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                     Super Mario Advance 4 FAQ/Walkthrough
                            For the Gameboy Advance
                        Version 1.1 (Created 5/16/2007)
                          By Devin Morgan and cvxfreak

         This file is Copyright (c)2003-2007 Devin Morgan/cvxfreak.
                             All rights reserved.

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Table of Contents

1. What's New
2. Introduction
3. Story
4. Controls
5. Overview
6. Walkthrough
7. Enemies
8. Items
9. Magic Whistle Locations
10. Card Matching Game
11. E-Reader Information
12. Mario Bros. Classic
13. Secrets/Tips and Tricks
14. Credits
15. Copyright Notice
16. Contact Information

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-=-=-=-=-=-=-=-=-=-=
-=  1. What's New -=
-=-=-=-=-=-=-=-=-=-=

Version 1.1 (5/16/07): cvxfreak here. Just updating my e-mail address. 

Version 1.0 (8/10/03): The first, complete version of this co-written FAQ. It 
has pretty much every bit of information planned to be added, but if there 
are additions or corrections to be made still, feel free to email! Also, 
please note that all e-Card information is due at U.S. release which is 
currently due in October 2003.

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-=-=-=-=-=-=-=-=-=-=-=
-=  2. Introduction -=
-=-=-=-=-=-=-=-=-=-=-=

At last, after three GameBoy Advance remakes of classic Mario titles, Super
Mario Bros. 3 finally arrives on the GBA in the form of Super Mario Advance
4. Based off the SNES Super Mario All-Stars version, Super Mario Bros. 3 on
the GBA is pretty much the same game we all know and love. New additions in
the game include e-Reader support for extra items, the Mario Bros. minigame
and special GameBoy Player support. Overall, it's a welcome remake of Super
Mario Bros. 3 and it's just as fun as ever!

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-=-=-=-=-=-=-=-=
-=  3. Story  -=
-=-=-=-=-=-=-=-=

The Mushroom Kingdom has been a peaceful place thanks to the brave deeds of
Mario and Luigi. The Mushroom Kingdom forms an entrance to the Mushroom 
World where all is not well. Bowser has sent his 7 children to make mischief 
as they please in the normally peaceful Mushroom World. They stile the royal
magic wands from each country in the Mushroom World and used them to turn
their kings into animals. Mario and Luigi must recover the royal magic wands
from Bowser's 7 kids and return the kings to their true forms. "Goodbye and
good luck!," said the Princess and Toad as Mario and Luigi set off on their
journey deep into the Mushroom World.

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-=-=-=-=-=-=-=-=-=
-=  4. Controls -=
-=-=-=-=-=-=-=-=-=

Control Pad: Move Mario/Luigi

Start: Pause game, bring up submenu

Select: N/A

A: Jump (tap repeatedly to flutter as Raccoon)

B: Use special ability (fireball, hammer), pick up block/shell, open chests

L: View item inventory (on World Map)

R: View quick save menu

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-=-=-=-=-=-=-=-=-=
-=  5. Overview -=
-=-=-=-=-=-=-=-=-=

===========
Power Meter
===========

The newest addition to this game would have to be the power meter, signified
by the row of arrows with a "P" box at the end. When you run, the meter
partially fills up. If you run fast enough to fill it, Mario (or Luigi) will
extend his arms and be ready to fly. This is how you fly with Raccoon Mario,
by the way. When flying, the meter stays filled for a period of time, then 
it totally empties, leaving you to fall back to the ground, or slow down, 
again. The only thing you have to really worry about is bumping into any 
enemies while building up speed.


=================
Mario's Abilities
=================

(NOTE: All abilities apply to Luigi as well.)

Super Star: Makes Mario invincible for a limited time.

Mushroom: Turns little Mario into Super Mario.

Fire Flower: Turns Mario into Super Mario who can shoot fireballs at enemies.

Super Leaf: Turns Mario into Super Mario with the ability to fly. If he runs
            and fills the P meter below the screen, he can soar into the air.
            He can also whip his tail to defeat certain enemies.

Frog Suit: Turns Mario in Frog Mario. He can leap long distances and swin
           faster with this suit.

Tanooki Suit: Turns Mario into Tanooki Mario. Press and hold Down + A to turn
              him into a statue for a few seconds. He can also tail whip
              enemies and fly using the same tactics as the Super Leaf.

Hammer Mario: Allows Mario to repel fire (when ducking down) and throw two
              hammers at a time to kill enemies he normally wouldn't be able
              to kill.


=====================
World Map Information
=====================

In this game, players move around on a World Map to get from stage to stage.
The actual levels are numbered, obviously. There are several other spots on
the map worth visiting, however.

Mushroom Houses: Pick 1 of 3 chests to open, collecting the item inside.

Spade: You can play a game where you try to match 3 moving parts of a picture
       so you can gain extra lives.

Wandering Hammer Bros: If you meet one of these on the World Map, you are
                       automatically put in an area where you have to defeat
                       a Hammer Bro to continue. Simply hit the ledge from
                       below to kill it easily. When it's over, open the
                       chest that appears to get a special item.

Pipes: If you enter one of these on the map, go through the short passage
       below ground, and you will emerge from another pipe, located elsewhere
       on the map. Make sure the other exit isn't blocked first, though!

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=
-=  6. Walkthrough  -=
-=-=-=-=-=-=-=-=-=-=-=

===============
World 1 - Grass
===============

Level 1
-------

This is an easy level. Watch the Goombas up ahead and move forward. The
fourth block from the screen contains a Mushroom. Move forward until you get
to the Koopa Troopa. Stomp on it and send the shell toward the block to get
a Super Leaf. Up ahead are two Goombas. Kill them, or avoid them and continue
moving forward. From here, if you have a Super Leaf, you can run to power up
the P meter and fly into the sky and the clouds to collect coins. Anyhow,
move forward, past the Goombas and Paratroopas. At the hole, the right
block contains another Super Leaf. The rest of the path is explanatory. Jump
over the holes, and avoid the all Piranha Plants. At the end is the goal,
so hit the block and you'll get one of the symbols. This happens everytime.

Level 2
-------

Move forward and jump over the pipe. Before the T-shaped pipe are two blocks
and the right one contains a Mushroom. Jump over the T-shaped pipe and
continue. The next part is pretty easy. Just keep going forward, avoid or
killing all the Goombas and Flying Goombas. Run to the end and claim your
reward.

Level 3
-------

Run ahead and stomp on the Koopa Troopa. Take it's shell and send it at the
Hammer Bros.-like creature. When you get to the blocks, stomp the Koopa
Troopa and and hit it left so all the blocks are destroyed and points are
obtained. When you get to the big colored blocks in the air, watch as Baby
Goombas are dropped from the sky. After that, the level ends.

Level 4
-------

Run forward and jump over the chasm onto the platform and jump forward. The
camera follows you so you can to keep moving. The moving platforms will
appear on the screen, and they will fall one second after Mario/Luigi lands
on them, so time your jumps correctly. Continue forward, continuing the jump
patterns on the moving patterns. After you pass the screen with all the
moving platforms, you'll be on a block platform with three blocks high and
six blocks below them. The top right block has a 1UP Mushroom in it so grab
it if you wish (it'll go in the opposite direction Mario's moving in). One
moving platform after that is an L-shaped block platform. After that, more
oddly shaped block platforms, so jump onto them as the camera moves. Don't
jump to far or too fast because you might miss a platform and fall down the
hole. Keep going forward and repeating the same tactics as the entire level.
It'll get a little trickier as the level goes, but nothing to difficult.
Eventually, you'll reach hard land and a pipe. Head down the pipe. After it,
watch out for the enemy to the left and move right toward the goal.

Fortress
--------

Move forward and watch out for the fireball jumping out of the lava hole.
Continue forward, jumping over these holes as you go. Halfway through the
room is a block with a Mushroom. Move forward and watch out for the Roto
Discs circling around the wall. Move on, and avoid another disc. This next
part is a little tricky because there are a few lava holes and electric
balls, so time your jumps and moves accordingly or else you'll die. It's not
too difficult, but it is tricky. After that part is a block with the Super
Leaf, and a Dry Bones. Stand on the blocks you just hit and jump on or past
the Dry Bones. At the end is a door which leads to another room.

In the next room, the ceilings will be rigged with spikes and they'll fall
slowly towards the floor, but in the middle of the screen will be a gap where
Mario can avoid being hit. Nowm as the ceiling rises, jump and RUN fast until
you reach the door at the end. After that, avoid the ceiling as it falls and
go through the door. The boss is at the end of the corridor. He's easy to
defeat. Just jump on him three times while avoiding his weak attacks and
you will have the fortress conquered once you grab the ? Ball! In the world
map, all key doors will be unlocked.

Level 5
-------

The level starts on a slope. Press down so Mario/Luigi slides down and kills
all the enemies coming up the slope. Get past the water pond and avoid the
Piranha Plants in the pipes. The path will reach a fork, where you can go up
or down. If you are heading up, just move forward, jump on or avoid all the
enemies until you see a dead end and then go down into the pipe to reach the
goal. If you go down, swim over the lake and then head forward until you
reach a block with the Super Flower on it, and you'll head up into where the
upper path on the forks leads to. Move forward and into the pipe to the end
of the level.

Level 6
-------

Another level in the sky, except the camera doesn't force you to keep moving
forward. Up ahead are Koopa Troopas you should kill and a block which has a
Mushroom/Super Leaf inside. Ahead is a zig zag pattern platform, so use that
and the music blocks to get to the next pillar. Keep moving until you reach a
really high non-moving platform with a hole that leads to a moving platform
(a platform that moves to the right). Get on that golden-brown platform. As
it travels, look out for the Paratroopa and the coins. Jump on the next few
platforms and another zig zag platform. Jump forward to the end and collect
your reward.

Castle/Airship
--------------

Head into the castle, listen to Toad and board the airship. The airship is
full of Bullet Bills and cannon balls. Time your movements and jumps
properly to avoid getting hit. Cannons and Bullet Bills can be stomped on but
cannot be killed any other way. Move forward, basically stopping and going
as you avoid getting hit. Halfway through is a block with a Mushroom/Super
Leaf. Continue forward, avoid getting hit and you'll reach the silver pipe.
Go through.

