
platforms, and bashing the "?" Block for a Coin. Jump onto the used block, then
wait for the horizontally-floating platform on the right to come towards you,
and make a carefully-timed jump onto it. When it takes you over to the right,
make another careful jump onto a second floating platform, then jump right and
get as many of the Coins in the line as you can while you drop down onto the
pipe below.
Now, to the right there looks to be a small pathway underneath the ledge; if
you are Regular Mario, you can reach it by jumping onto some invisible blocks
found underneath the four dark blocks on the left part of the chunkier blocks.
To help you understand this a little better, here's a diagram:
_______________________________________________________________________________
.-----.-----.-----.-----.
|`,-,`|`,-,`|`,-,`|`,-,`|
| |@| | |@| | |@| | |@| |
|,`-`,|,`-`,|,`-`,|,`-`,|
.--+--+--'-----'-----+-----:
|`,-,`| |`,-,`|
| |@| | | |@| |
Pipe |,`-`,| |,`-`,|
| .--.--+--.--: '-----'
V | | | | |
+-----+ '--'--'--'--' .--.--.--.--.--.
| | | | | | | |
+-----+-----. .--.--.--.--.--.--.--+--'--'--'--'--'
| |`,-,`| |IB|IB|IB|IB|IB|IB|IB|
'-----' |@| | '--'--'--'--'--'--'--'
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|
________________________________________________|
Key
---
IB = Invisible Block
_______________________________________________________________________________
From there, if you just head along the path of dark blocks, you can claim lots
of Coins and only have to deal with the occasional Chibibo. However, if you
choose to go along the main platform (for instance if you're Super-sized), then
you will have to fight three Mekabons, with two Nokobons sandwiched between
them. The main platform isn't completely goodie-free, however; if you bash the
very last block on the right in the first row above you, you'll get a Starman
to make fighting those enemies a little easier. The very right block in the
second row also contains a Power-up.
Either way, once you're past that part, jump onto the small stretch of land
right after, and fight a Nokobon and Chibibo, and look out for fireballs being
shot at you from the right by a Yurarin Boo. Jump over to the next ledge, and
defeat the Mekabon patrolling it. Climb onto the large block on the right end
of the ledge, then leap over and onto the vertically-moving platform on the
right. Let it carry Mario near the top, then make a well-timed leap onto the
next platform along which floats horizontally, then after being carried over,
leap right again to the area with some "?" Blocks guarded by a Nokobon.
Defeat it, and which watching out for fireballs being shot by the Yurarin Boo
leaping up from the small gap on the right, bash all the blocks to get Coins.
Cross a couple of gaps to an area with two pipes, a "?" Block guarded by a
Chibibo, and two Coins above the right pipe. Defeat the Chibibo, bash the "?"
Block for a Coin, and defeat the Pakkun Flower in the right pipe (or wait for
it to retreat), and go down the pipe to a Coin Room. See Coin Room 7 in the
Coin Rooms section for details, and after clearing it out, return to the main
level.
Upon returning to the overworld, jump a couple more gaps so you're on a ledge
with a "?" Block above the right side. Bash this to get a Coin. Now jump right
and onto the ground. You'll notice that in order to climb up to the top Exit
Door, you'll need to do so with the use of some falling blocks leading upwards,
however going away from the door. Time it well so that you can get onto the
platform floating left and right, and from there, let it take Mario near the
door, and you can jump over to finish the level and play the Bonus Game.
World 2-3
---------
Time for a little underwater shooter action as Mario goes 40 fathoms below in
the Marine Pop! Controlling this little vehicle is simple - use the D-Pad to
move in any direction, and A or B to shoot missiles.
Get as many of the seven Coins immediately available at the start of the level,
two just to the right of them, and blast away at the four blocks on the right
near the surface to get a Power-up from the upper-right one. Three Torions will
attack near the bottom of the area, so if you're down there, a torpedo each
will defeat them, as well as the Honen just after. Go up a little to get two
Coins, and use two torpedoes to defeat a Yurarin coming in from the right.
If you're quick enough, blast away at the four blocks at the bottom, and you'll
find a Starman in the upper-right one. Grab it, get the next two Coins, and as
you progress right, use your missiles and/or invincibility to take out Torions,
Honens and Yurarins, as well as collecting any Coins. After seeing the same
attack wave pattern a few times, you'll then encounter a squid-like creature
known as a Gunion. When it is shot three times, it'll turn into two projectiles
that come at Mario, so get out of dodge when it does.
Blast your way through a wall of blocks by making a gap big enough to squeeze
through - and be quick! Ignore the Gunion and blast your way through another
two walls. Go between the two Gunions in the next part, and blast your way
through a fourth wall. Afterwards, shoot down three more Torions coming your
way, as well as a Yurarin Boo. After this, defeat another Yurarin Boo, another
Gunion, three Torions, and a Yurarin. Notice as you go along collecting the
huge group of coins, that they spell out 'MARIO'!
Blast through the next wall of blocks, get the Coins if you're quick enough,
then blast through two more walls after. Shoot down the Yurarin and get the two
Coins here, then blast your way through another wall. At this point, you'll
reach the room with the kingdom's boss, Dragonzamazu.
o-----------------------------------------------------------------------------o
| - BOSS: Dragonzamazu - |
o-----------------------------------------------------------------------------o
| Method of Defeating: Torpedo (x20) |
| -------------------- |
| |
| Points: 5000 |
| ------- |
| |
| Strategy: A quite easy boss, all Dragonzamazu does is move up and down |
| --------- slowly, while firing small fireballs towards you. Just keep out |
| of their way, as well as out of the way of the larger fireball |
| (Tamao) that bounces around the room. Keep firing as quickly and |
| repeatedly as you can when Dragonzamazu is in front of you, and |
| after 20 torpedoes he'll be defeated. |
o-----------------------------------------------------------------------------o
Once you've defeated the boss, blast away the blocks in the lower-right part of
the area so that you can get through and touch the switch, and Mario will head
into the next room to find who looks like Daisy, only to find out that it's
another decoy. Muda Kingdom is thus finished, and we head on into World 3, the
Easton Kingdom.
-------------------------------------------------------------------------------
3.3. World 3 - Easton Kingdom [0303]
-------------------------------------------------------------------------------
World 3-1
---------
Go right, and jump onto the first pipe, and stomp or superball the oncoming
Batadon enemy. Bash the "?" Block for a Coin, then leap over the pit and climb
onto the next pipe. Bash both "?" Blocks there for Coins, and defeat the
Nokobon. Make a running jump to get onto the floating rocky platform, and bash
the very right block above it to get a Power-up. Drop to the ground and run
right at full speed to get over the gap with the floating blocks covering it,
and defeat the next Nokobon. Jump onto the pipe and bash the "?" Block for a
Coin, then go down the pipe to get to a Coin Room.
Read the Coin Rooms section for details (Coin Room 8), and after clearing it
out and returning to the main level, continue on by jumping over the small pit,
and bash the two "?" Blocks above the next pipe for a Coin from each one. Make
a running jump to the rocky ledge, and climb up and left to reach a "?" Block
(which is actually a Multi-Coin Block); bash it repeatedly until all the Coins
have been extracted from it.
Go right and jump over the gap, and defeat the Batadon. Get the three Coins,
then jump over to the next floating ledge on the right, and defeat the Nokobon
on there. Make a large jump over to the right to land on the first vertically-
floating platform, then to the second one (a little narrower, so time it well)
on its right, then onto a third one. From there, jump onto the pipe on the
right when the Pakkun Flower isn't poking its head out, then jump onto the
narrow column on the right, and defeat the Nokobon. Quickly leap over to the
next column so as not to get caught by its bomb blast.
Throw superballs, if you have them, into the gaps so that you can get all the
Coins inside them. If you hold Right while dropping down the narrow gap that
has lots of Coins in it, you'll land on the small ledge very near the bottom of
the screen, which has a warp pipe just on its right. Bash the "?" Block above
that pipe for a Coin, and also watch out for Giras (like Bullet Bills from
other Mario games) being shot at you from the right. Jump over the small gap
and climb onto the next pipe which houses the Gira cannon, and bash the two
"?" Blocks above that for Coins.
Carry on right, and defeat the next Nokobon. As you advance right, be ready to
very quickly stomp the fast-footed Tokotoko enemy that rushes at you from the
right, as well as another Nokobon. Further on right, make a running leap right
to get onto the rocky ledge, and climb up to bash the "?" Block for a Coin.
Ignore the Tokotoko on the right (it won't reach you anyway as it'll fall
through the gap), but do watch out for a Batadon. Stomp it, grab the Coins and
jump across the ledges as you go right, and bash the next "" Block for a Coin.
Now, if you stand right on the middle of the straight rocky ledge beneath the
two adjoined ones underneath the aforementioned block and jump straight up,
you'll uncover a hidden block containing a 1-Up Heart! Defeat another Batadon
here, and jump to the ledge on the right, fight the Nokobon and get the three
Coins. Jump onto the next floating ledge on the right, and time it well enough
so that you can land on the horizontally-moving floating platform near the
bottom of the screen as you drop off the right side.
Make a carefully-timed jump onto the next platform, let it take Mario up near
to the top of the screen, and jump onto the next platform, moving left and
right. Then jump onto the next pipe, which has a Gira cannon in it. Bash the
"?" Block above that pipe to get a Power-up, then cross the pit to find another
pipe, which also has a Gira cannon in it; the two "?" Blocks above this one
both have Coins in them.
Watch out for two Tokotokos approaching from the right as you go along; stomp
them and jump onto the left "?" Block in the set of three beneath the floating
pipe, and jump onto the ledge to the upper-left to get six Coins. Go back down
and bash the three "?" Blocks for Coins as well, and defeat the Batadon if it
comes near. Climb over the pillar to the right, and again, get the Coins on the
ledge and bash the "?" Blocks for Coins. This pipe, however, leads to a Coin
Room, so when the Gira cannon retreats, enter the pipe and clear out this Coin
Room (see Coin Room 9 in the Coin Rooms section for a diagram and details).
