_____                          __  ___           _
             / ___/__  ______  ___  _____   /  |/  /___ ______(_)___
             \__ \/ / / / __ \/ _ \/ ___/  / /|_/ / __ `/ ___/ / __ \
            ___/ / /_/ / /_/ /  __/ /     / /  / / /_/ / /  / / /_/ /
           /____/\__,_/ .___/\___/_/     /_/  /_/\__,_/_/  /_/\____/
           ========= /_/ ============================================
                              __                    __
                             / /   ____ _____  ____/ /
                            / /   / __ `/ __ \/ __  /
                           / /___/ /_/ / / / / /_/ /
                          /_____/\__,_/_/ /_/\__,_/
                          ============================

===============================================================================

                          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)2012-2014 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)2012-2014 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, 
free of charge:

http://faqs.ign.com/
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http://www.gamefaqs.com/
http://www.honestgamers.com/
http://www.neoseeker.com/
http://www.supercheats.com/

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 
stated as being authorised to host my work, and I will continue to allow them 
to do so, so please do not contact me about it. However, I am only able to keep 
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 
2012 and later. If you find a copy of this file on a web site that is NOT 
mentioned in the list above, it is being hosted against my permission and is 
therefore violating copyright law. Please contact me if you notice this.

This document, as well as any and all of my other works, is NOT, and NEVER will 
be permitted to appear at Cheat Code Central (http://www.cheatcc.com/). Dave 
Allison, the webmaster of this particular website is notorious for stealing 
FAQs and guides from countless authors and hosting them on his own web site, 
often altering disclaimers to appear as though his site is permitted to host 
it, and removing GameFAQs and other reputable web sites to make it look like 
they are not! This is a severe violation of copyright law and authorship rights 
and has been going on for the best part of the last decade, if not longer. If 
you have written any FAQs of your own and are asked by this web site to host 
it, I would personally advise you to politely reject the offer (as accepting 
would be indirectly supporting FAQ theft), but occasionally check the web site 
to make sure none of your work has been stolen/altered and posted there.

All information contained within this file was written by myself, or for any 
information taken directly from other sources, whether reworded or kept intact, 
are also clearly acknowledged within this file. If you are writing any 
literature related to this game, such as an article, review, or even an FAQ or 
your own and would like to use any small pieces of information from this file, 
feel free to do so as long as you clearly credit me for what you used. Failing 
to do so is plagiarism, and again, a violation of copyright law.

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.


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 
sure to read the FAQ thoroughly to make sure any questions haven't already been 
answered. For quick navigation, press Ctrl + F on your keyboard and type in a 
keyword, this may help. Any useful information sent to me will be included in a 
future update, with full credit given.

Thank you for reading my FAQ, and please feel free to read any of my other 
video game-related literature, which can be found at:

http://www.gamefaqs.com/users/RJHarrison

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
http://www.gamefaqs.com/users/!Ny0Cloud
http://www.gamefaqs.com/users/kuja105_reborn
http://www.gamefaqs.com/users/Psycho_Penquin

- END OF FILE -