There will be a boss in here, but stomp him. Watch out after you jump on him
as the Koopa Kid will fling himself into the air trying to kill you. Also,
watch out for the magic wand's circles because they obviously deal out the
damage. With the defeat of the Koopa Kid and the restoration of the King,
Peach will reward you with a P-Wing. Onto the next world!


================
World 2 - Desert
================

Level 1
-------

Move toward the blocks. Dull colored blocks are actually shells of enemies so
stomp them or avoid them as they leap to hit Mario/Luigi. Move forward and
avoid a couple more of them. When you get to two blocks next to each other,
the right one contains a Super Star so grab it and run down the level as fast
as you can while killing all the enemies. You'll reach a purple area with
flaming hot snakes. Avoid them. In the middle of the purple zone are two
brown blocks. The left one has a Mushroom/Super Leaf in it. Below them,
directly in the middle of the two brown blocks, jump to reveal a music block
which you can use to get back up. At the goal is another block enemy, so
avoid it or kill it and collect your reward.

Level 2
-------

Move forward past the winged Goomba and over the quicksand. If you fall
into the quicksand, it'll be hard to get back up so avoid it. A lone brown
block up ahead contains a Mushroom/Super Leaf. Past the orange pipe is
another quicksand hole. Past that is a platform that'll take you over a pond
full of fish. Jump over the blocks and the Paratroopas and hit the pipe once
you're on solid land. After that is the goal.

Fortress
--------

Run forward and over the Dry Bones. After that is a Thwomp. Wait until it
drops and is completely up before running past it. Ahead are two more Dry
Bones that you should avoid. Another Thwomp is up ahead along with a Boo.
Time your jump correctly to avoid getting hit by the Boo and Thwomp and the
pipe is at the end. Up ahead is a spiked floor with a block platform above
it. A Thwomp is also nearby. Wait until it drops and rises and then run past
it. After that, there should be a golden block with a Mushroom in it. Now,
RUN forward past the four Thwomps to the door. Now you're in a room with Boos
and a falling spike thing. There are gaps in the spike thing, so quickly get
in those gaps before the spike thing falls on Mario/Luigi. After that, you'll
see a door. Get in, and kill the boss by stomping on it. Once he's dead, the
key doors will be unlocked.

Level 3
-------

This is a pretty easy level. Run past the two pyramids. There won't be much
of a challenge everywhere else except for a few block enemies. Basically, run
to the end and step on the Koopa Troopas to clear the blocks leading to the
pipe. Past the pipe is the goal.

Quicksand Level
---------------

This is a sand level with no official name. In this level will be a sun who
will viciously follow Mario/Luigi to try and burn them. Don't trying killing
it. Just move forward and run to avoid it. Halfway through will be a tornado
so power up the P-meter before hand and fly over it. Now, from here, the Sun
will start going after you. Run and avoid it when it swoops in to tackle our
heroes. At the end os the goal but keep avoiding the Sun.

Level 4
-------

If you have a P-Wing item, you can fly to the upper left corner and destroy
the blocks to gain access to the upper level. Run through here while you
collect coins for points. If you take the bottom level, just run through here
avoid everyone like you do in all the other levels. At the end is the goal.

Level 5
-------

Move through here and avoid the Chain Chomps. When you reach a Koopa Troopa,
to the left of it should be a small pathway leading to some golden blocks.
Stomp the Koopa and send it's shell through the small tunnel to hit a block
containing a vine. To the left of the vine are clouds with coins and a red
pipe. Down there are blocks. On the block closest to the red pipe leading out 
of here is a Mushroom. If you're small, take it and then stomp the block
above the lone block and get the P-Switch to get coins. Afterwards, leave.
You'll be right by the exit. Watch for the Chain Chomp and claim the prize.

Pyramid
-------

Another number-less level. This is the pyramid icon level before the castle.
Move forward through the door. Continue through the room and when you see a
trapped blue shell enemy, stomp on it, send it soaring and then hit the block
for a Mushroom/Super Leaf. When the path splits, take the bottom one as the
top one is a dead end. And when the path splits from there, take the top one.
After the path splits again, go left and then right. There's are blocks in
the way so use the tail to open it up or a blue shell enemy. Move forward,
and down the slope. Move forward, and at the end is the pipe to the goal.
To the left of the goal is a Pow Block which makes blue coins appear.

Castle/Airship
--------------

The tactics and strategy are exactly the same as the last Castle/Airship.
Head into the castle, listen to Toad and board the airship. The airship is
full of Bullet Bills and cannon balls. Time your movements and jumps
properly to avoid getting hit. Cannons and Bullet Bills can be stomped on but
cannot be killed any other way. Move forward, basically stopping and going
as you avoid getting hit. Halfway through is a block with a Mushroom/Super
Flower. Continue forward, avoid getting hit and you'll see these enemies
attacking from beneath. Jump on them. Continue, then go into the pipe to meet
the next Koopa Kid.

There will be a boss in the room, Morton Koopa Jr. Watch out after you jump
on him as the Koopa Kid will fling himself into the air trying to kill you.
Also, watch out for the magic wand's circles because they obviously deal out
the damage. Also good attacks are the fireballs from Fire Flower Mario. With
the defeat of the Koopa Kid and the restoration of the King, Peach will
reward you with a Jugem's Cloud. Onto the next world!


===============
World 3 - Water
===============

Level 1
-------

When you start, let Mario/Luigi swim downinto a gap on the left side of the
screen. When you arrive at the bottom, grab the Mushroom or Fire Flower. Swim
back up to the top and swim to the right. As you move forward, you'll see
some Blooper enemies. They're fairly easy to get passed so just swim under
them to stay safe. When you reach another deep area with a long pipe, swim
passed another Blooper but beware of the fireballs that will come out of a
little plant (how can fire function underwater?). Forward, you'll see another
fireball plant, and above it are two blocks. If you're still Super Mario,
then you'll get a Fire Flower. If not, a Mushroom is what you'll get. There's
not much left in this level so swim forward, avoid the Bloopers and head up
the pipe. Beyond the pipe is the goal!

Level 2
-------

Starting from the platform, jump onto the zig-zag platform. Beware of the
little fish from below the water. Move forward and hit the block for a
Mushroom. Then, get on the platform that moves right and jump over all the
enemies. Once you reach the end, beware of the enemy on the pipe. When you
get down, beyond that is an enemy (who probably won't kill you) and the 
goal!

Level 3
-------

This is definitely the most frustrating level ever, and it's HIGHLY advised
that you have Fire Flower Mario on board. There will be a Boss Bass enemy
throughout the entire level. Stay above water the whole level! It's also
advised to kill that stupid fish with a Fire Flower every time it comes back
so you don't end up being swallowed by it. So move forward, timing your jumps
between platforms so you don't end up in the water. If you are just regular
Mario with no upgrades, be extremely careful, as it's just skill that'll help
you now. After platform jumping and fish dodging, you'll reach the pipe and
beyond that, the goal.

Fortress 1
----------

Beware of the Dry Bones and the spinning electric ball. You'll reach a wall
and beyond that is another electric ball. Move forward and look out for the
Thwomps. You'll see a series of doors and another Thwomp. After that
particular Thwomp, go through the third door you see. From there, head up to
another door and then face the boss. Kill the boss using the same tactics.

Level 4
-------

This level starts on land. Avoid the Goombas and move forward, avoiding the
pipe enemies as well. You'll reach a little like with the next set of land
high above it, so when you slide down the hill, make a very high jump, or if
you've got the Super Leaf, run down the hill, charge the P-meter and fly to
the next strip of land. Next up, avoid the Goombas and Para Troopas and
you'll see annoying Lakitu shortly after. Dodge Lakitu and beware of the
little gaps between land and the goal is just ahead!

Level 5
-------

This is another swimming level but it's MUCH tougher, since there are more
enemies, including the Big Bass from Level 3. There are also little elelctric
jellyfish. Swim to the right, near the Big Bass on the lower side of the
level, and avoid it or kill it (killing it is the better solution). Move
forward. The rest of the level isn't nearly as hard. After lots of avoiding,
you'll reach the pipe and the goal.

Level 6
-------

An air-based levelm, move forward and hit the block for a Mushroom or a Fire
Flower. Unlike the last level, this one's really easy. Just keep jumping onto
the next platform and eventually, you'll reach the pipe and beyond that, the
goal.

Level 7
-------

This is another thankfully easy level. Just move forward, avoiding the spike-
stone-throwing enemies. Just run through this level, because it's really
simple. The enemies can be killed with the Super Leaf, but jumping is not
recommended, and none of the required jumps are too hard. At the end is the
goal.

Level 8
-------

This is another very frsutrating level, because Big Bass is back. Move
forward and kill or avoid the annoying fish. Once again, time your jumps
properly so that the platforms are the highest they can be, so you don't get
swallowed. When you reach a Switch, hit it and run to the end or else you
might get trapped. Beyond that is the pipe and goal.

Fortress 2
----------

Jump down into the pipe. In the next room, time correctly and swim while
hitting Mario/Luigi's head on the ceiling so that you can avoid enemies and
electric balls. Go down the pipe at the end. In the next room, you'll see
these ghosts on some kind of a bar. Swim underneath the lower one so you do
not get hit. Swim through the next few sets and try not to get hit (though
you probably will get hit). Go down the pipe. From there, kill the enemy by
stomping on it.

Level 9
-------

This is a pretty simple level. Move forward, avoiding the Piranhas. You'll
see a Bullet Bill and some bomb enemies, so avoid them, or you can kill them
iff you have the Super Leaf. Run through the short level, and holding blue
blocks and throwing them at enemies. The pipe at the end is surrounded so
clear the blocks. Down the pipe is a swimming level. Avoid the fish and go up
the pipe. As always, beyond the pipe is the goal.

Castle/Airship
--------------

Same pattern as before. Avoid the cannons, the enemies and time your movement
well so that you obviously don't get hit. There are a high amount of
cannonballs, Bullet Bills and the like, so be very careful. Down the pipe,
the boss is tougher but still fairly easy to kill. You'll be rewarded by
Peach with Jugem's Cloud.