When you return to the main level after clearing out the Coin Room, head right
to see a spike pit. Wait for a couple of seconds, and you'll see a boulder
(named a Ganchan) come in from the right. When it's near enough, Mario can jump
onto it and ride it over to the right side of the pit. Jump onto the floating
ledge and grab the nine Coins there, then jump onto the next Ganchan on the
right, and ride it over some more small spike pits until you reach a small
wall. Jump onto that, then ride over the next large spike pit when the next
Ganchan appears.
Ride it along until you see a ledge of dark blocks to the upper-right; quickly
make a jump up there before the Ganchan falls into the bottomless pit. Grab the
Coins, and bash the "?" Blocks there for Coins, as well. Jump onto the next
ledge, then make a running leap to the right to land on a floating ledge, with
nine Coins above it. Get these, then jump onto a Ganchan on the right to get
over some small spike pits, then jump onto the horizontally-floating platform.
Ride it to the right, then jump up and right, quickly climbing up to the top
Exit Door with the help of the falling blocks.
World 3-2
---------
Jump over the first pipe, and go right, jumping over a second one. When you
jump onto the third pipe along, watch out for a Suu spider that comes down from
the ceiling next to the pipe. Stomp or superball it, and go right a little
further. Defeat the Nokobon, and bash the "?" Blocks on either side of the
light-coloured blocks in this area to find Coins in each of them. Just right of
this area, look out for another Suu high up, and stomp or superball it as it
comes down.
Continue right and jump across the pit with the waterfall going into it. Defeat
the Nokobon here, jump over the small pipe, and fight two more Suus. As you
jump onto the next pipe, another Suu will drop down just to the right of it, so
defeat that one. Cross through the large waterfall pit with the use of the
floating block in the middle. There are two "?" Blocks here sandwiched between
Breakable Blocks; the left one holds a Coin and the right one a Power-up;
beware of a Kumo spider attacking here while you get them, and the three Coins
above.
Make two very quick leaps over the next pair of gaps as a Suu lies in wait
above the small island in the middle. Make a jump onto the left side of the
floating ledge just after it with the four Coins on, and defeat another Suu
here. Jump through the waterfall and onto the next ledge over on the right;
bash the "?" Block there for a Coin. Cross through the next waterfall with the
use of the large block in the middle of it then you get to another area with
two "?" Blocks sandwiched between Breakable Blocks.
Defeat the Nokobon patrolling here, and bash the blocks for Coins. If you're
Super Mario, bash the middle Breakable Block and jump up into the gap made to
find a hidden block with an elevator! Jump onto this, and it will carry Mario
up. When near enough, jump to the ledge to the left, grab the three Coins and
go down the pipe to visit Coin Room 10. As usual, see the Coin Rooms section of
this guide for details.
When you return, or if you can't access the elevator, from that last area, make
a running leap right, and go straight over the very narrow island in the
middle, and right onto the next floating ledge right of the waterfall. Defeat
the Nokobon there, and further on, take out a Kumo coming your way. Watch out
for Suus dropping own as you leap across the next couple of floating ledges.
Defeat the Nokobon patrolling the small ledge at the bottom of the screen, then
jump to the upper-right platform, grabbing the four Coins on it, and defeating
another Kumo spider that appears there.
Look out for Giras coming in from the right as you leap over to the next ledge
right of the waterfall, and bash the "?" Block for a Power-up. Climb over the
pipe, stomp the Suu, and right a little further to reach an area with some more
"?" Blocks, guarded by a Nokobon. Defeat it, and bash all the blocks for Coins.
Leap the the waterfall and onto the next ledge, and look out for an oncoming
Kumo appearing from the right.
Now leap across the small, floating ledges, then you'll come to a vast spike
pit in a waterfall. Wait for a Ganchan to appear, then hop onto it and ride it
right over the spike pit. At the end, before it falls into the pit below, jump
right to the next one. Again, wait for a Ganchan to appear, and repeat the
process. When you jump onto the next little platform, look out for Giras coming
in from the right, as you hop over the small gap. Go down the pipe to be taken
to a Coin Room. Clear it out as usual, then return to the main level when
you're finished in there.
Upon returning to the main level, go right and and jump over another pipe, then
cross the pit with the use of the platform floating up and down over it. Defeat
the Nokobon on the next ledge, then use the next floating platform to get to
the upper-right ledge. Using a pair of falling block platforms, get across to
the next rocky ledge, then from there, make some quick yet careful jumps along
several more falling blocks. If you make it along them all without falling,
they lead to the top Exit Door.
World 3-3
---------
Jump right and over the small pit, onto the first pipe and get the two Coins
above it. Make a couple of jumps over the next two pits, then leap right and
onto the horizontally-floating platform, while collecting the Coins in the air.
As the platform carries Mario over to the right, leap over to the next
platform, which moves diagonally, then onto the next platform just right of
that. From this platform, jump down and right to the next platform, which
passes through a few Coins. Grab them as you fall through, and if you have
Superballs, use one to get any you can't reach.
The next platform after this one, to the upper-right, is a little shorter in
width so time it carefully as you jump over to it. From there, drop down and
right to the small patch of ground near the bottom of the screen, then jump
right and onto the next pipe while getting the two Coins floating above it, and
look out for a Ganchan coming in from the right; jump over it or Mario will get
knocked down into the pit on the left and lose a life.
Jump right and onto the next ledge, and over the small pit with the platform
floating in and out of it. Grab the single Coin there and defeat the Nokobon,
then jump onto the aforementioned floating platform, then onto the falling
blocks to the right, then quickly onto the floating pipe when the Pakkun Flower
retreats inside. Go down the pipe, and this will take you to Coin Room 10; see
the Coin Rooms section of this guide for details. Clear out this Coin Room and
exit to return back to the level.
Back in the main level, from the pipe when you exit, jump to the ledge below
and to the right, and run right at full speed to skip over the small gaps
between each of the narrow ledges, and leap right from the last ledge to get to
a small area with four "?" Blocks, guarded by a pair of Kumos. Defeat them, and
bash all the blocks for Coins.
Go right, and it's time to cross another huge chasm. Jump onto the first
horizontally-floating platform, and as you ride it along and jump over to the
next, diagonally-floating platform, get the four Coins if you so wish. From
that second platform, leap right and onto the next platform, which also moves
diagonally, in the opposite direction. When that takes you over to the right,
leap over onto a narrow vertically-floating platform. Use Superballs to get the
four Coins on the right, if you have Superball ability. When that platform
takes Mario high up, make a carefully-timed jump to the horizontally-floating
platform near the top of the screen, jump right and drop down to the ledge
below with a pipe on it.
Go into the pipe, and you'll be taken to Coin Room 12; as usual, see the Coin
Rooms section. After clearing the room and returning to the level, continue on
by walking off the right edge of the pipe, and while standing beside it, jump
straight up and you'll find a hidden block, which you can jump onto, to help
you reach the floating ledge to the upper-right. Jump over onto the next
floating ledge, then again to the next one, grabbing the four Coins as you drop
down onto it.
You'll see a narrow, horizontally-floating platform going left underneath the
ledge you are currently on. Wait for it to go to its furthest point on the
left, and as it comes back out and goes right, drop onto it to be carried a
short distance to the right, then jump up and left to land on that little hook
in the wall. Jump onto the upper-right ledge, and wait for the second narrow
platform down below to pas underneath as it goes right; time it well to drop
onto it, then climb your way up through the next part as you did before.
Once through, you'll be back on safe ground again. Carry on heading to the
right, and fight a Batadon, which appears on the raised ledge with the
waterfall. In the trench just on the right, a Tokotoko will be running around,
so be sure to quickly stomp it before it catches Mario. In the next room are
three "?" Blocks, with a Ganchan bouncing around beneath them. Avoid the
Ganchan while you get a Power-up (from the left block), and Coins from the
others.
Go up the staircase on the right, and leap over the pit to another area with
another three "?" Blocks, these ones guarded by a Batadon. Defeat said enemy,
and bash the blocks for Coins. Go up another staircase on the right, and after
jumping the gap, you'll come to a boss encounter, with Hiyoihoi.
o-----------------------------------------------------------------------------o
| - BOSS: Hiyoihoi - |
o-----------------------------------------------------------------------------o
| Method of Defeating: Superball (x10), Touching Switch |
| -------------------- |
| |
| Points: 5000 |
| ------- |
| |
| Strategy: In this boss area, Mario will be on a small, isolated ledge in |
| --------- the middle of the area, while Hiyohoi stands at the right side of |
| the area, and he will hurl Ganchans (large boulders) towards |
| Mario. With Superballs, simply jump on top of the Ganchans as |
| they come at you, and throw Superballs at the boss as you leap |
| from Ganchan to Ganchan. He'll make the usual 'baa' sound as he |
| takes a hit from a Superball to let you know if you are |
| successfully hitting him, and after 10 hits, he'll be defeated. |
| |
| If you don't have Superballs, you can get on the switch at the |
| right to defeat him, but it will take some split-second timing. |
| You'll need to jump onto a Ganchan that is thrown at you, and |
| jump towards Hiyoihoi before he throws the next one, but landing |
| on it as soon as you come down (i.e. the moment that the next |
| Ganchan he throws appears). As soon as you do, you'll be just |
| about close enough to make a quick running jump to the small |
| brick ledge above the boss' position (the one with a small torch |
| on it), then drop down and right into the alcove and land on the |
| switch, defeating this boss. |
o-----------------------------------------------------------------------------o
When you win this fight and have pressed the switch, Mario will head into the
last room to be greeted by another Daisy decoy, which turns out to actually be
a Kumo. With that, we are finished in the Easton Kingdom and move onto the
fourth, and final world of the game, the Chai Kingdom.