===============
World 4 - Giant
===============

Level 1
-------

You'll notice the worlds get much larger but the enemies aren't dangerous or
anything. Move forward passed the two pipes. Stomp the giant goomba. Up
ahead, stomp on the giant Paratroopa and use it's shell to break the stone
below the block just a few paces back. You'll get a Mushroom/Super Leaf. Pass
the pipes full of water. Up ahead are more Paratroopas and another big block
with a Mushroom/Super Leaf. Go through the gap between the two stone blocks
and ahead of the pipe is a floating cloud. Cautiously get on it. Jump on the
next cloud platform, kill the koopa and move forward. Jump onto the green
pipe and then watch for the plant spitting fireballs and get passed it.
Beyond that is the final pipe which leads to the goal.

Level 2
-------

A water-based level this time. Luckily, there are no Big Bass around right
now, so just jump from pipe to pipe, avoiding all the smaller fish. Run
forward and avoid the pirahnas and fish from below. You'll see a block which
needs to be hit with a blue stone or a shell. You'll obtain a Mushroom. In
the next portion, run forward, not getting hit. Eventually, many fish will
jump from the water so avoid them and be careful! A small block you can hit
contains a Super Star so take it and run through the level fast! Shortly
after that is the pipe which leads to the goal!

Level 3
-------

You'll encounter a giant, green Hammer Bros. so be careful and avoid their
attacks and then kill them. If the Hammer Bros. stomps, you can't move for a
few moments. After that one is a second Hammer Bros. and beyond that enemy
are two pipes. Take either one. Run forward and avoid the shell enemies and
their rolling attacks. As you go further, you'll see a little floating island
with a block that contains a Mushroom. Move forward, making big leaps to
progress. A little further, you'll see three blocks above a brown platform.
The left one yields a 1UP Mushroom so grab it if you like while avoiding the
enemies. You'll then have to jump across several floating islands. At the end
is the pipe which leads to the goal!

Fortress
--------

Move forward. As you go, you'll see a candlefire which will go after you once
you pass it. Avoid it. Run forward, and drop down below the Thwomp that will
kill you by moving sideways. Don't take too long to get passed it since the
candleflames will be going after you. Ahead, you'll see another sideways
Thwomp, so wait until it's on the left side so you can jump to the platform
above it. This part becomes difficult if you're regular Mario. You'll see yet
another Thwomp so repeat the pattern from before. This time, it's a little
higher and harder to get passed to be very careful. Ahead of that, another
Thwomp with two flames in between, so be careful, again. After all this hard
work, the boss is ahead, so kill it using the usual tactics.

Level 4
-------

This is another water level which starts out with a Lakitu dropping it's
spiked enemies, so dive into the water. This is a short level, so be happy.
Nearby is a block which reveals a Mushroom so grab it if you like and swim
down a little long, downward tunnel to the right of the block. Swim to the
right and avoid the spiked enemies Lakitu drops from above. There aren't any
other enemies so swimming through is no big problem. Eventually you'll reach
a pipe which leads to the goal.

Level 5
-------

Run forward and jump over the pyramid of giant blocks. A koopa might kill you
since it's jumping from atop the screen. There's a block you can hit with a
Mushroom, and beyond the jump, are Bullet Bills. Watch out for the ones that
glow since they can turn around and go after you if you avoid them. Jump over
a platform and onto land again. Avoid the Bullet Bills and keep going. After
a bit of jumping and avoiding, you'll reach the end pipe and the goal.

Level 6
-------

Run forward, and kill the Koopa enemy. Then jump over a wide gap. You'll then
see a Super Mario Bros. 2-like door. Going through it turns all the enemies
and environments small. Moving forward, you'll unlock a block with a Super
Star and you'll see another door which again transforms the environments back
to the way they were. A short distance passed that is the goal!

Fortress 2
----------

Run forward and jump onto the red platforms. Stand on them too long and
you'll fall into the lava so beware. Keep jumping if you need to stay in
place for more thna 3 seconds. You'll reach a long row of platforms with a
Mushroom block. Get the Mushroom and continue forward. Jump across a few more
platforms. Move forward and avoid the damn Dry Bones. Run passed the electric
ball after you jump and hit a switch which reveals blue coins. Beyond that is
the same boss as always, so kill it to demolish the fortress.

Castle/Airship
--------------

Look who the king got turned into. :P Anyway, the pattern's the same as
always. Watch out for Bullet Bills or flamethrowers, time your movements
correctly, etc. Beware of barrels that shoot fire upward. Move forward and be
careful as usual. If you're low on health by the time you reach the pipe,
there's a block to the right which contains a Mushroom (grab it and make sure
it doesn't drop). Go down the pipe. Stomp on the boss, watch out for its
attacks and it'll then dies as usual. The "kong" is restored and you move
onto the next world!


=============
World 5 - Sky
=============

Level 1
-------

With a new world comes many new enemies, as you will see ahead. Knock into
the first block you see to get a Mushroom/Super Leaf. Past that, make your
way upward past the Chain Chomps and Nippers. When you come to a row of
blocks, the third from the right has a Starman inside. With that, it's an
easy run to the end.

Level 2
-------

Start by dropping down the pipe in front of you. As you fall, there are two
possible paths you can take. The normal route is to fall straight down to the
water below, drop into the middle pipe, and make your way right through the
stage. If you have a Super Leaf, when the right wall ends, start to float
onto a block to the right. Jump up the platforms and go up the pipe you
reach, and you'll have reached the easy way out of this stage. If you take
the easy path, you can go into the first pipe you see, and collect 3 extra
lives from the giant box.

Level 3
-------

Now, this is probably one of my favorite levels in this game, for one reason:
Kuribo's Shoe! Start by going into the pipe in front of you, then go left.
You will pass a row of breakable blocks, then a Goomba with a green shoe will
approach. When it jumps onto the row of blocks, break the block below it to
kill the Goomba. Now you can jump into the shoe as if it were your own. With
it, you can stomp any enemy, and even walk across the Munchers in the ground!
There are a couple more opportunities to get Kuribo's Shoe ahead in case you
lose it. Other than that, this stage is smooth sailing.

Fortress 1
----------

I highly recommend you come to this fortress with a P-Wing, or at the least a
Super Leaf. It will help you maneuver in some spots of this place. Plus, you
could fly through blocks in the ceiling and reach a room with 3 extra lives
if you wanted. Otherwise, make your way past all the Thwomps and Roto Discs
until you reach the door. Go through the door and you will meet Boom Boom; 3
stomps to the head will clear the fortress. No doors are unlocked this time;
you are only given quicker access from the world start to the area across the
river.

Sky Tower
---------

This place isn't really a stage, but more of a transition between the ground
stages and the true "sky" levels. Make your way through the inside portions
of the tower, evading Thwomps as you progress. Hit the first block you see to
get a Mushroom/Super Leaf. In the first outside portion, beware, as there are
Micro-Goombas inhabiting 2 of the blocks. In the second outside area, knock
away the red Koopa Troopa and hit the regular block, sprouting a beanstalk.
Climb it and go up the pipe to reach the sky world's second half.

Level 4
-------

This is another stage that would be SO much easier if you had a Super Leaf.
With it, get a running start and fly to the high clouds. Run across them and
fly all the way to the end pipe. If not, then use caution when making your
way across the spinning platforms and the flying Koopa Troopas you meet. In
the ending area, you will find a Lakitu. If you want to rack up the major
points, let it dump out several Spinies before collecting the card.

Level 5
-------

Again, if you have the Super Leaf, or at least start with a Mushroom, you
will be able to take the easy way out of the stage. Knock the block to the
left of the covered pipes to get a Mushroom/Super Leaf, then knock away the
blocks and go down the second pipe. Hit the large block to get the Tanooki
Suit. Outside again, simply avoid the Koopa Troopa and run to the stage end.

Level 6
-------

For this side-scrolling stage, you will spend much of your time jumping
across Buster Beetles (the red flying ones). I recommend you have the Super
Leaf or Tanooki Suit, to make the jumps between each easier. Up ahead, jump
across several platforms. When you reach some blocks, with two you can get
under via the second block row below it, hit them to reveal a P switch. Hit
it, then jump across the coin-turned-block platforms ahead and continue to
the end.

Level 7
-------

If you want to make quick progress through this stage, I recommend coming in
having used a Starman. There will be several blocks you can hit to gain more
Starman power as you go, but only if you're currently invincible. Regardless,
make your way past the Micro-Goombas in the blocks, Bullet Bills, and Lakitu.
Go through the pipe at the end and collect the card ahead of there.

Fortress 2
----------

Start by jumping across and going down into the pipe. In here, watch out for
the fireballs coming out of the lava below and in the ceiling. When you come
to the row of blocks, the last one contains a Starman. Further ahead, another
set of blocks will give you a Mushroom/Fire Flower. At the end, go up the
pipe and continue to Boom Boom. Beat him and the fortress is dust, and the
keyhole door on the map will disappear.

Level 8
-------

It would be of great help to you if you started here with a Super Leaf or a
Mushroom, at least. Hit the third block to get a Mushroom/Super Leaf, then
continue onward. Lakitu will hover overhead, bombarding you with Spinies, so
be very careful as you move. At the end, go through the pipe and collect a
card to exit.

Level 9
-------

For this stage, I highly recommend you enter with a P-Wing, trust me on this.
It will make your ascent through this stage that much easier. You must jump
from platform to platform, all while the screen scrolls upward and to the
right. Watch out for the 2 Fire Chomps that follow you from below. Go into
the pipe at the end and continue to the stage exit.

Castle/Airship
--------------

As usual, hear what Toad has to say, then board the airship. On it, avoid the
cannonballs, Bullet Bills, and flame-shooters, as usual. At the far end, go
into the cabin and you will meet the fifth Koopa Kid, Roy Koopa. This one is
different because when he jumps and lands, the room shakes, leaving you
unable to move if you aren't in the air when he lands. Stomp on him once,
then jump because he'll pound the floor once before re-emerging. Three tries
will do the trick. Once that's done, take the wand back to fix the king. In
the letter from Peach, you will receive Jugem's Cloud, and then it's on to
the Ice World.


=============
World 6 - Ice
=============

Level 1
-------

In the opening stage of the Ice World, I recommend you have a Mushroom to
boot. Hit the first question block to get a Fire Flower, then use that power
to safely get past all the Piranha Plants you meet. Further ahead you can
exchange the fire for a Super Leaf if you wish, but I prefer not to. Blast
away your enemies and run to the goal.

Level 2
-------

For this side-scrolling stage, head to the right, jumping across cloud
platforms. Use the special block to throw at the question block, to get a
Mushroom/Super Leaf. I recommend you have a Super Leaf for this stage; it'll
be overall easier, I think. As the screen scrolls upward, straight to the
right, then downward again, keep moving along the platforms. At the end, go
down the pipe and run right to get your card.

Level 3
-------

Here, start by getting onto the moving platform and ducking under the wall to
pass through. Use the Koopa Troopa to hit the block ahead, so you can get a
Super Leaf. Continue to the right until you find another Koopa Troopa. Take
its shell and throw it at the first block to the right; a beanstalk will
sprout. Climb it and enter the pipe, to find a Tanooki Suit. Exit via the
right pipe and fly to the lower area, then continue onward to the end, across
icy platforms and Para-Troopas.

Fortress 1
----------

Start by going down and riding the platform along the track, above the
fireballs and the lava below. As you progress, watch out for the Roto-Discs
that spin in your path (if you have the Tanooki Suit on, kill them in statue
form). At the bottom, go right to the second room. Continue to the right past
the barrage of Roto-Discs. Get a running start and press Down to slide under
the low wall ahead. Go into the door at the end, and continue to Boom Boom.
Defeat him with 3 stomps to the head, and the Fortress is clear.

Level 4
-------

Head to the right through this level, being careful not to be knocked away by
the spinning platforms. Ride the moving platforms along their tracks and
continue onward, past more spinning platforms. If you want a safer journey
ahead, hit the P switch and head to the right, along the coin trail. That way
you can totally evade certain platforms, until the very end.

Level 5
-------

To start off, you should have a Mushroom, if not a Super Leaf already.
Anyway, enter the pipe to drop into the caverns below. Here, head to the
right, defeating all the Buster Beetles and clearing all the blocks on the
ground away. Hit the question block you see to get a Super Leaf, if you don't
already have one. You will find a Koopa Troopa wandering around, too. After
you cleared the way, stomp the baddie and pick up its shell. Run to the
right, then after the downhill part, fly upward into a hole in the ceiling,
shell and all. Up there, throw the shell into the Nipper pit to kill them and
clear the blocks. All that'll be left for you to do is go up that pipe and
exit the level.

Level 6
-------

Start by entering the pipe in front of you. Below, take the upper path to
reach a Mushroom/Fire Flower, or take the lower path to progress. Hit the
blocks above to get a Starman if you wish. Run past the jumping Cheep-Cheeps
and Piranha Plants, and go into the water. Swim to the right, past the fish
and several more pipes, then you'll be out of the water. Pass the spiked ball
throwing enemies, then head up the hill, watching out for more jumping fish.
Go up the pipe at the end, and continue to the end.

Level 7
-------

This is another side-scrolling stage to deal with. Head to the right and hit
the block to get a Mushroom/Super Leaf. Be careful as you progress through
this level because the donut blocks will sink if you stand on them for more
than a second or so. You may need to sink a couple in order to make it
through the level, mind you. Continue by jumping from platforms of donut
blocks while avoiding the Fire Chomps. At the very end, there will be a lone
donut block in between 2 icy platforms. Sink the block and jump to the pipe.
Go down it and head right to the end.

Fortress 2
----------

This would have to be the easiest fortress of this world, in my opinion. All
throughout, there are Thwomps that'll move sideways to get you, but you can
easily avoid getting hit by most of them, so no worries. If you need a power-
up, hit either of the blocks you pass to get a Mushroom/Super Leaf. Once you
make it through the Thwomps and Roto-Discs, go through the door. In there,
you will fight Boom Boom; 3 stomps to the head will kill him and clear the
level.

Level 8
-------

Start by taking one of the special blocks and throwing it at the block atop
the hill to make a Super Leaf come out. Head through this stage, watching out
for the Nippers and Buster Beetles below. Towards the end, you can hit the
regular block above the special ones to reveal a P switch, then fly high
above to collect alot of coins (only works with a P-Wing). Otherwise, go
right to the finish area.

Level 9
-------

As with some past levels, there is an alternate (easier) route for this one
as well. If you can enter with a P-Wing, you can ditch the underground part
and fly over the ice wall, collect an extra life, and continue to the end. If
not, go into the pipe and drop into the water. Head right past the aquatic
baddies you meet. Let the air bubbles from one of the pipes blow you upward,
then go right along that path. Continue onward until you see a single block
acting as a ledge above the water. Jump onto it, then make your way across
several Muncher pits. At the end, watch out for the Venus Fire Trap, and go
up the pipe above it, to reach the end.

Level 10
--------

Now, this has to be my favorite stage in this entire world! I also advise you
to start off with a Mushroom. Head right past some Koopa Troopas, and hit the
first question block you find to get a Fire Flower. Continue to the right and
clear the special blocks under the wall. Up ahead, you will find a pipe
covered with 4 frozen Munchers. Thaw them with some fireballs, then go back
to the left. Clear the special blocks to the left of the wall, and slide
under the opening and hit the block to reveal a beanstalk. Go up and hit some
blocks to make a P switch come out. Hit it, then head back to the right. The
thawed Munchers are now coins for the time being, so go down that pipe and
claim your Hammer Bros. Suit!

Now that you have your prize, you must get out of this level with it,
hopefully. Head right, battling some Buster Beetles with their own blocks.
Jump across some icy platforms, then run to the end.

Fortress 3
----------

If you still have the Hammer Bros. Suit from the previous stage, you will be
in good shape for this final fortress of the world. You can use the hammers
to kill off pretty much every enemy that gets in your way, which will really
help. Make your way all the way right, avoiding getting hit by the Stretches
and Thwomps, then enter the door at the end. Drop below and wait for the room
to rise while facing the Boos so they don't give chase. When the door comes
down, enter it and meet Boom Boom. Defeat him, and the way to the Castle will
be opened.

Castle/Airship
--------------

As usual, listen to the retainer panic about the King's transformation. You
will then board the airship. This one is fairly easy, actually. Head to the
right and jump over the first spinning bolt platform. To the right, you may
need to jump with the bolts to reach the following regular ledge. Up ahead,
watch out for the flames being shot out at you. When you can go up again, hit
the blocks to get a Mushroom/Super Leaf. Go right and up to the pipe, then
drop into the cabin. You will meet Lemmy Koopa in there, the sixth Koopa Kid.
He sends circus balls around the room to provide a distraction, but ignore
those and stomp the Koopa on the head. 3 hits will do the trick.

When it's over, take the wand and restore the King. You will receive a letter
from Peach, who gives you a P-Wing. Now, it's on to the Pipe World!


==============
World 7 - Pipe
==============

Level 1
-------

Starting off outside, go right and through the door. Inside this stage and
many of the others in this world, it's a mostly vertical climb, but with no
boundaries. That means if you walk offscreen to the left, you'll end up
coming out on the right side. With that being said, you can continue. Jump up
a few ledges, and go up the pipe to the left. Watch for the Piranha Plants
nearby; when it's clear, go down and left, then jump into the pipe above
them. Avoid the Koopa Troopa and go up the pipe to the left. At the other
end, jump to the right ledge and jump on the Koopa to put it into its shell.
Kick it to the right and jump out of the way, so it hits both blocks on the
sides. Collect the Mushroom and continue upward.

Continue the climb by jumping up some more platforms, then through a narrow
passage. Jump atop the pipes while avoiding the Piranha Plants that come out
of some. Then, use the note blocks to bounce to the upper ledges. Go up the
pipe at the top. Get right under the first gap above and wait for the Koopa
Troopas to come to you. When one's about to come, jump straight up, but HOLD
the A button! When you land on the Koopa, you'll bounce upward with enough
leverage to land on the upper ledge. Go up the pipe to reach the outside,
then collect the card to complete the stage.

Level 2
-------

In this desert-themed area, head to the right. Use the special blocks to hit
the question blocks, one of which containing a Mushroom/Fire Flower. Jump
across some pipes, avoiding the Venus Fire Traps and Nippers. You will come
to a large pit ahead, where if you try jumping out of it, note blocks will
appear above you. Go in there and activate as many of the hidden blocks as
you can, then go down the right pipe. Hit the block to get a Mushroom/Super
Leaf, then come back up and go through the left pipe. Swim to the left and go
up the next pipe to reach the above-ground areas again. Go right and bounce
across the note blocks, then continue across a field of pipes. When you come
to the one pipe that goes into the ground (it's a low one), go down it, then
down the following one. Head right and collect the card to exit.

Level 3
-------

Start off by hitting the block above you, and grab the Starman. Now, head to
the right and down the hill, and hit the lower-left block to get another
Starman. Jump atop the blocks and to the right ledge, then continue to the
next similar block formation. Hit the bottom-left one and take the Starman,
then continue. Lakitu will appear and start throwing Spiny Eggs at you, so
watch out. When you see a question block and a regular block below, hit the
bottom one and take the Starman. Continue to the right a bit to find a pipe
where Goombas come from, and hit the left block for the last Starman. From
there, continue onward to the very end.

Level 4
-------

For this underwater level, it would be recommended you come as Fire Mario.
Anyway, go down the pipe to start the stage. This is a side-scrolling stage,
but don't go too far to the right, for you won't know what's ahead. Use your
firepower if you have it to defeat the Spiked Cheep-Cheeps and Big Berthas,
as well as the Bloopers along the way. One segment of the stage will scroll
upward and to the right, through a pit of jellyfish, so watch out. Once
you're through that, the action will scroll downward again. At the end,
you'll reach a pipe. Go through it, then to the right to finish the stage.