-------------------------------------------------------------------------------
3.4. World 4 - Chai Kingdom [0304]
-------------------------------------------------------------------------------
World 4-1
---------
Right at the very beginning of this level, there is a pipe just to the left of
Mario's starting point. Go down this (be sure to keep Right on the D-Pad
pressed down so you'll be able to land in the area where all the Coins are),
and you'll be taken to Coin Room 13 (see Coin Rooms section of this FAQ for
details). Collect all the Coins in that room, and upon leaving, continue on and
bash the first three "?" Blocks of the level for Coins.
There are two Breakable Blocks above the middle pipe in the set of three on the
right; the left block has a Power-up, so be sure to get this. Go past the next
couple of pipes, and you'll notice the ceiling is lowered, with two pipes
sticking out of the ceiling. The right one has an Upside-Down Pakkun Flower in
it, so Superball or avoid it as you go on, as well as a Pakkun Flower in the
next pipe in the ground.
Jump over the small pit, and bash the next two "?" Blocks to get Coins. Just
after, you'll have your first encounter with a Pionpi, a sort of elf-like enemy
that hops around after Mario that can only be effectively defeated with
Superballs; while you can stomp it, this will only stun the enemy for a couple
of seconds before it continues hopping after you, so use a Superball to defeat
it if you have them, otherwise stomp it and keep heading on quickly so that it
won't keep chasing you.
Anyway, in the next two "?" Blocks are also Coins, then make a couple of well-
timed running leaps across the floating platforms to get across the large pit.
On the next stretch of land, look out for Giras fired from the cannon in the
pipe on the right. Bash all the "?" Blocks here for more Coins, and deal with
another Pionpi as well. Jump over the next pit, and make a running jump onto
the three light-coloured blocks with the "?" Block above them; this is a Multi-
Coin Block, so keep bashing it until you've extracted all the Coins.
Defeat a Nokobon and Pionpi here, then go right, jump over the pit, and you'll
reach another similar area. This time, the "?" Block above the three Breakable
Blocks holds a single Coin, and two Nokobons and a Pionpi guard this area.
After this, jump over the next pit and fight another Pionpi, and bash the two
"?" Blocks you see for a Coin from the left one, and a Power-up from the right
one. After the Pakkun Flower-inhabited pipe, bash another two "?" Blocks for
more Coins, then leap right, over onto the row of pipes.
The third and fourth pipes along have Pakkun Flowers within them, so tread over
them only when they retreat into the pipes, or Superball them to take them out
altogether. The fifth pipe has a Gira cannon, so leap over only once it has
gone inside the pipe. From this set of pipes, if you look to the upper-right,
you'll see some blocks near the top of the screen; the one nearest to you has a
Starman in it, so try to make a running jump to bash it and claim the Starman
for invincibility, if you can.
Defeat the Pionpi and Nokobon, and bash the three "?" Blocks for Coins. Climb
over the pipes on the right, and from the last pipe, jump over to the
diagonally-floating platform, then to the one right of it to get across the
pit. From the second platform, leap right to land on the next stretch of land.
Climb over the first pipe, avoiding or Superballing the Pakkun Flower inside,
and past two ceiling pipes, also holding Upside-Down Pakkun Flowers, and a pipe
in the ground, also inhabited by a Pakkun Flower. You'll see a line of five
Breakable Blocks above the fourth pipe; the one on the very right is a Multi-
Coin Block, so bash it repeatedly to get lots of Coins out of it.
Jump over the next pipe when the Gira cannon has retreated within, and stomp an
oncoming Chibibo. Walk underneath and past two more ceiling pipes, again when
the Upside-Down Pakkun Flowers are not sticking out of them. The very right
block in the row of five above the next pipe holds a Power-up,so be sure to get
it. Again, climb over the next pipe when the cannon retreats, past the next
three pipes in the same pattern, and repeatedly bash the right block in the row
of five above the last pipe; this one's a Multi-Coin Block.
From here, jump up and right, onto the horizontally-floating platform. From
that one, make a well-timed jump onto the next platform on the right, which
floats diagonally. When it takes you near the top, jump over and onto the next
couple of blocks. These will fall under Mario's weight, so quickly keep jumping
right across the small platforms made of falling blocks until you get to
another floating platform which is moving vertically. From there, jump right
and land on the pipes, and watch out for a Gira-firing cannon in the second
pipe from the left.
Fight or avoid a Pionpi which appears here, and jump along the pipes until you
get to the next stretch of land. Here, fight another couple of Pionpis and
Nokobons, and bash the "?" Block above the three Breakable Blocks for a Power-
up. Contine right, and jump onto the vertically-moving platform. There is a
hidden 1-Up Heart in an invisible block that can be found here; by jumping up
and right against the wall of dark blocks with Coins on the right. You'll have
to uncover the block and VERY QUICKLY hold Left so you'll land back on the
platform, otherwise you'll fall and die. Here's a diagram for help:
_______________________________________________________________________________
.--.--.
|1U| | (C)(C)(C)(C)(C)
'--+--:
| | (C)(C)(C)(C)(C)
:--:
(C) | (C)(C)(C)(C)(C)
:--+--.--.--.--.--.--.
| | | | | | | |
Floating '--'--'--'--'--'--'--'
Platform (C)
|
V
__ __ __ (C)
(__|__|__)
.--.--.--.--.--.--.--.--.
(C) | | | | | | | |
:--+--'--'--'--'--'--'--'
| |
:--:
(C) |
:--:
| |
:--:
| |
'--'
_____________________________________
Key
---
(C) = Coin
1U = 1-Up Heart Block (invisible)
_______________________________________________________________________________
If you're quick enough after uncovering it, jump between the ledges and go
right, and you can jump and catch it as it falls from the end of the above
ledge, and you can land on the ledge on the right, then jump up and left to get
all the Coins there.
Continuing on, make a running jump right to another segment with several pipes.
Go down the very first one, and this takes you to Coin Room 13; again, be sure
to hold Right on the D-Pad as you drop in so that you can get the Coins. See
the Coin Rooms section for details as usual, and after getting all the Coins,
exit and return back to the main level.
Go right and climb up the ascending pipes, then jump right to the next stretch
of land. In the "?" Block above the three light blocks is a Coin, and there
will also be three Pionpis to take on here, so Superball them or just quickly
run past and avoid them if you don't have Superball power. After leaping over
the next pit to some more pipes, climb them when the Gira cannons have
retreated into the pipes, so you are not harmed when they fire Giras.
From the top pipe, make a jump over to the diagonally-floating platform, then
jump up and right onto the leftmost dark block. Quickly run right at full speed
to make Mario run straight over the small gaps between the blocks, and you'll
reach the top Exit Door and finish this long level.
World 4-2
---------
From the small island you start on, cross the water with the use of the
floating platforms to the right. At the next part, defeat a Nokobon and bash
the two "?" Blocks there for Coins. Jump along these floating ledges until you
come to another two "?" Blocks; again bash these for a Coin from the left one,
and a Power-up from the right one. You'll also come across a Pompom Flower on
the ground here; avoid its harmful pollen that it shoots up and hit it with a
stomp or 2 Superballs to defeat it.
Jump over the next gap, looking out for Giras being fired from the cannon in
the pipe to the right. Go down this pipe, and this takes you to Coin Room 14,
which is absolutely FULL with Coins! If you have Superballs, use them to clear
the area and get as many of these Coins as you can, before exiting via the pipe
in the bottom-right corner to return back to the main level.
From the pipe where you emerge, make your way across a large pit filled with
water by making running jumps along the platforms floating above said pit.
You'll then need to do the exact same again in the next part, only difference
this time being the second floating platform is guarded by a Nyololin
(fireball-shooting snake enemy). Avoid its projectile and make a running jump
onto its head to defeat it.
Drop into the next area to the right, and carefully go past the pipes in the
ceiling and floor, avoiding or Superballing the Pakkun Flowers. After this, you
can climb into the area above and get the Coins lying on the ground, and in the
"?" Blocks there. After this is another area with more pipes in the ceiling and
ground arranged in the same pattern, so make your way through this area as you
did the last one, again avoiding or Superballing the Pakkun Flowers in the
pipes. A Gira cannon is in the fourth pipe along, and there will be a Chibibo
to defeat after that pipe, as well.
In the next open area, fight the Nokobon and Pompom Flower, and bash the two
"?" Blocks above the middle ledge to get a Power-up from the left one, and a
Coin from the right one. Now, after jumping the pit to the next area, you'll
see a block that has a fireball orbiting around it, so time it carefully so as
not to be hit by it. Climb over the next two pipes while avoiding another
fireball orbiting a block on the ceiling. Continue to advance right through the
next area, fighting a Chibibo and avoiding some more fireballs, then past
another two pipes with a fireball orbiting a block in the ceiling above it.
Next, go past another fireball-block and jump over a small gap, and defeat the
next Nokobon you encounter. Bash the next "?" Block you see, and you will get a
Starman! Quickly grab it and run right to the end of the ledge. Step onto the
row of blocks at the end of the ledge, and jump over onto the horizontally-
floating platform. After it takes Mario over to the right, jump over to the
next horizontally-floating platform, then to the next part of land when it
carries you over to the right.
Bash the "?" Block for a Power-up and defeat the Nokobons, and continue right
to the end, jump onto the row of blocks, then over to the floating platform
going across the water-filled pit. Jump from that platform to the next one,
then over onto the narrow pillar to the right. If you stand on the left side of
this pillar and jump straight up, you'll uncover a hidden Multi-Coin Block, so
keep jumping and bashing away until you've gotten all the Coins out of it.
Jump right and fight the Nokobon on the next ledge, followed by a Nyololin on
the next one. Grab the two Coins above where that enemy was, then jump over the
gap to the next ledge. Carefully time your jump up to the ledge and defeat the
Nokobon, while watching out for a fireball orbiting the block on the ceiling.
Drop down to the next ledge, go past another block, and enter the first pipe
you see; this will again take you to Coin Room 14 (the one that is filled to
the brim with Coins). Do as you did before, then exit that Coin Room to return
back to the main level.