Level 5
-------

Start by entering the pipe structure (any entrance is good). In the first
room, avoid the Para-Troopas and go up the pipe across the room. Do the same
in the next area. In the third section, defeat some Bob-ombs and slide under
the low wall to the right. As you go, try jumping into the holes above to
fill them in with hidden blocks. Also, take the special blocks and throw them
to make it through. At the right end, go up the pipe to find a block with a
Mushroom/Super Leaf inside. Otherwise, jump to the upper ledge and go all the
way to the left. Go up the second pipe from the left, and continue to the
right.

Head to the right, and break the block in the wall (if you have Raccoon
power). Then, go back and get a running start, then slide under the wall to
save time (otherwise, go down the last pipe and up the one atop a ledge). At
the other end, head all the way right, then take the lower path. Get through
the special block structure, killing the Koopa Troopas wandering around and
within. Go down the pipe at the other side. Down there, go right and jump
above to reveal hidden blocks. Go back up the pipe and head all the way left
again. This time, take the upper path to the right. Go down the rightmost
pipe, then to the right and up the final pipe. Outside, grab a card from the
box and you'll be done here.

Giant Piranha 1
---------------

In this mini-stage, start by avoiding the Venus Fire Trap's attack. Jump onto
the pipe it came from and continue right. Jump a gap and you'll find a series
of small pipes, with Nippers coming out of alternating pipes every few
seconds. Jump across with that in mind, avoiding them as you step. Past this,
jump another gap and over a couple pipes, being careful to avoid the Piranha
Plants around. Go down the small pipe at the end; you will receive a P-Wing
for your efforts.

Fortress 1
----------

Before you enter here, it's HIGHLY recommended you have a Mushroom at least.
When tackling this fortress, there are a couple different ways of doing it.
I'm going to write this walkthrough with the easiest/best path in mind.
You'll notice that there are blocks all around. Stand under the 4th column of
them to the right of the regular ledge, and jump up through them. You'll hit
a P switch block at the top; reveal it to make the room turn into Coins, and
a hidden door appear on the ledge. Enter that hidden room. Go right and down
the first pipe you come across. Drop into the room below and hit the big
block to get a Tanooki Suit. Exit the room and go through the other pipe to
the right.

In the large empty chamber, run all the way to the left. When you notice the
cross structure above you, start flying upward. Enter a pipe hanging from the
ceiling. Go right in the next room and you'll fight Boom Boom. Defeat him and
you'll have cleared the fortress.

Level 6
-------

In here, head to the right and through the door to enter the pipe maze. Start
inside by going left to end up on the right side, then go up the steps.
Continue to the left until you end up on a flat ledge to the right. Jump onto
the note block and onto the pipe when the Piranha Plant isn't sticking out.
Jump to the right donut blocks and onto the next pipe. You'll find a box with
an up arrow on it; jump onto it to start a platform moving upward. Ride on
it, moving to avoid being crushed on the way up. At the top, jump to the left
arrow box and jump aboard to activate it. Move to the left, then jump over
the pipe and catch it on the other side. Duck down as it moves across the
screen, then go up the pipe at the other side.

From there, walk to the right to end up on the left side, and jump on the
light bulb platform. This is the sort of platform that changes direction each
time you jump on it, going in order: up, left, up, right. Ride it up, then to
the left. Go up when you pass the row of blocks above, then right when you're
above them. Maneuver up through the gap in the ceiling, then onto the left
arrow block to the right. Go left, then onto the up arrow one, then finally
onto the right arrow block. Duck down when passing below the platform, then
jump onto it at the other side. Jump atop the ledge, then onto the bulb
block. Ride it upward, maneuvering it to go around the pipes safely. Above
the spikes, go right, then jump up the pipe. Collect the card and leave the
stage.

Level 7
-------

For this level, it is imperative that you collect EVERY Starman mentioned in
this stage. It's the only way you'll safely make it to the end of the stage.
Anyway, go through the pipe to enter the main area. Jump over the 2 regular
pipes, avoiding the Piranha Plants, then hit the first block and grab the
Starman. Now the REAL fun begins. There is an endless pit of Munchers ahead,
which you must cross, hence the need of Starman. As soon as you get the first
one, start the run across them. Slide under the block and hit it to get the
next Starman. Continue onward and hit the third block for another one. Now
the tricky part, you must jump through openings in between pipe walls, as not
to waste time. Get through the 3 jumps, then get the last Starman from the
block around a small but time-consuming wall. Then, continue to the end, go
through the pipe, then grab a card to exit.

Level 8
-------

In this regular stage, head to the right while avoiding the enemies coming
out of the pipes. Jump across the gaps with caution, as not to get hurt by
the Piranha Plants. After the pipe pits, hit the leftmost question block to
get a Starman. Continue to the right until you find a couple of low-lying
pipes, and a slightly elevated one to the side. Go down the left pipe and get
the Hammer Bros Suit from the big block. Go up the upper pipe to exit, then
continue to the right. Use the hammers to dispose of the remaining enemies in
the stage. For the Nipper that shoots fire, duck down to block the fire;
that's the great advantage of the Hammer Bros Suit. After that part, continue
to the exit.

Level 9
-------

For the last regular stage, you will have to deal with a true pipe maze.
Start by going right, then bounce atop the note blocks. Jump through the 3
holes in the pipes to reach the top floor, then defeat a Winged Goomba and
continue left through the special blocks. Jump through another hole to reach
the roof area, then go right a bit, defeating some Goombas on the way. At the
large pit, jump across the platforms and continue atop the pipe structure. In
the next pit with the note blocks, drop down and go left through the special
blocks. Jump upward and throw the next set of special blocks away, then drop
down in the open area. Defeat the Para-Troopa and go right for a while.

When you reach a hole in the floor, jump into the hole above and land on that
ledge. Go through 2 rounds of special blocks, then jump up a few regular
platforms. Continue right, down, and left, through the special block walls.
Drop through a hole in the piping and head right, through one last wall of
special blocks. Now that you're at the end, go down the pipe and collect the
card ahead to clear the level.

Fortress 2
----------

Start off here by getting a running start and jumping onto the first pipe
when the Piranha Plant goes down. Jump across a couple more pipes and you'll
find some blocks below. Hit the leftmost one and grab the Starman before it
gets away. Now, quickly move to the right, defeating the Piranha Plants and
Thwomps on the way if you can. When you come to the next block, hit it to get
a Mushroom/Super Leaf. It's recommended you had a Mushroom already, since the
Raccoon power will really help ahead. At the end, there is a Piranha Plant in
a pipe directly below you, but you need to drop down and to the left to land
on it. Time it so you don't land on the plant when it's out, then go down the
pipe. Head right through the next room, sliding under the walls while
avoiding the Roto-Discs, Dry Bones, and the Thwomp. Ahead you will fight Boom 
Boom; defeat him and the fortress is dust.

Giant Piranha 2
---------------

In this area, head to the right and jump onto the pipes. Watch out so you
don't land on a plant, though. Get across the pipe segment of alternating
Nippers. Ahead, avoid a Venus Fire Trap and Piranha Plants you see. Jump onto
the right pipe, then jump across the note blocks to avoid the Nippers below.
At the end, go down the middle pipe and collect the Mushroom as the reward.

Castle/Airship
--------------

As per the usual, listen to the retainer carry on about the King's shape.
When you board the airship, be prepared for lots of jumping and movement, as
the area scrolls rather quickly. For the first segment, jump across the
platforms with the flames shooting upward, but be cautious. Continue to the
right, jumping from ledge to ledge, using the bolt platforms as aid if
needed. On the large segment, there will be Rocky Wrenches popping out of the
floor, so be sure to stomp them. Slide under the low wall and continue onward
across a series of small platforms. Use the bolt platforms if you need help
reaching the next platform. When you finally make it to the end, go into the
cabin to meet Ludwig von Koopa, the toughest and last of the Koopa Kids!

For defeating him, stomping on his head 3 times will do the trick. However,
like in World 5, when this one jumps on the floor, the room shakes, stopping
you in your tracks if you're on the ground. With that being said, stay in the
air when he hits the ground to avoid such a situation. After you win, grab
the magic wand and restore the King. You will receive an interesting letter
from the King of the Koopas, Bowser. Apparently he has kidnapped the Princess
and brought her to his Dark World. So that's where you're headed next!


==============
World 8 - Dark
==============

Tanks
-----

In the first area of this world, you will be faced with an onslaught of
tanks. It's a side-scrolling area, so make your way to the right, across all
the tanks. Be careful, as each tank has cannons atop them which shoot either
cannonballs or Bob-ombs. There may also be some Rocky Wrenches coming out of
certain tanks. Hit the question block when you reach it to get a
Mushroom/Super Leaf. Towards the end, watch out for the giant cannon set up.
Go down the pipe at the end and defeat the lone Boomerang Bros; a Starman is
your reward for clearing the stage.

Ships
-----

This stage is basically the same as the first one, except there are several
battleships to cross. There are many more giant cannons around, as well as
Rocky Wrenches that'll pop out to attack. If you end up in the red water,
don't fret; simply swim to the right, underneath the ships. You will survive,
I've tried this personally and made it to the very end of the stage safely.
When you reach the end, go down the pipe to meet Boom Boom. Defeat him and
the lock on the map will disappear, allowing for progress to be made.

Hand Trap 1
-----------

In the first of 3 short stages across the trapped bridge, you will have to
deal with every variety of Hammer Bros. Defeat a Fire Bro, then continue
ahead to a pair of Hammer Bros. Hit the fourth block in the bottom row to get
a Mushroom/Super Leaf. Go up and continue to the right, fighting a Boomerang
Bro and a Sledge Bro. Go up the pipe at the end and claim your prize, which
is a Super Leaf.

Hand Trap 2
-----------

For this even shorter stage, all you have to do is jump across a series of
platforms while avoiding the fireballs coming from the lava. When you make it
to the end, go in the room and take the Super Leaf reward.

Hand Trap 3
-----------

At the final segment of the bridge, you will deal with swarms of flying
Cheep-Cheeps. Head to the right, being careful not to get hit by any of them.
Hit the lone question block to get a Mushroom/Fire Flower. At the end, go up
the pipe and take the Super Leaf.

Airships
--------

This is the last "battle" stage of the Dark World, and it's naturally going
to be the toughest, so to speak. There are many small airships to jump
across, and since the screen scrolls at maximum speed, you must be quick to
move or you'll end up getting stuck/killed. There are engine flames and Rocky
Wrenches, so be careful as you go. At the end, go into the final cabin to
fight Boom Boom. Defeat him with 3 stomps to the head, and the passage onward
is cleared.

Level 1
-------

Now that you're in a normal stage, you may think things will be a bit easier.
Well, you're way off, since this stage is probably one of the most annoying
ones in the game. I HIGHLY recommend you have Raccoon Mario to boot, if not a
P-Wing. If you don't, then you're stuck playing the game the regular way.
Jump over the first pit, then jump across a series of pipes when they're all
safe. Go right and over a Bullet Bill shooter, and a couple of pits. Hit the
block to get a Starman, then head all the way right. When you come to a large
pit with Bullet Bills on both sides, wait until Starman runs out, then use
the Para-Troopa as leverage to jump to the right side. Go right and use the
note block to bounce to the right pipe (you may need to bounce on a Bullet
Bill to reach it, unless you're Raccoon-powered). After that, jump one last
pit, and continue out of here.

Level 2
-------

This stage is way easier, in comparison to the previous one. Go right and
purposely sink into the quicksand pit. You'll end up in a hidden room below
with 2 pipes. The right pipe has a load of Coins, and the left one leads to a
block with power-ups. Either way you take, you'll end up on a hill surrounded
by Venus Fire Traps. Go up the hill when they are gone, then go down the hill
and head right. Bounce on the note blocks to cross the pit, then run to the
end.

Fortress
--------

Start off in here by jumping to the upper ledge and heading right. Watch out
for the Roto-Discs along the way. Hit the question block you pass to get a
Mushroom/Fire Flower. When you come to an H formation in blocks, break them,
then enter the door in the middle. Be VERY quick when you reach the next
area, since you'll be on a fast-paced conveyor that'll knock you into the
lava if you're not careful. Make your way across the conveyors and avoiding
the fireballs, to the right. Pass the Thwomp and you'll see 2 conveyors with
a door atop them. Pass that, and jump onto the ledge to the right of it.
Enter that room.

In here, go right and hit the P switch, then get ready to run! Go all the way
right, running through the rows of Coins (watch out for Dry Bones). At the
end of the run, enter the hidden door. In the room you end up at, go all the
way right and drop to the lower area. Watch out for the Thwomp and head to
the left. Hit the right block above to reveal a P switch. Go around and hit
it to make some hidden doors appear. Go right and enter the one on the small
ledge. When the conveyor is restored, duck down as you slide under the
spikes, and you'll encounter Boom Boom. Defeat him, and the fortress will be
cleared.

Large Tanks
-----------

This is the last area you will have to go through before the final stage of
the game. Although it may seem a bit "busy", the large tanks here aren't too
bad. Just watch out for the constant cannon/Bob-omb fire, and be cautious of
the Rocky Wrenches that come out of the flat segment. At the end, go down the
pipe and fight Boom Boom. Once you beat him, the lock will disappear and you
can continue to the last area.

Bowser's Castle
---------------

At last, you are in the castle of King Koopa himself! It will seem to be a
giant maze for those without directions, which I will provide in the
following lines. Start by running to the right while avoiding the fire from
the laser statues. Ride the platform up the pit to the right, then go onto
the right ledge. Go right and down the donut block, then onto a right ledge
at the bottom (be quick or you'll fall into the pit below). Go right and jump
up the ledges while avoiding the Roto-Discs, then go down the other side.

Head right and you'll be in an open area with a giant lava pit and donut
blocks. In this section, start by jumping up the donut blocks to the top area
of the room. Then, start jumping across the single blocks to the right. At
the far right, jump onto the second highest ledge and head right on it. Hit
the block to get a Mushroom/Super Leaf, then ride the donut block down a
level. Go right and jump over the Thwomp, and use the donut block to go down
another level. Head right and across several pits, then go through the door
at the end to reach the next room. Go right and jump across several more
platforms, being careful of fire arrows being shot your way. Past that
segment, avoid a laser statue, and jump past several more statues. Enter the
door at the end to meet Bowser in his lair.

Fighting Bowser is a bit different than any other enemy. You cannot hurt him
by stomping his head; you can only bounce on his head indefinitely. You may
notice that the floor is comprised of bricks, covering a pit. Avoid the fire
arrows Bowser shoots at you, then after a couple of them, he'll jump above
you and pound the ground where you were (make sure you move). By doing so, he
breaks a layer of the bricks. Stand further away from the initial gap and get
Bowser to jump to that area, then stand in the first gap and repeat the
process. The game is won when Bowser pounds the same area 3 times and falls
into the pit. Enter the door to meet Peach, then the credits will roll.
Congratulations on beating this game!

*****************************************************************************

-=-=-=-=-=-=-=-=-=
-=  7. Enemies  -=
-=-=-=-=-=-=-=-=-=

Angry Sun: Found in only the Quicksand stage of World 2, as well as World 8,
           Level 2, this mean-faced sun lingers overhead. After a while, it
           will start swooping down to cause damage to you quickly, so watch
           out!

Baby Cheep: As the name implies, this is a baby version of the Big Bertha
            enemy. It's normally spit out by the Big Bertha, so watch out
            when it pops out to avoid losing your life.

Big Bertha: A twin of the Boss Bass, this fish stays underwater all the time.
            It generally swims back and forth in a set pattern, stopping
            sometimes to spit out Baby Cheeps at you, so be careful.

Blooper: As seen in past games in the series, this white octopus is commonly
         found in the watery stages. It swims in an upward pattern, so use
         this to your advantage when trying to avoid it.

Blooper Nanny: A regular Blooper, but with several of its children trailing
               behind. After following it around for a few moments, the
               children will scatter all over, so be careful not to get hit
               by them.

Bob-omb: A walking time bomb, it moves around for a period of time before
         stopping to explode. You can jump on it to stop the movement, then
         throw it aside before it starts flashing, which means it will
         explode shortly.

Boo Diddly: These ghost enemies usually appear in Fortresses and cannot be
            defeated. Look at them so they stop coming toward you. Avoid as
            they are coming.

Boom Boom: The guardian of every Fortress, it moves around waving its arms
           around. When you stomp it, its spiked shell will be revealed, so
           try not to land on it after attacking. Sometimes, Boom Boom can
           fly after being hit once, so try and stomp him down before that
           can happen.

Boomerang Bros: Like the hammer-wielding counterparts, this one throws
                boomerangs instead. Also, it's green-colored, as opposed to
                the normal turtle enemy color.

Boss Bass: The terror of the seas, in the form of a big-mouth fish. Be VERY
           careful of this one, as it can swallow you whole, killing you in
           one shot. When it's around, stay high above the water/low ground,
           and kill it with fireballs from afar.

Bullet Bill: Another familiar face, they shoot out of a cannon. Nothing can
             stop him other than stomping on him, and they're usually
             several of them on screen, so time your jumps correctly to avoid
             them.

Buster Beetle: This beetle has the unique ability of picking up special
               blocks, and throwing them at you. If you can be quick, you can
               grab the blocks from the ground before it does, to stop the
               threat, or you can just avoid the throwing and stomp the enemy
               from above.

Buzzy Beetle: A beetle with a very hard, dark shell. It cannot be damaged by
              fireballs, so jump on it from above and kick the shell away.

Chain Chomp: Just like the name says, this is a Chomp chained to a stationary
             block. Its reach is the extent of its chain, so use that to your
             advantage when passing it by.

Cheep-Cheep: This green fish is a generic water enemy, as you see it in most
             every water stage. It normally swims around in place, or back
             and forth, but can also be known to jump out of the water to hit
             you on land as well.

Dry Bones: This is a skeletal Koopa Troopa, to some degree. When you jump on
           it, this enemy will crumble entirely to the floor. If you wait
           around for several seconds, it'll come back together in due time.

Fire Bros: Albeit rare, there are red versions of the Hammer Bros, who spit
           fireballs from their mouths to attack. Jump to dodge the fireballs
           and stomp this enemy right on the head.

Fire Chomp: Similar to the Fire Snake, only this enemy has a Chomp's head in
            front instead of a giant fireball. It floats around, spitting
            fireballs in your direction.

Fire Snake: This one is a snake made entirely out of fireballs. It hops
            around in your direction, but can be easily avoided by simply
            jumping over it.

Goomba: They're pretty much the same Goombas seen in all Mario games. They're
        not that threatening, and almost anything can kill them, from jumping
        on them, to hitting them with a fireball, to hitting them with a Leaf
        Tail, etc. They should pose no problems. They also come in a flying
        variety, and a giant one (World 4).

Hammer Bros: Another generic enemy from the earlier Mario titles. This
             shelled enemy jumps between ledges, throwing hammers your way.
             You will find plenty of these roaming the various world maps, so
             be ready for them!

Hot Foot: Found in some Fortresses, this small flame acts like a light in a
          candle. But when you turn your back to it, legs will sprout and
          it'll follow you around, so be cautious when passing some candles.

Jelectro: It's a black jellyfish enemy that does not move, and can be found
          in various water stages. It's another enemy that cannot be killed,
          so your best bet is to maneuver around it.

Koopa Troopa: These shelled enemies come in several different varieties. The
              most common varieties are the green and red-shelled ones. The
              green shell turtles walk straight ahead constantly, whereas the
              red ones walk back and forth on the platform they stand on. In
              World 4, you will meet giant-sized versions of these enemies,
              too. If you jump on them, they will go back into their shells,
              which you can kick into other enemies, blocks, into a pit, etc.

Lakitu: This guy, found in several stages, can be found floating overhead in
        a cloud, raining down Spinies at you. He can get really annoying, as
        he stays overhead for pretty much the entire stage. Be quick on your
        toes and you should be fine for whatever he tosses your way.