Jump over the next pipe, head along a short distance, jump over a small pit and
fight a Nyololin and a Nokobon on the next ledge, getting two Coins. Jump over
to the next ledge and defeat the Nokobon on here, while watching out for the
fireball that orbits the block on the ceiling. From the right side of this
ledge, drop off the end and hold Right to land in the small passage to the
lower-right, and run right at full speed to skip over the spaces between the
blocks over the pit.
Look out for an Upside-Down Pakkun Flower in the next pipe in the ceiling, and
jump onto the small vertically-moving platform and ride it up, then jump over
onto the next ledge. Walk right to the end and stand on the falling block while
holding Right on the D-Pad, and as it falls, you'll land safely on the last
stretch of land. From here, all that's left to do is quickly climb up and right
along the falling blocks, then run along the dark blocks to reach the top Exit
Door and finish yet another long level.
World 4-3
---------
The final level of the game, and it's another shooter-style stage. This one
takes place in the sky as Mario takes charge of the Sky Pop, a small airplane.
As in World 2-3, the controls are the same: D-Pad to move, A or B to shoot.
Begin by flying right up an blasting the first block to get a Power-up. Stay on
the left side of the screen and blast away at the Chickens as they fly at you
from the right side of the screen. After a while doing this, some Coins will
start to appear for you to collect, but there will also be Roketons to keep an
eye out for and shoot down with your missiles. There will be three lots of two
Breakable Blocks near the top of the area; shoot the bottom one in the third
pair you see and this will get you a Power-up.
After a few more Chickens and Roketons, the next enemy you'll see is the
Chikako, which is basically a flashing diamond-shaped thing in the sky. There
are a few of these dotted around, and they take an eternity to blast away with
missiles, so it's best to just steer clear of them altogether. Stay near the
top, and blast the Blocks; one of them will release a Starman, so catch it to
get some temporary invincibility and make progressing through this part of the
level a little bit easier!
As you continue right, again it's another barrage of Chickens, Roketons and
Chikakos. After a small gap you'll notice a block near the top of the screen;
blast it with a missile and you'll get a Power-up. After this, manoeuvre your
way up and down to get round the walls, as well as shoot down two Chickens,
followed by three Roketons and another Chicken. In the next room, fly around to
get a load of Coins, then quickly blast away the two blocks in the bottom-right
corner so that you can get into the passage and continue on.
As you continue on, just make your way through the passage, going up and over
twice. Be quick so that the left side of the screen doesn't catch you, which
will cost you a life. In the next room after that, avoid the fireball orbiting
the block in the centre of the room, and blast away at the blocks to the right,
to make a gap to fly through. The path splits here; take the top path and blast
the very top block to get a Power-up. Avoid the fireball going round the lower
block, fly underneath the pipe, and go up, getting the Coins. Now carefully
time your flight past the giant hands coming out of the pipes when they aren't
sticking out, and blast the blocks and fly through.
In the next room, it's time for the first of two boss battles.
o-----------------------------------------------------------------------------o
| - BOSS: Biokinton - |
o-----------------------------------------------------------------------------o
| Method of Defeating: Missile (x20) |
| -------------------- |
| |
| Points: 5000 |
| ------- |
| |
| Strategy: Biokinton is a large cloud with eyes, who simply floats around |
| --------- the open room in diagonal movements, while spawning Chickens to |
| attack Mario. Simply keep the Sky Pop at the same altitude as |
| him, and blast away with your missiles, taking out any Chickens |
| while doing so. 20 missiles and he's toast. |
o-----------------------------------------------------------------------------o
Once Biokinton is defeated, the next and final boss of the game, and the main
villain of the story, Tatanga, will appear.
o-----------------------------------------------------------------------------o
| - BOSS: Tatanga the Mysterious Spaceman - |
o-----------------------------------------------------------------------------o
| Method of Defeating: Missile (x25) |
| -------------------- |
| |
| Points: 5000 |
| ------- |
| |
| Strategy: The final boss of the game, Tatanga will appear from below |
| --------- immediately once Biokinton is destroyed. He stays at the right |
| side of the room and slowly moves up and down in rapid square |
| movements, while continually shooting large fireballs, that break |
| up into three smaller fireballs, which quickly come towards |
| Mario. Simply stay on the left side of the area and fly up and |
| down, through the gaps between the small fireballs as they come |
| at you, all while repeatedly tapping the A button to shoot a |
| flurry of missiles at Tatanga. That's all you really need to do; |
| as long as you just fly between the fireballs and keep shooting, |
| eventually after 25 hits, Tatanga will be defeated, and you win |
| the game! |
o-----------------------------------------------------------------------------o
Once you win this boss battle, you've done it! Enjoy the ending, which I won't
spoil for you. If you feel up to it, you can also test your skills on the
Expert Mode of the game (see the Cheats section of this FAQ for details), which
is basically the same game, but a little trickier. There's really nothing I'll
need to walk you through with that mode, so if you do go for it, enjoy!
Congratulations upon completing Super Mario Land!
===============================================================================
4. COIN ROOMS [0400]
===============================================================================
o-------------o
| Coin Room 1 |
o-------------o
.--. .--.--.--.--.--.--.--.--.--.--.--. .-----.
| | | | | | | | | | | | | | |-----|
:--: '--'--'--'--'--'--'--'--'--'--'--' | |
| | |-----|
:--: | |
| | |-----|
:--: | |
| | |-----|
:--: | |
| | |-----|
:--: | |
| | |-----|
:--: | |
| | |-----|
:--: | |
| | (C)(C)(C)(C)(C)(C) |-----|
:--: | |
| | |-----|
:--: | |
| | (C)(C)(C)(C)(C)(C) |-----|
:--: | |
| | |-----|
:--: | |
| | (C)(C)(C)(C)(C)(C) |-----|
:--: .--.--.--.--.--.--.--.--. +-+--+--. |
| | | | | | | | | | | | | | |---|
:--: :--+--+--+--+--+--+--+--: | | | | |
| | | | | | | | | | | | | | |---|
:--:--.--.--.--+--+--+--+--+--+--+--+--+--.--.--+-+.-+.-'.--:
| | | | | | | | | | | | | | | | | | | | |
:--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--:
| | | | | | | | | | | | | | | | | | | | |
'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'
Key
---
(C) = Coin
Coins: 18
Description: Almost a carbon copy of the first Coin Room that can be found in
the classic Super Mario Bros. NES game, this can be found as early
on as the second pipe in the first level of the game. There's
nothing special in particular about this Coin Room, other than the
eighteen Coins on the altar in the middle, arranged in three rows
of six Coins each. Just grab them all, then leave via the pipe in
the bottom-right corner of the area.
o-------------o
| Coin Room 2 |
o-------------o
.--. .--.--.--.--.--.--.--.--.--.--.--.--.--.--.-----.
| | | | | | | | | | | | | | | | |-----|
:--: :--+--'--'--'--'--'--'--'--'--'--'--'--'--: |
| | | | |-----|
:--: :--: | |
| | | | |-----|
:--: :--: +-+--+--. |
| | | |(C) (C) (C) (C) (C) (C) | | |---|
:--: :--: | | | | |
| | | | | | | |---|
:--: :--: .--.--.--.--.--.--.--.--.--+-+.-+.-'.--:
| | | | | | | | | | | | | | | | | |
:--: :--: '--'--'--'--'--'--'--'--'--'--'--'--+--:
| | | | | |
:--: :--+--. :--:
| | | | | | |
:--: '--+--: :--:
| | | |(C) (C) (C) (C) (C) (C) | |
:--: :--: :--:
| | | | | |
:--: :--+--.--.--.--.--.--.--.--.--.--.--. :--:
| | | | | | | | | | | | | | | | |
:--: '--'--'--'--'--'--'--'--'--'--'--'--' :--:
| | | |
:--: :--:
| | (C) (C) (C) (C) (C) (C) (C) (C) (C) |
:--: :--:
| | | |
:--+--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--+--.
| | | | | | | | | | | | | | | | | | | | |
:--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--:
| | | | | | | | | | | | | | | | | | | | |
'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'
Key
---
(C) = Coin
Coins: 21
Description: Upon entering, Mario will land in the lower-left part of this Coin
Room. Run along right while getting nine Coins, then jump up and
left onto the middle ledge. Go left while collecting another six
Coins, then climb up to the top ledge, get six more, then go right
to exit via the pipe in the upper-right corner of the room.
o-------------o
| Coin Room 3 |
o-------------o
.--. .--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.-----.
| | | | | | | | | | | | | | | | | |-----|
:--: :--+--'--'--'--'--'--'--'--'--'--'--'--+-+'-+'-. |
| | | | | | | |---|
:--: :--: | | | | |
| | | | (C) (C) (C) (C) | | | |---|
:--: :--+--.--.--.--.--.--.--.--. .--.--+-+.-+.-'+--:
| | | | | |BB| |BB| |BB| | | | | | | | |
:--: :--+--'--'--'--'--'--'--'--' '--'--'--'--'--+--:
| | | | | |
:--: :--: :--:
| | | | | |
:--: :--: :--:
| | | | (C) (C) (C) (C) (C) (C) (C) | |
:--: :--: .--.--.--.--.--.--.--.--.--.--.--.--.--.--+--:
| | | | | |BB| |PU| | | | |BB| | | | | | |
:--: :--: '--'--'--'--'--'--'--'--'--'--'--'--'--'--+--:
| | | | | |
:--: :--: :--:
| | | | | |
:--: :--: :--:
| | | |(C) (C) (C) (C) (C) (C) (C) | |
:--: :--+--.--.--.--.--.--.--.--.--.--.--.--.--.--. :--:
| | | | |BB| |BB| |BB| |BB| |BB| |MC| |BB| | |
:--: '--'--'--'--'--'--'--'--'--'--'--'--'--'--'--' :--:
| | | |
:--: :--:
| | | |
:--: :--:
| | | |
:--+--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--+--:
| | | | | | | | | | | | | | | | | | | | |
'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'
Key
---
(C) = Coin
BB = Breakable Block
MC = Multi-Coin Block
PU = Power-up Block
Coins: 18 (plus Multi-Coin Block Coins)
Description: After dropping to the ground, go right and repeatedly bash the
Multi-Coin Block (third from the right in the ledge just above
you) as quickly as possible to get as many Coins as you can. Climb
up onto that ledge and go left, getting the seven Coins on this
level, and get the Power-up from the Block that is fourth from the
left in the next ledge above. Get up onto this ledge and grab
another seven Coins on here, then jump up to the upper-left ledge
to get four more Coins, before exiting via the pipe in the upper-
right corner of this room.