Lava Lotus: Transparent, fire-filled plants that sit at the bottom of watery
            stages. It fills up with fireballs inside, only to release them
            moments later, spreading them above as a trap of sorts.

Micro-Goomba: These are dropped by the Flying Goombas. They don't hurt Mario
              but they definitely slow him down and hinder his jumping
              skills, making him easy prey to enemies. Toggle the buttons to
              get them off. These can also be found inside of some blocks
              hopping around; stomp the block to kill them.

Missile Bill: This bullet is just like Bullet Bill, only it flashes red as it
              flies. It moves in your direction instead of just straight
              ahead, so it will follow you around until you can stomp it.

Muncher: These black plants, usually found in rows, are indestructible
         baddies. They can only be eliminated with Starman, or you can walk
         over them with Kuribo's Shoe (in the one level where it is actually
         available). Otherwise, simply jumping over them will suffice.

Nipper Plant: This is slightly different than a normal Piranha, especially in
              how it looks. This white plant creature hops around or stays
              still, only to jump higher if you try passing above it, so
              watch out.

Para-Beetle: A flying version of the Buzzy Beetle. These red-shelled flyers
             float steadily while moving forward, which you can use as
             stepping stones in between platforms in the sky world. They lose
             altitude when you stand on them for too long, so be careful.

Para-Goomba: These Goombas are the same as the ground ones except they have
             wings and fly. They also drop Micro-Goombas. They're a little
             more threatening than their ground counterparts, but are also
             fairly easy to kill and avoid.

Para-Troopa: This is basically the winged version of the Koopa Troopa. No
             difference in how they look/act, except they can fly, obviously.

Piranha Plant: These stick in and out of pipes and spit fireballs at Mario.
               Wait until they go back in their pipes and then you can get
               past them. Once you're above them and they're inside their
               pipe, they can't come out until you get off. These plants can
               also come out of upside-down pipes, and are available in giant
               form, so be careful!

Podoboo: These are the fireballs that jump in and out of the lava. They
         cannot be defeated, so the best you can do is avoid getting hit by
         one.

Ptooie: Similar to the Piranha Plant, this one does not inhabit a pipe.
        Instead, it walks around on its leafy legs, throwing a spiked ball up
        and down above itself. The best you can do is avoid the ball, or kill
        it with a fireball (once the plant is killed, the spiked ball is
        gone, too).

Rocket Engine: Found on the Airships, these are the flame jets placed on the
               deck. They shoot fire for a couple moments, stop, then repeat,
               so watch yourself to avoid getting hit when passing it by.

Rocky Wrench: Found aboard many of the Airships, this guy hangs out under the
              floorboards, only to pop up every now and then to throw
              wrenches at you. When you see it about to pop up, jump on its
              head to knock it out.

Roto-Disc: This is a spinning disc which rotates around a central point. It
           cannot be destroyed, so your best bet is to time your movements so
           it doesn't hit you.

Sledge Bros: Here is the giant-sized version of the Hammer Bros. This guy
             throws hammers out, then hops in the air, only to come back
             down, shaking the entire area upon landing. Make sure you're in
             the air before he lands, or you'll be unable to move for a
             period of time due to the tremors.

Spike: A small, green enemy who throws spiked balls straight ahead to attack.
       Avoid them by jumping over them, then stomp on this enemy to make a
       killing.

Spiny: This spiky-shelled beetle is another common sight in past Mario
       titles, as well as this one. Its shell cannot be penetrated, so your
       best chance is to avoid it unless you can hit it from the side with
       another shell or something.

Spiny Egg: Green, spiked balls that Lakitu throws down at you. They
           eventually hatch into regular Spinies, but in ball form, they are
           much quicker and more annoying to avoid, especially when there are
           many around.

Spiny Cheep-Cheep: Basically the same thing as a regular Cheep-Cheep, but
                   it's black and has spikes on its head. These fish are
                   faster, and are usually seen swimming straight ahead
                   instead of in a back and forth pattern.

Stretch: This ghost-like creature inhabits long, white blocks, found in
         certain stages only. Its head will pop out from both sides and move
         around, so watch out if you ever have to walk atop this block.

Thwomp: Found in most Fortresses, this giant spiked block comes crashing down
        whenever you come near it. Wait until it makes its way back upward
        before attempting to pass safely.

Venus Fire Trap: This is a regular Piranha Plant, but with the ability to
                 spit fire at you. It comes out of a pipe, shoots 2 fireballs
                 diagonally upward or downward, then sinks into the pipe. It
                 cannot be stomped on, so use fireballs to safely kill it.

*****************************************************************************

-=-=-=-=-=-=-=-=
-=  8. Items  -=
-=-=-=-=-=-=-=-=

(NOTE: All items apply to Luigi as well.)

Anchor: This is a rather useless item, as it only serves purpose when used at
        the Castle in each world. If you use it prior to boarding the Airship
        in that world for the first time, that's when it'll work. Say you die
        on the Airship; it'll normally fly away to another area of the map,
        but with the Anchor used, it's stuck at the Castle.

Coin: Collect 100 coins scattered throughout the levels and you will receive
      an extra life.

Fire Flower: Turns Super Mario into Fire Mario; allows you to throw fireballs
             to attack. If in regular form, it turns Mario into Super Mario
             only. If hit by an enemy, it reverts Mario into Super Mario.

Hammer: Allows Mario to crush stones in the World Map which block access to
        pipes, doors, Mushroom Houses, etc. They're usually found in the
        Mushroom Houses or are rewards for defeating Hammer Bros.

Hammer Bros Suit: Turns Mario into Hammer Bros Mario. Mario is given an
                  armored suit, and can throw hammers to attack most enemies.
                  The hammers can damage just about every enemy in the game.
                  Also, when Mario ducks down, he is protected from fire
                  attacks. When hit by an enemy, it reverts Mario to Super
                  Mario form.

Jugem's Cloud: Use this to pass over an unplayed stage without having to play
               it. Keep in mind though that if you die on the level you go
               to, you are sent back past the level you skipped, forcing you
               to play it through unless you have another cloud of course!

Magic Whistle: Can be used to warp to a later world in the game. There are 3
               total in the game, and they are well-hidden, so good luck!

Mushroom: Turns regular Mario into Super Mario. No real difference, except he
          is in larger form. If hit by an enemy, he reverts to regular form.

Music Box: Plays some soothing(?) music on the World Map, putting all of the
           wandering Hammer Brothers to sleep. This only lasts for 2 stages,
           though.

P-Wing: Turns Mario into Raccoon Mario, but with a totally filled power
        meter. For one level, he can simply fly as will without running the
        meter low or needing to recharge. It runs out after the level is
        completed. They're usually given by Peach after defeating a Koopa
        Kid.

Starman: Makes Mario invincible to all attacks for several moments. It's
         excellent for running through heavy enemy-infested areas untouched.

Super Leaf: Turns Super Mario into Raccoon Mario; allows you to fly. If in
            regular form, it turns Mario into Super Mario only. If hit by an
            enemy, it reverts Mario to Super Mario form.

Tanooki Suit: Turns Mario into Tanooki Mario. It's basically Raccoon Mario,
              but with a body suit that goes with it. If you press/hold Down
              + B, Mario turns into a statue temporarily, allowing enemies to
              pass him unnoticed. When hit by an enemy, it reverts Mario to
              Super Mario form. When in hard form, Mario can stomp out Roto-
              Discs

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=  9. Magic Whistle Locations  -=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

As you might've heard, there are a total of 3 Magic Whistles you can obtain
in this game. There are 2 ways to reach World 8. See below to learn of both 
known ways. Below will list how to get all 3, then an explanation of how to 
use them:

1. In World 1, go to Level 3. Towards the end of the stage, you will find a
   white block. Stand on it and press Down for 5 seconds, until you fall into
   the background. Now quickly run right behind the black segment and you
   will reach a hidden Toad's house with this Whistle.

2. In the World 1 Fortress, get to the end of the first area with the Dry
   Bones. With Raccoon Mario, get a running start, then fly high above the
   wall above the question block. Up there, go right as far as you can go,
   then press Up. You'll drop into a room with a box containing the Whistle.

3. In World 2, get the Hammer item from one of the Hammer Bros. Go to the
   upper right corner of the map and use the Hammer to break the dunes there.
   Then, go into the "extra" area of the map. Defeat the Fire Bros in there
   to receive the final Whistle.

Now that you have all 3 Whistles, you are set for reaching World 8. There are 
2 methods in reaching World 8: one you need all 3 Whistles, and another you 
just need 2 for, so here goes:

1. When you use the first one, you will be sent to a warp island of sorts,
   with 3 rows (2-3-4, 5-6-7, and 8 all alone). Start by going to World 4 via
   this Whistle. Once there, warp again; this time you'll be in the second
   row, since you were in the last world possible for the previous row. Go to
   World 7. There, use the final Whistle, and go on to World 8.

2. Use a Whistle to reach the warp island. While you're still on the island,
   make use of the second Whistle; it will take you directly to World 8.

These methods of "cheating" aren't very highly recommended, as you won't have 
too many items, but if you insist on completing the game quickly, here's your 
path. Good luck!

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=  10. Card Matching Game  -=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

===================
General Information
===================

Throughout the course of the game, you may notice a special type of tile
randomly appearing on the world map. It moves back and forth in one spot, and
it shows a spade with an "N" in the middle of it. If you go to this tile, you
automatically enter a matching game of sorts. Fact is, for every 80,000
points you score, this game will appear for you to try.

Anyway, there will be 3 rows of 6 cards (18 total), and you get to pick 2
cards at a time. If they match, you keep the item shown. If you don't match
up, you get a second try. If you miss twice, you're out of the game until the
next opportunity comes up. There are 8 different patterns that the game can
appear as (not necessarily different card layouts, but where each card is
located in the rows). If you wish to cheat, below will show what each pattern
is, leaving you to match it up with the one you're currently playing.