o-------------o
| Coin Room 4 |
o-------------o
.--. .--.--.--.--.--.--.--.--.--.--. .-----.
| | | | | | | | | | | | | |-----|
:--: '--'--'--'--'--'--'--'--'--'--' | |
| | |-----|
:--: | |
| | |-----|
:--: .--. .--. | |
| | |BB| (C)(C)(C)(C)(C)(C) |1U| |-----|
:--: :--: :--: | |
| | |BB| |BB| |-----|
:--: :--: :--: | |
| | |BB| (C)(C)(C)(C)(C)(C) |BB| |-----|
:--: :--: :--: | |
| | |BB| |BB| |-----|
:--: :--: :--: | |
| | |BB| (C)(C)(C)(C)(C)(C) |BB| (C)(C)-----|
:--: :--: :--: | |
| | |BB| |BB| (C)(C)-----|
:--: :--: :--: | |
| | |BB| (C)(C)(C)(C)(C)(C) |BB| |-----|
:--: :--+--.--.--.--.--.--.--.--+--: | |
| | |BB|BB|BB|BB|BB|BB|BB|BB|BB|BB| |-----|
:--: '--'--'--'--'--'--'--'--'--'--' | |
| | |-----|
:--: +-+--+--. |
| | | | | |---|
:--: | | | | |
| | (C) (C) (C) (C) (C) | | | |---|
:--+--.--.--.--.--.--.--.--.--.--.--.--.--.--.--+-+.-+.-'.--:
| | | | | | | | | | | | | | | | | | | | |
:--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--:
| | | | | | | | | | | | | | | | | | | | |
'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'
Key
---
(C) = Coin
1U = 1-Up Block
BB = Breakable Block
Coins: 33
Description: If you're Super or Superball Mario, to take full advantage of this
Coin Room, begin by getting the five Coins on the floor, and the
four Coins floating above the exit pipe beside the right wall.
Then, go to the left side of the area and destroy some of the
Breakable Blocks on the left side of the U-formation, so that you
can climb into it and get the 24 Coins inside it. Then, start to
break all the blocks in the right part of the U-formation until
you hit the top one, which holds a 1-Up Heart. Claim that, then
leave via the pipe in the lower-right corner of the room.
o-------------o
| Coin Room 5 |
o-------------o
.--. .--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.
| | | | | | | | | | | | | | | | | |--|
:--: :--+--'--'--'--'--'--'--'--'--'--'--'--'--'--: |
| | | |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: :--: | |
| | | |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: :--: .--. | |
| | | |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C) |(C)--|
:--: :--+--.--.--.--.--. :--: | |
| | | | | | |BB| |(C)(C)(C)(C)(C)(C)(C) |(C)--|
:--: '--'--'--'--'--+--+--.--.--.--.--.--.--+--: | |
| | | | | | | | | | | | |--|
:--: '--'--'--'--'--+--+--'--'--' | |
| | | | |--|
:--: .--. :--: | |
| | |BB| | | |--|
:--: '--' '--' | |
| | |--|
:--: .--.--. .--.--.--. +-+--+--.|
| | |PU| | | | |BB| | | | ||
:--:--. .--.--:--:--: '--'--+--: | | | ||
| |PU| |BB| | | |(C)(C)(C)BB| | | | ||
:--+--' '--'--' :--: :--+--.--+-+.-'.--:
| | | |(C)(C)(C)BB|BB| | | | |
:--: :--: '--'--'--'--'--+--:
| | | |(C)(C)(C)(C)(C)(C)(C)(C) |
:--: :--+--. :--:
| | | | |(C)(C)(C)(C)(C)(C)(C) |
:--: .--.--.--.--+--+--: :--:
| | | | | | | | |(C)(C)(C)(C)(C)(C)(C) |
:--+--.--.--.--.--+--+--+--+--+--+--+--.--.--.--.--.--.--:--:
| | | | | | | | | | | | | | | | | | | | |
'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'
Key
---
(C) = Coin
BB = Breakable Block
PU = Power-up Block (left one is invisible)
Coins: 77
Description: Walk up to the left wall and jump straight up to uncover a hidden
block, from which you can get a Power-up. There are the light-
coloured blocks just to the right; the rightmost one holds another
Power-up, which you should then get. Jump onto the lone block
floating beneath the one wedged between the dark blocks. Jump
straight up to smash the latter, then jump up and throw a
Superball that will collect the majority of the Coins in the top
part of the area.
Next, smash the Breakable Blocks and climb over the column of dark
blocks in the middle of the room, and drop into the lower-right
area to grab all the Coins down there. After getting them all,
bash the Breakable Blocks to the left of the exit pipe so that you
can make a gap to climb through, and go into the pipe to leave the
room.
o-------------o
| Coin Room 6 |
o-------------o
.--. .--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.-----.
| | | | | | | | | | | | | | | | | |-----|
:--: :--:--'--'--'--'--'--'--'--'--'--'--'--+-+'-+'-. |
| | | | | | | |---|
:--: :--: | | | | |
| | | | (C) (C) (C) (C) (C) | | | |---|
:--: :--: .--.--.--.--.--.--.--.--.--.--+-+.-+.-'.--:
| | | | | | | | | | | | | | |BB|BB| | |
:--: :--: '--'--'--'--'--'--'--'--'--'--'--'--'--+--:
| | | | | |
:--: :--: :--:
| | | | | |
:--: :--: :--:
| | | | (C) (C) (C) (C) (C) (C) | |
:--: :--: .--.--.--. .--. .--. .--. .--.--.--. :--:
| | | | | | | | | | | | | | | | | | | |
:--: '--' '--'--'--' '--' '--' '--' '--'--'--' :--:
| | | |
:--: :--:
| | | |
:--: :--:
| | | |
:--: .--+--:
| | |IB| |
:--: '--+--:
| | | |
:--: :--:
| | | |
:--: :--:
| | (C) (C) (C) (C) (C) (C) (C) (C) (C) |
:--+--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--:--:
| | | | | | | | | | | | | | | | | | | | |
'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'
Key
---
(C) = Coin
BB = Breakable Block
IB = Invisible Block
Coins: 20
Description: Run along the ground to get the first nine Coins, then stand
against the right-hand wall and jump straight up to find a hidden
block. Climb onto this so that you are able to get up to the next
ledge to the upper-left. Run left at full speed so that Mario can
skip over the gaps, while getting another six Coins. Then, jump up
to the top ledge and run right to get the five remaining Coins and
go into the exit pipe.
o-------------o
| Coin Room 7 |
o-------------o
.--. .--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.-----.
| | | | | | | | | | | | | | | | | |-----|
:--: :--:--'--'--'--'--'--'--'--'--'--'--'--+-+'-+'-. |
| | | | | | | |---|
:--: :--: | | | | |
| | | | (C) (C) (C) (C) (C) | | | |---|
:--: :--: .--.--.--.--.--.--.--.--.--.--+-+.-+.-'.--:
| | | | | | | | | | | | | | |MC|BB| | |
:--: :--: '--'--'--'--'--'--'--'--'--'--'--'--'--+--:
| | | | | |
:--: :--: :--:
| | | | | |
:--: :--: :--:
| | | | (C) (C) (C) (C) (C) (C) | |
:--: :--: .--.--.--. .--. .--. .--. .--.--.--. :--:
| | | | | | | | | | | | | | | | | | | |
:--: '--' '--'--'--' '--' '--' '--' '--'--'--' :--:
| | | |
:--: :--:
| | | |
:--: :--:
| | | |
:--: .--. :--:
| | |IB| | |
:--: '--' :--:
| | | |
:--: :--:
| | | |
:--: :--:
| | (C) (C) (C) (C) (C) (C) (C) (C) (C) |
:--+--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--:--:
| | | | | | | | | | | | | | | | | | | | |
'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'
Key
---
(C) = Coin
BB = Breakable Block
IB = Invisible Block
MC = Multi-Coin Block
Coins: 20 (plus Multi-Coin Block Coins)
Description: Almost an identical layout to that of Coin Room 6, only with two
small changes: one being that the Invisible Block to help you
climb to the top ledges is now near the left side of the room
(marked out in the diagram above), and the left light-coloured
block beneath the exit pipe is a Multi-Coin Block. Grab all the
Coins on the ground and uncover the hidden block, then climb onto
the ledge above, and run right at full speed so Mario skips over
the gaps, while grabbing the six Coins.
On the right side, repeatedly bash that Multi-Coin Block located
underneath the mouth of the exit pipe, then run back left and jump
onto the very top ledge, get the five Coins there, and go into the
pipe to exit.
o-------------o
| Coin Room 8 |
o-------------o
.--. .--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.
| | | | | | | | | | | | | | | | | | |--|
:--: '--'--'--'--'--'--'--'--'--'--'--'--'--'--+--+--: |
| | | | |--|
:--: +-+'-+'-.|
| | | | | ||
:--: | | | ||
| | | | | ||
:--: .--.--+-+.-'.-':
| | | | | | | |
:--: '--'--'--'--+--:
| | | |
:--: :--:
| | (C)(C)(C) |
:--: .--. .--. :--:
| | |BB| | | (C)(C)(C) |
:--: '--' '--' :--:
| | (C)(C)(C) |
:--: .--. .--. :--:
| | | | | |(C)(C)(C) |
:--: .--.--.--.--.--.--+--:/\ /\ /\:--: :--:
| | | | |BB| |BB| | ||| || ||| |(C)(C)(C) |
:--: '--'--'--'--'--+--+--+--.--.--+--+--.--.--+--:
| | | | | | | | |BB|BB|BB| |
:--: '--'--'--'--'--'--'--'--'--+--:
| | | |
:--: :--:
| | | |
:--+--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--+--:
| | | | | | | | | | | | | | | | | | | | |
:--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--:
| | | | | | | | | | | | | | | | | | | | |
'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'
Key
---
(C) = Coin
BB = Breakable Block
Coins: 15
Description: Unusual in that it's a Coin Room that can actually harm Mario due
to the pit of spikes just left of where the Coins are, so you'll
have to be careful with this one. Jump onto the ledge to the
upper-right of where Mario drops into the room. If you're Super,
destroy the floating Breakable Block if it'll help. Very carefully
jump onto the block floating above the spikes, then either jump
right into the alcove to get all the Coins, or if you have
Superballs, throw one there so it can get the Coins for you, if
you don't feel like being so risky.
When finished, carefully jump back onto the block floating above
the spike pit (if you're not on it already), then jump up and
right to the ledge and go into the pipe to leave.
o-------------o
| Coin Room 9 |
o-------------o
.--. .--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.
| | | | | | | | | | | | | | | | | | |--|
:--: :--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--: |
| | | | | | | | | | | | | | | | | | |--|
:--: '--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--: |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: .--.--.--.--.--. .--.--.--.--.--.--.--.--.--.--: |
| |(C)(C)BB|BB|BB|BB|BB|(C)BB|BB|BB|BB|BB|BB|BB|BB|BB|BB|--|
:--: '--'--'--'--'--' '--'--'--'--'--'--'--'--'--'--: |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--:--.--.--.--.--.--. .--.--.--.--.--.--.--.--.--.--.--: |
| |BB|BB|BB|BB|BB|BB|(C)BB|BB|BB|BB|BB|BB|BB|BB|BB|BB| ?|--|
:--+--'--'--'--'--'--' '--'--'--'--'--'--'--'--'--'--'--: |
| | |--|
:--: | |
| | |--|
:--: +-+--+--.|
| | | | | ||
:--: | | | ||
| | | | | ||
:--+--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--+-+.-+.-':
| | | | | | | | | | | | | | | | | | | | |
'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'
Key
---
(C) = Coin
? = "?" Block (contains Coin)
BB = Breakable Block
Coins: 130 (plus "?" Block Coin)
Description: Just run along the ledges and jump around to grab the Coins that
literally fill up all the space. Throw a superball to hurry the
job up if you need to. When you've got all the Coins, drop to the
ground, go right and jump on top of the pipe, and bash the "?"
Block above it for one more Coin. Then drop back down and go into
the pipe to leave.
o--------------o
| Coin Room 10 |
o--------------o
.--. .--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.
| | | | | | | | | | | | | | | | | | |--|
:--: :--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--: |
| | | | | | | | | | | | | | | | | | |--|
:--: '--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--: |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: .--.--.--.--.--. .--.--.--.--.--.--.--.--.--.--: |
| |(C)(C)BB|BB|BB|BB|BB|(C)BB|BB|BB|BB|BB|BB|BB|BB|BB|BB|--|
:--: '--'--'--'--'--' '--'--'--'--'--'--'--'--'--'--: |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--:--.--.--.--.--.--. .--.--.--.--.--.--.--.--.--.--.--: |
| |BB|BB|BB|BB|BB|BB|(C)BB|BB|BB|BB|BB|BB|BB|BB|BB|BB| ?|--|
:--+--'--'--'--'--'--' '--'--'--'--'--'--'--'--'--'--'--: |
| | |--|
:--: | |
| | |--|
:--: +-+--+--.|
| | | | | ||
:--: | | | ||
| | | | | ||
:--+--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--+-+.-+.-':
| | | | | | | | | | | | | | | | | | | | |
'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'
Key
---
(C) = Coin
? = "?" Block (contains Power-up)
BB = Breakable Block
Coins: 130
Description: Identical in layout to Coin Room 9; the only difference being that
the "?" Block in the bottom-right corner holds a Power-up, rather
than a Coin. As usual. Run along the top and middle ledges and
grab all the Coins, then get the Power-up from the "?" Block, then
leave via the exit pipe.
o--------------o
| Coin Room 11 |
o--------------o
.--. .--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.
| | | | | | | | | | | | | | | | | | |--|
:--: '--'--'--'--'--'--'--'--'--'--'--'--'--'--+--+--: |
| | | | |--|
:--: +-+'-+'-.|
| | | | | ||
:--: | | | ||
| | | | | ||
:--: .--.--+-+.-'.-':
| | | | | | | |
:--: '--'--'--'--+--:
| | | |
:--: :--:
| | (C)(C)(C) |
:--: .--. .--. :--:
| | |MC| | | (C)(C)(C) |
:--: '--' '--' :--:
| | (C)(C)(C) |
:--: .--. .--. :--:
| | | | | |(C)(C)(C) |
:--: .--.--.--.--.--.--+--:/\ /\ /\:--: :--:
| | | | |BB| |BB| | ||| || ||| |(C)(C)(C) |
:--: '--'--'--'--'--+--+--+--.--.--+--+--.--.--+--:
| | | | | | | | |BB|BB|BB| |
:--: '--'--'--'--'--'--'--'--'--+--:
| | | |
:--: :--:
| | | |
:--+--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--+--:
| | | | | | | | | | | | | | | | | | | | |
:--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--:
| | | | | | | | | | | | | | | | | | | | |
'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'
Key
---
(C) = Coin
BB = Breakable Block
MC = Multi-Coin Block
Coins: 15 (plus Multi-Coin Block Coins)
Description: Identical in layout to Coin Room 8, only with the block to the
upper-left of the spike pit being a Multi-Coin Block, rather than
a Breakable Block. Quickly and repeatedly bash it for as many
Coins as you can get, before carefully jumping across the pit with
the help of the block floating above it, then jump into the area
on the right for the 15 Coins. After getting them all, hop back
onto the block above the spikes, then get onto the upper-right
ledge and go into the pipe to exit.
o--------------o
| Coin Room 12 |
o--------------o
.--. .--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.
| | | | | | | | | | | | | | | | | | |--|
:--: '--'--'--'--'--'--'--'--'--'--'--'--'--'--+--+--: |
| | | | |--|
:--: +-+'-+'-.|
| | | | | ||
:--: | | | ||
| | | | | ||
:--: .--.--+-+.-'.-':
| | | | | | | |
:--: '--'--'--'--+--:
| | | |
:--: :--:
| | (C)(C)(C) |
:--: .--. .--. :--:
| | |BB| | | (C)(C)(C) |
:--: '--' '--' :--:
| | (C)(C)(C) |
:--: .--. .--. :--:
| | | | | |(C)(C)(C) |
:--: .--.--.--.--.--.--+--:/\ /\ /\:--: :--:
| | | | |BB| |MC| | ||| || ||| |(C)(C)(C) |
:--: '--'--'--'--'--+--+--+--.--.--+--+--.--.--+--:
| | | | | | | | |BB|BB|BB| |
:--: '--'--'--'--'--'--'--'--'--+--:
| | | |
:--: :--:
| | | |
:--+--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--+--:
| | | | | | | | | | | | | | | | | | | | |
:--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--:
| | | | | | | | | | | | | | | | | | | | |
'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'
Key
---
(C) = Coin
BB = Breakable Block
MC = Multi-Coin Block
Coins: 15 (plus Multi-Coin Block Coins)
Description: Again, practically the same in layout to Coin Rooms 8 and 11, the
only difference being the location of Multi-Coin Block in the
room; see the diagram above for its location. Start by getting all
the Coins from this, then either make careful jumps over the spike
pit with the use of the block above it, or if you're Super-sized,
smash one or two of the blocks beneath the Coins and you can climb
through and collect them. Then, carefully jump your way up to the
exit pipe in the top-right corner of the room.
o--------------o
| Coin Room 13 |
o--------------o
.--. .--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.
| | | | | | | | | | | | | | | | | | |--|
:--: '--'--'--'--'--'--'--'--'--+--+--'--'--'--+-+'-++ |
| | | | | | ||--|
:--: :--: | | || |
| | | | | | ||--|
:--: :--: .--.--+-+.-++--:
| | | | | | | | | |
:--: :--: '--'--'--'--+--:
| | | | | |
:--: :--: :--:
| | | | | |
:--: :--: :--:
| | | | | |
:--: :--+--.--.--.--.--. :--:
| | | | | | | | | | |
:--: .--. '--'--'--'--+--+--' :--:
| | | |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C) | | |
:--: :--: :--: :--:
| | | |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C) | | |
:--: :--: :--: :--:
| | | |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C) | | |
:--: :--: :--: .--+--:
| | | |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C) | | | |
:--: :--+--.--.--.--.--.--.--.--.--.--.--+--: '--+--:
| | | | | | | | | | | | | | | | | |
:--: '--'--'--'--'--'--'--'--'--'--'--'--'--' :--:
| | | |
:--: :--:
| | | |
:--+--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--+--:
| | | | | | | | | | | | | | | | | | | | |
'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'
Key
---
(C) = Coin
Coins: 44
Description: Hold Right on the D-Pad as you enter this Coin Room, so that Mario
will drop into the central area where all the Coins area,
otherwise if you drop straight to the ground you won't be able to
jump up to get them, meaning you'll have to use Superballs to get
what you can. Once all the Coins are collected, jump out at the
left-hand side to get to the bottom, then go right and climb your
way up to reach the exit pipe, which is in the top-right corner of
the room.
o--------------o
| Coin Room 14 |
o--------------o
.--. .--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.
| |(C)(C)(C) | | | | | | | | | | | | | | |--|
:--: '--'--'--'--'--'--'--'--'--'--'--'--'--'--'--: |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)--|
:--: +-+--+-. |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C) | | |-|
:--: | | | | |
| |(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C)(C) | | |-|
:--+--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--+-+.-'.'-:
| | | | | | | | | | | | | | | | | | | | |
'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'--'
Key
---
(C) = Coin
Coins: 251
Description: A bare room with every possible space filled choc-a-block with
Coins! Obviously, to take full advantage of this room, Superballs
will be handy to collect Coins in the higher area of the room, as
well as saving you time in clearing the place out. With over 200
Coins, this means an easy two, possibly three extra lives, so just
run, jump and superball around, getting as many as you can.