=============
Game Patterns
=============

Legend
------

STA - Starman
MUS - Mushroom
FLO - Fire Flower
LEF - Super Leaf
1UP - Extra Life
10C - 10 Coins
20C - 20 Coins


Board 1
-------

FLO - STA - 1UP - FLO - 20C - MUS
10C - MUS - 20C - 1UP - MUS - 10C
STA - FLO - STA - MUS - FLO - STA


Board 2
-------

FLO - 20C - MUS - STA - 1UP - FLO
1UP - FLO - 10C - MUS - 20C - STA
MUS - 10C - STA - MUS - FLO - STA


Board 3
-------

MUS - FLO - 20C - MUS - 10C - STA
FLO - 1UP - MUS - 10C - 1UP - 20C
STA - FLO - STA - MUS - FLO - STA


Board 4
-------

1UP - MUS - 10C - MUS - FLO - STA
MUS - 10C - STA - 20C - 20C - FLO
STA - 1UP - FLO - MUS - FLO - STA


Board 5
-------

MUS - FLO - 1UP - FLO - STA - STA
20C - STA - MUS - 10C - 1UP - FLO
20C - MUS - 10C - MUS - FLO - STA


Board 6
-------

FLO - 10C - 1UP - FLO - 1UP - MUS
STA - MUS - 20C - STA - MUS - 10C
STA - FLO - 20C - MUS - FLO - STA


Board 7
-------

MUS - FLO - 20C - FLO - 10C - STA
20C - 1UP - MUS - 10C - 1UP - FLO
STA - MUS - STA - MUS - FLO - STA


Board 8
-------

FLO - STA - 1UP - FLO - 1UP - MUS
10C - MUS - FLO - STA - MUS - 10C
STA - 20C - 20C - MUS - FLO - STA

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=  11. E-Reader Information  -=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=========
e-Reader+
=========

As of this writing, the Japanese version of Super Mario Advance 4 is packaged
with two e-Reader+ compatible cards. By e-Reader+, I mean the re-release of
the e-Reader in Japan. When the e-Reader first arrived in Japan, it didn't
contain a Link Cable port, making link up to games like Animal Crossing or
Pokemon Ruby/Sapphire impossible. The e-Reader which arrived in the U.S.
contained a Link Cable port, making it superior to the Japanese version. Due
to the importance of the Link Cable port on the e-Reader, Nintendo of Japan
re-released the e-Reader that the U.S. got in Japan, standalone as well as
bundled free with an upgraded version of Animal Crossing/Doubutsu no Mori e+.
So, Japanese gamers without the e-Reader+ are out of luck with using the
e-Reader feature in Super Mario Advance 4. Also, importers with U.S.
e-Readers should note that Japanese e-Cards are incompatible with U.S.
e-Readers, so until the U.S. release, _ONLY_ the e-Reader+ will work.


================================
e-Cards in Super Mario Advance 4
================================

For Super Mario Advance 4, two cards come with the Japanese version of the
game. Those cards are an Item Card and a Crash Course Card. These are merely
sampler cards to entice gamers into buying the packs which seem to be
available only in Japan for the moment. The Item Card contains a Super Leaf.
The Crash Course Card contains an Advance Coin and a remade version of World
1-1 of Super Mario Bros. However, it contains the goombas and blocks from
Super Mario Bros. 3 and all the abilites from Super Mario Bros. 3 can be
used, changing the game quite a bit.

For the North American release of SMA4, a single e-Card is packaged with it. 
There are two types of cards available in the NA version: Demo Cards and Item 
Cards. The Item Card can be scanned, and then while you're playing the game, 
you can access the scanned card data to retrieve the pictured item (to my 
knowledge, you can do this as much as you want the item). As for Demo Cards, 
it lets you watch a movie clip, showing how an "expert" would go through a 
particular stage. Pay attention, you may learn something from it! :P


==============================
Uploading e-Reader Information
==============================

To upload the e-Reader information into the game, you will require several
items. First, you will need two GameBoy Advance systems. GameBoy Advance SP
and the GameBoy Player for the GameCube are also acceptable to use. You will
need the e-Reader+ and a GameBoy Advance Game Link Cable, and, of course,
Super Mario Advance 4 itself. Finally, you'll need an e-Card. It's best if
you use two different GameBoy Advance versions, like one GBA and one GBASP
and name one of them GBA_A and the second GBA_B. Anyway, place Super Mario
Advance 4 in GBA_A and the e-Reader in GBA_B. Take the Link Cable (it should
definitely be an official Nintendo brand cable as third party cables don't
work too well) and connect the PURPLE end of the cable into GBA_A and the
other end into GBA_B. Turn both GBA systems on at the same time.

In Super Mario Advance 4, in the world map, press the R Button. Select the
top option and then scan a card when prompted. You won't need to scan the
card again after the game detects it if it is a Course Card. You can simply
select it if you wanna play the course in the future.

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=  12. Mario Bros. Classic -=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

============
Introduction
============

As was included with the first 3 Mario Advance titles, the original port of
the Mario Brothers arcade game is available here as well. It can be played
with either one or two players. It's good for a break from the more modern
action of SMB3, and is fun for single players too (double the fun if a second
player is connected via the Game Link).


========
Overview
========

This game takes place in one large room, in a setup shown below:

=================================
               POW
PIPE                         PIPE
--------------     --------------

----    -----------------    ----

------------   POW   ------------
PIPE                         PIPE
=================================

Now, keep in mind that you can walk off the screen on the left side, and come
out on the right side. That will help if you're trying to evade wandering
baddies. Each POW block can be hit 3 times apiece from below. When hit, the
room shakes and all the enemies on the ground flip upside-down. The enemies
come out of the pipes in the top of the room and make their way to the bottom
floor, then exit via the bottom corner pipes.


=======
Scoring
=======

There are 2 ways to score in the stages: by killing enemies, or picking up
stray Coins. The only way to kill an enemy is to hit the ledge the enemy is
on from below, flipping it on its back. Only then can you jump up there and
kick the enemy away. If you hit an enemy before flipping it, you will lose a
life. Each enemy is worth 800 points, as are Coins. There is no quotas to how
much you must score in order to move to the next Phase (what the levels are
called). It simply comes down to defeating a bunch of enemies, and eventually
the blue version of the stage's enemy, which is much faster than the regular
versions. If you take long in a level, fireballs may appear and float around
in the air, so watch out.


============
Bonus Stages
============

Every few stages or so, starting with Phase 4, you will be pitted in a bonus
round of sorts. The objective in such stage is to jump around in the usual
room, and collect 10 Coins within 20 seconds. At the end, you get 800 points
for each Coin you get. If you can collect them all, you get an extra 3000
points for a Perfect, plus a 1-Up. These are excellent ways of gaining points
and extra lives, so good luck!

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=  13. Secrets/Tips and Tricks -=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

==========
Coin Ships
==========

There is an elusive Coin Ship you can trigger to appear in some worlds (1, 3,
5, and 6 only). The way to the ship is determined by your score, amount of
Coins held, and the timer at the end of a stage. It's odd how this is set up,
so follow these directions carefully if you wish to try this trick.

1. Amount of Coins must be a multiple of 11 (11, 22, 33, etc).

2. The TENS digit of the score must match the multiple of 11 (say you have 22
   Coins; then you will need to have a 2 in the tens digit for it to work).

3. The timer must be stopped on an even number (2, 4, 6, etc).

If done properly, when you return to the World Map, one of the Wandering
Hammer Bros will turn into a Coin Ship. You can board it by passing over it
on the map. Collect a whole load of Coins, then fight a Boomerang Bro inside
to complete it.


=====================
White Mushroom Houses
=====================

In every world, there are White Mushroom Houses you can reveal on the World
Map. In order for them to appear in SMA4, you must first complete the game. 
Then on your second play-through, they can appear. To do so, you must pick up 
a certain amount of Coins in a given stage in each world. Below will be a 
listing of just what you need in each world to make this special house 
appear. As for rewards, in odd-numbered worlds, you will receive a P-Wing; in 
even worlds, an Anchor will be yours.

World 1 - Level 4, 44 Coins
World 2 - Level 2, 30 Coins
World 3 - Level 8, 44 Coins
World 4 - Level 2, 22 Coins
World 5 - Level 5, 28 Coins
World 6 - Level 7, 78 Coins
World 7 - Level 2, 46 Coins

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-=  14. Credits -=
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Nintendo Power (Volume 13; SMB3 strategy guide): For the listing of the 8
patterns in the matching game.

Damien Good: For information about Angry Sun and the Tanooki Suit

Trace "Meowthnum1" Jackson: For reviewing this guide. Hi Trace. ^_^

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-=  15. Copyright Notice  -=
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This file is Copyright (c)2003-2007 Devin Morgan and cvxfreak. All rights 
reserved. Please view the following URL to see the list of sites that are 
allowed to post my work:

http://www.freewebs.com/dbmfaqs/allowlist.html

This list is comprised of sites I know and trust well. If your site is not on 
the aforementioned list, you are not currently not allowed to post any of my 
files on your site. If you wish to acquire permission, feel free to email me 
(see the section below); permission may or may not granted at my discretion. 
Please respect my work and do not steal it or post it without my permission. 
I only want my most recent work to be available and I do not feel that can be 
achieved if others take from me without my knowledge or permission.

If you are writing a FAQ for this game as well, and would like to use some 
information, contact me and we'll talk. Please do not rip me off, as that is 
blatant plagiarism and such will not be tolerated.

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-=  16. Contact Information -=
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As of this version, the file contains all the information I know to date. If 
it is a work in progress, give me time before bombarding me with emails about 
things being missing. All I ask is that you READ THE FAQ before emailing me, 
since that's what it's here for! Don't waste my time (and yours) by asking me 
for information obviously covered in the guide. If it's in reference to a 
side quest or item, chances are they can be found in another section besides 
the walkthrough, so check the appendices as well.

If you have any questions, comments, or things to add that are not already in 
this FAQ, feel free to email me. I usually do post submissions, credit given 
of course, so long as I feel they are relevant to the game in question. My 
email address is: dbmfaqs(at)gmail.com; for cvxfreak, it's: 
fireemblempride(at)gmail.com. Thanks for reading, and be sure to check out 
the rest of our work at this URL:

Devin: http://www.gamefaqs.com/features/recognition/3579.html
CVXFREAK: http://www.gamefaqs.com/features/recognition/9035.html

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