Obviously, you will have a time limit to get through the stage so
don't waste all your time trying to get EVERY single Coin; just
get enough to bump your life count up by 1 or 2 and if there's a
handful of Coins left, don't worry about wasting your time going
for them. Exit, as usual, via the pipe in the bottom-right corner.
===============================================================================
5. ENEMIES [0500]
===============================================================================
Batadon
* Description: A large, stone head with wings. It moves around slowly, in arc
patterns. Stomp it or hit it with 3 superballs to defeat it.
* Method of Defeating: Stomp, Superball (x3)
* Points: 800
Bunbun
* Description: An insect that flies high overhead in straight, horizontal
lines. When near Mario, they stop and drop spears directly
down at him, so be sure to be out of their path if they stop
above you.
* Method of Defeating: Stomp, Superball
* Points: 800
Chibibo
* Description: A carbon copy of the Goomba enemy from many other Super Mario
games - this is a dark-coloured, walking mushroom with eyes.
They are not very troublesome enemies; they merely walk along
in one direction until they bump into something and turn round
and walk in the other direction, or if they reach the end of a
platform and fall off. Stomping or Superballing them will have
them defeated instantly.
* Method of Defeating: Stomp, Superball
* Points: 100
Chicken
* Description: Unlike real chickens, these things can actually fly. Seen in
World 4-3, they appear from the right-hand side of the screen,
flying towards Mario at a steady pace, and swooping towards
him when they come near. They can be defeated with one blast
of a Sky Pop missile.
* Method of Defeating: Missile
* Points: 400
Chikako (Glitter)
* Description: A flashing diamond-shaped thing seen in the skies of World 4-3
that stay still in one spot. They don't actually attack, and
take a grand total of ten missiles from the Sky Pop to be
destroyed. It's therefore easier to just fly around these
things, rather than waste your time shooting away at them
instead.
* Method of Defeating: Missile (x10)
* Points: 800
Fly
* Description: A large fighter fly that hops around in arc movements. Be sure
to time your stomps carefully so as not to be caught by
surprise when it moves. A little tougher than some other
ground enemies, they can take a Superball hit to no effect,
but a second Superball will defeat it.
* Method of Defeating: Stomp, Superball (x2)
* Points: 400
Ganchan
* Description: Not an actual enemy per se, but this is actually a giant
boulder first seen in World 3-1. If Mario is hit from above or
the side by a Ganchan, he can take damage; however, these can
also prove helpful in that Mario can jump on top of them and
ride them across hazardous terrain, namely spike pits. There
is no possible way to actually defeat them, though.
* Method of Defeating: N/A
* Points: N/A
Gao
* Description: A miniature lion-sphinx creature found in World 1-3. There
aren't many of them to deal with; they don't move but shoot
fireballs directly at Mario as their attack. Dodge their
fireballs and hit them with a stomp or Superball to defeat
them.
* Method of Defeating: Stomp, Superball
* Points: 800
Gira
* Description: More commonly identified as 'Bullet Bills' from other Mario
games, these are the bullet-shaped rocket enemies with eyes
that are fired from cannons that appear in some pipes. They
fly in one direction in a straight horizontal line, just be
sure not to be in their path! A simple stomp will defeat it.
* Method of Defeating: Stomp
* Points: 400
Gunion
* Description: A large, squid-like enemy found in the underwater level, World
2-3. It bobs up and dow but doesn't actually move any great
distance; however when Mario shoots it with three torpedoes
from the Marine Pop, it turns into two fireballs that then
come at you, so get out of their way quickly.
* Method of Defeating: Torpedo (x3)
* Points: 800
Honen
* Description: A fish-skeleton kind of enemy first seen in World 2-1. They
make huge upward leaps from the bottom of the screen to try
and attack Mario. They are resistant to Superballs, but can be
beaten with stomps. They are also found in World 2-3, and can
be defeated with the use of the Marine Pop's torpedoes.
* Method of Defeating: Stomp, Torpedo
* Points: 100
Kumo
* Description: A spider that hops along in small arc movements. One stomp or
two Superballs will defeat it.
* Method of Defeating: Stomp, Superball (x2)
* Points: 400
Mekabon
* Description: An enemy whose head detaches from its body to fly around in
random patterns while it goes after Mario. Stomp or Superball
the head to defeat it altogether.
* Method of Defeating: Stomp, Superball
* Points: 400
Nokobon
* Description: Similar in appearance and nature to Koopa Troopa turtles from
other Mario platformers, these hard-shelled turtle enemies can
be stomped, after which they retreat into their shells.
However, they differ from Koopas in that their shells cannot
be kicked away - rather, they flash and explode after a few
seconds. If you stomp one, be sure to get away quickly, or
Mario can be hurt if he is caught by the bomb blast!
* Method of Defeating: Stomp (retreats into shell before exploding shortly
after), Superball (defeats immediately)
* Points: 100
Nyololin
* Description: Similar to the Gao enemy in its behaviour and attacks, this is
a large serpent that barely moves. Upon seeing Mario it shoots
fireballs in his direction. A stomp on the head or 2
Superballs will defeat it. Seen only in World 4-2.
* Method of Defeating: Stomp, Superball (x2)
* Points: 800
Pakkun Flower
* Description: This game's version of the 'Piranha Plant' enemies that you
may be familiar with from other Mario games - they are fly
trap-like creatures that occasionally poke their heads out of
pipes to try and take a bite at Mario, so don't try to stomp
them, or you'll get hurt. Use a Superball to take it out.
* Method of Defeating: Superball
* Points: 100
Pionpi
* Description: An elf-like creature (I think) that lives in the Chai Kingdom.
They hop along in small arcs towards Mario. When stomped, they
will only be stunned for a couple of seconds before they
resume their attack patterns. Two Superballs defeats them for
good, however if you don't have Superballs, it's best to stomp
them and quickly head on to get them off-screen, or just avoid
them altogether.
* Method of Defeating: Superball (x2)
* Points: 800
Pompom Flower
* Description: A large plant that slowly moves from side to side,
occasionally spitting harmful pollen directly up into the air.
Seen only in World 4-2. A stomp or two Superballs will defeat
it.
* Method of Defeating: Stomp, Superball (x2)
* Points: 800
Roketon
* Description: A fighter plane encountered in large numbers in the final
level of the game. They come in from the right-hand side of
the screen and fly towards Mario at various altitudes. If they
go past him, the danger's not quite over; they can fire homing
missiles towards Mario so if one does go past you, be sure to
dodge the missile it shoots back! They can be defeated with
one missile from the Sky Pop.
* Method of Defeating: Missile
* Points: 400
Suu
* Description: A spider creature first encountered in World 3-2. They usually
lurk in high areas, then drop straight down to try and catch
Mario from above when he gets near, then they slowly retreat
back up. Lure them down, then quickly stomp them to defeat
them.
* Method of Defeating: Stomp, Superball (x2)
* Points: 400
Tamao
* Description: The large fireball that bounces around the boss chamber in
World 2-3 while you fight Dragonzamazu. Can't be defeated, so
do your best to stay out of its path while you are busy
fighting the main boss.
* Method of Defeating: N/A (disappears when Dragonzamazu is beaten)
* Points: N/A
Tokotoko
* Description: Something of a large stone head with arms. They appear at the
right side of the screen, quickly charging at Mario, changing
directions when they hit something. Be quick to avoid or hit
it when it appears.
* Method of Defeating: Stomp, Superball
* Points: 400
Torion
* Description: Small fish that come in triplets in World 2-3 (the Marine Pop
level). They swim along quickly from right to left; then once
reaching the left side of the screen, swim up a little before
heading back left to right while trying to catch Mario. Catch
them with a torpedo to defeat them while they're coming in
from the right.
* Method of Defeating: Torpedo
* Points: 100
Upside-Down (Headstand) Pakkun Flower
* Description: A Pakkun Flower that pokes its head down out of ceiling pipes
to try and catch Mario from above. Only Superballs can defeat
them.
* Method of Defeating: Superball
* Points: 400
Yurarin
* Description: A seahorse-like enemy found underwater, in World 2-3. It only
swims along in arc-like patterns and unlike their Yurarin Boo
counterparts, don't have any projectile weapons; basically
their movement is their only means of attack. A couple of
torpedoes apiece willwipe them out.
* Method of Defeating: Torpedo (x2)
* Points: 400
Yurarin Boo
* Description: Similar in appearance to its Yurarin sibling, this seahorse
enemy is found both on land and underwater. If fighting above
the surface, it is seen leaping up from below and shooting
fireballs at Mario; Superballs will have no effect so you'll
need to stomp in order to defeat it. Underwater, it also moves
around while shooting fireballs; use a couple of torpedoes to
take it out.
* Method of Defeating: Stomp (land), Torpedo (x2) (underwater)
* Points: 400
===============================================================================
6. BOSSES [0600]
===============================================================================
o-----------------------------------------------------------------------------o
| - King Totomesu - |
o-----------------------------------------------------------------------------o
| Location: World 1-3 |
| --------- |
| |
| Method of Defeating: Superball (x5), Touching Switch |
| -------------------- |
| |
| Points: 5000 |
| ------- |
| |
| Strategy: This large, lion-sphinx crossover creature is the first boss of |
| --------- the game. It leaps up and down, firing 2 fireballs at Mario at a |
| time. The first fireball comes at you at a lower height, and the |
| second at a slightly higher one. Dodge the pattern of fireballs, |
| and throw some Superballs of your own from a safe distance when |
| you can. The boss will make a "baa" sound when successfully hit |
| with a Superball; when hit a total of five times it will be |
| defeated. |
| |
| If you do not have Superballs, the fight will be a little |
| trickier; you'll need to run at the boss and make a jump over its |
| first fireball and VERY QUICKLY run underneath it as it jumps. |
| From there, you can jump onto the switch behind it, and this will |
| also defeat the boss and win the battle. Either way, once you've |
| hit the switch, you will defeat this boss. |
o-----------------------------------------------------------------------------o
o-----------------------------------------------------------------------------o
| - Dragonzamazu - |
o-----------------------------------------------------------------------------o
| Location: World 2-3 |
| --------- |
| |
| Method of Defeating: Torpedo (x20) |
| -------------------- |
| |
| Points: 5000 |
| ------- |
| |
| Strategy: A quite easy boss, all Dragonzamazu does is move up and down |
| --------- slowly, while firing small fireballs towards you. Just keep out |
| of their way, as well as out of the way of the larger fireball |
| (Tamao) that bounces around the room. Keep firing as quickly and |
| repeatedly as you can when Dragonzamazu is in front of you, and |
| after 20 torpedoes he'll be defeated. |
o-----------------------------------------------------------------------------o
o-----------------------------------------------------------------------------o
| - Hiyoihoi - |
o-----------------------------------------------------------------------------o
| Location: World 3-3 |
| --------- |
| |
| Method of Defeating: Superball (x10), Touching Switch |
| -------------------- |
| |
| Points: 5000 |
| ------- |
| |
| Strategy: In this boss area, Mario will be on a small, isolated ledge in |
| --------- the middle of the area, while Hiyohoi stands at the right side of |
| the area, and he will hurl Ganchans (large boulders) towards |
| Mario. With Superballs, simply jump on top of the Ganchans as |
| they come at you, and throw Superballs at the boss as you leap |
| from Ganchan to Ganchan. He'll make the usual 'baa' sound as he |
| takes a hit from a Superball to let you know if you are |
| successfully hitting him, and after 10 hits, he'll be defeated. |
| |
| If you don't have Superballs, you can get on the switch at the |
| right to defeat him, but it will take some split-second timing. |
| You'll need to jump onto a Ganchan that is thrown at you, and |
| jump towards Hiyoihoi before he throws the next one, but landing |
| on it as soon as you come down (i.e. the moment that the next |
| Ganchan he throws appears). As soon as you do, you'll be just |
| about close enough to make a quick running jump to the small |
| brick ledge above the boss' position (the one with a small torch |
| on it), then drop down and right into the alcove and land on the |
| switch, defeating this boss. |
o-----------------------------------------------------------------------------o
o-----------------------------------------------------------------------------o
| - Biokinton - |
o-----------------------------------------------------------------------------o
| Location: World 4-3 |
| --------- |
| |
| Method of Defeating: Missile (x20) |
| -------------------- |
| |
| Points: 5000 |
| ------- |
| |
| Strategy: Biokinton is a large cloud with eyes, who simply floats around |
| --------- the open room in diagonal movements, while spawning Chickens to |
| attack Mario. Simply keep the Sky Pop at the same altitude as |
| him, and blast away with your missiles, taking out any Chickens |
| while doing so. 20 missiles and he's toast. |
o-----------------------------------------------------------------------------o
o-----------------------------------------------------------------------------o
| - Tatanga the Mysterious Spaceman - |
o-----------------------------------------------------------------------------o
| Location: World 4-3 |
| --------- |
| |
| Method of Defeating: Missile (x25) |
| -------------------- |
| |
| Points: 5000 |
| ------- |
| |
| Strategy: The final boss of the game, Tatanga will appear from below |
| --------- immediately once Biokinton is destroyed. He stays at the right |
| side of the room and slowly moves up and down in rapid square |
| movements, while continually shooting large fireballs, that break |
| up into three smaller fireballs, which quickly come towards |
| Mario. Simply stay on the left side of the area and fly up and |
| down, through the gaps between the small fireballs as they come |
| at you, all while repeatedly tapping the A button to shoot a |
| flurry of missiles at Tatanga. That's all you really need to do; |
| as long as you just fly between the fireballs and keep shooting, |
| eventually after 25 hits, Tatanga will be defeated, and you win |
| the game! |
o-----------------------------------------------------------------------------o
===============================================================================
7. ITEMS [0700]
===============================================================================
1-Up Heart: Unlike other Mario games which used differently-coloured mushrooms
to award you with an extra life, SML has this item. This is due to
the original Game Boy's lack of colour; therefore there would be no
way to distinguish a 1-Up Mushroom from a Super Mushroom; so this
was used instead. This rare item is found inside some blocks; when
uncovered, it leaps out of the top of the block to the right,
before landing on the ground and moving along until it falls into a
gap. They are usually located in areas where they can be easily
lost if you don't grab them quick; so make sure to get it as
quickly as possible, and Mario will gain an extra life.
Coin: Mario's trademark Coins are found scattered all throughout the game,
whether it be out in the open or hidden inside blocks, which you can bash
to get them. You can keep track of how many Coins Mario is currently
holding via the Coin Counter at the top of the screen; when you collect
100 Coins, you will gain a 1-Up.
Flower: Found inside Power-up blocks while you are Super Mario. When uncovered,
the Flower will sit still on the top of the block; when touched, Mario
gains the ability to throw Superballs by pressing the B button. This
weapon will travel at a 45-degree angle down and away from the
direction Mario is facing when he throws it, and bounces in 90-degree
angles when it hits a solid surface. Superballs can defeat most enemies
and collect any Coins they touch. It is also possible to win Flowers in
the Ladders mini-game.
Starman: A star that grants Mario invincibility for a short period of time when
collected. These items are rare, and when uncovered from their block,
they will leap out and to the right. Be aware that when a Starman is
uncovered, it can fall through the ground and be lost, so you must be
able to stand underneath and catch it when it appears. When you gain
invincibility from the Starman, the background music changes to the
'can-can' and Mario will flicker for a few seconds. During this time,
you can walk into enemies to defeat them.
Super Mushroom: Yet another of Mario's trademark Power-ups, found inside blocks
that are bashed while you are Regular (small) Mario. It will
leap out of the block and land on the ground, travelling along
until it either hits an obstacle and changes direction, or
falls into a pit. Grab this to change from Regular Mario to
Super Mario, when you grow in size and can smash Breakable
Blocks and also be able to find Flowers, as well as being able
to withstand one hit of damage (although this will cause you to
change back to Regular Mario).
===============================================================================
8. CHEATS [0800]
===============================================================================
o---------o
| Secrets |
o---------o
Level Select
------------
After beating the game twice, once in normal mode and once in Expert mode, it
is possible to select your level of choice from the Title Screen by pressing
the A button until your level of choice is displayed to the right of the START
option. Press Start to begin that particular level.
Play Expert Mode
----------------
After beating the game once and returning to the Title Screen after the ending
credits have been shown, press any button and this will turn the mushroom
marker into a Mario head, indicating that Expert mode has been activated. Now
press Start to begin the game, and you will play a version of Super Mario Land
with more enemies in numbers and more difficult to fight due to their placement
on the boards, and their fighting patterns.
Star Points Trick
-----------------
Usually, defeating enemies by touching them while under the influence of the
Starman only awards you with 100 points per enemy, however if you have
Superball power, defeat any enemy worth more points with a Superball. Every
enemy you touch while invincible thereafter will award you with the same amount
of points as the enemy you defeated with the Superball.
===============================================================================
ii. Credits
===============================================================================
anaracho_selmiak
* For his very useful level maps on GameFAQs, which were great to refer to so
I could make sure I covered everything available in each level of the game.
Gamesdbase | http://www.gamesdbase.com/
* Where I found a copy of the game's instruction manual, from which I got the
story and some supplemental information.
StrategyWiki Super Mario Land guide |
http://strategywiki.org/wiki/Super_Mario_Land
* While doing research for game information, I found enemy and boss names and
descriptions in this guide, as well as points value for defeating them,
which I used in this FAQ.
===============================================================================
iii. Legal Disclaimer/Contacting Me
===============================================================================
Legal Disclaimer
----------------
This document is Copyright (C)2012-2013 Ryan Harrison. This document may not be
reproduced under any circumstances except for personal, private use. It may not
be placed on any web site or otherwise distributed publicly without advance
written permission. Use of this guide on any other web site or as a part of any
public display is strictly prohibited, and a violation of copyright.
As of 2012, only the following web sites have my permission to host this file,
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Only these web sites may host my current and most up-to-date work. I am aware
that older FAQs written by me prior to 2012 may also have other web sites
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tabs on my work for so many web sites and due to limited personal time, I have
now kept this list comprised to those above for anything I have written as of
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therefore violating copyright law. Please contact me if you notice this.
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All information contained within this file was written by myself, or for any
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All trademarks and copyrights contained in this document are owned by their
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Contacting Me
-------------
For questions, suggestions, comments or useful information pertaining to this
file or any of my other video game-related literature, please email me at the
address: rjhgamefaqs[at]gmail.com. Please make sure that what you are
contacting me regarding is not already contained within this FAQ. Please make
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Thank you for reading my FAQ, and please feel free to read any of my other
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This file is dedicated to the memory of four late GameFAQs users, each of whom
passed away well before their time. Chris MacDonald (d. May 17, 2004), Elliot
Long (d. August 27, 2004), Mitchell Lee Stuekerjuergen (d. January 4, 2006),
and Steve McFadden (d. June 28, 2011). The latter was one of my closest and
dearest friends whom I had met through GameFAQs, and was one of the most well-
known and prolific contributors to the site. Steve was an inspiration to myself
to take up video game writing and always took the time to speak to me online
about gaming or other interests, as well as comment on my writing. Rest in
Peace guys, you will all be dearly missed.
http://www.gamefaqs.com/users/!Kao+Megura
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http://www.gamefaqs.com/users/Psycho_Penquin
- END OF FILE -