Super Mario Bros. 3 Poorman Challenge FAQ Version 1.50 By FoxMcCloud0482 (Jacob Ryan "Jake" Hoover) E-mail: firstname.lastname@example.org Copyright 2010-2012 Jake Hoover This may not be reproduced in whole or in part under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this document on any other web site or as a part of any public display is strictly prohibited and a violation of copyright law. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ------------------------------------------------------------------------------- Table of Contents ------------------------------------------------------------------------------- 1 - Version Info 2 - Introduction: What Is The Poorman Challenge? 3 - The Poorman Challenge Walkthrough 3.a - Rules of the challenge 3.b - Explanation of the Format I Will Use 3.c - World 1: Grass Land 3.d - World 2: Desert Land 3.e - World 3: Water Land 3.f - World 4: Giant Land 3.g - World 5: Sky Land 3.h - World 6: Ice Land 3.i - World 7: Pipe Land 3.j - World 8: Dark Land 4 - Acknowledgements ------------------------------------------------------------------------------- 1) Version Info ------------------------------------------------------------------------------- 1.00 - Original version. (Completed 28 Nov 2010) 1.01 - Revised the section dealing with World 2-4. (Completed 6 December 2010) 1.10 - Revised the World 7 and World 8 sections of the Walkthrough. (Completed 9 September 2011) 1.50 - General and thorough revision. (Completed 2 Aug 2012) ------------------------------------------------------------------------------- 2) Introduction: What Is The Poorman Challenge? ------------------------------------------------------------------------------- Salutations, fellow video-gamers. FoxMcCloud0482 here. I trust you enjoyed my previous FAQ (Sonic 3 & Knuckles Bonus Game Guide). I'm back, this time with an FAQ for "Super Mario Bros. 3". This FAQ describes what I like to call the "Poorman Challenge". Leading some of you to perhaps ask, "What is the Poorman Challenge?" Well, it's beating the game while minimizing your coin collecting (it's called the Poorman Challenge for that reason), and this FAQ will tell you how you can accomplish this grand task. I will take you on a brief tour of the Mushroom Kingdom, world by world, and briefly describe how to go about each level so that your coin collecting is minimum. So, without further ado... ------------------------------------------------------------------------------- 3) The Poorman Challenge Walkthrough ------------------------------------------------------------------------------- 3.a) The Rules of the Challenge The rules for the Poorman Challenge are as follows: You MUST: -Beat EVERY LEVEL while collecting AS FEW COINS AS POSSIBLE. You MAY STILL: -Collect 1-Up Mushrooms. -Get three of the same picture card in a row. -Collect powerups and items. -Do the minigames at the spade icons on the World Maps. You MAY NOT: -Do the N-Spade minigame. Ever. Period. Exclamation point. Unless you DELIBERATELY AVOID THE 10-COIN AND 20-COIN CARDS. -Use a Jugem's Cloud or Music Box unless you go back to do the level you skipped with the Cloud's or Music Box's effect (the Cloud enables Mario to bypass one voluntary-entry stage and the Music Box puts all Hammer/ Boomerang/Fire/Sledge Brothers on the world map to sleep for a short time). -Use a Warp Whistle unless you use it to warp backwards (possible only in World 5, 6, or 8). -Use a P-Wing before starting a level unless using a P-Wing is the only way to avoid collecting coins in that level. -Change a Hammer Brothers Fight Stage into a Treasure Ship Stage (you can't do this without collecting coins anyway). 3.b) Explanation of the Format I Will Use Difficulty: A rating of how difficult it is to avoid the coins in the level. Possible ratings are No-Brainer, Easy, Medium, Hard, and Insane. IMPORTANT NOTICE: THIS RATING DOES NOT REFLECT THE DIFFICULTY OF THE LEVEL ITSELF, JUST THAT OF THE COIN-AVOIDANCE ASPECT THEREOF. Powerup Level at Start: This field will appear only for stages where a certain form (or forms) of Mario are necessary in order to avoid all the coins in the level. Wherever this field appears, the necessary form(s) will be listed. Procedure for doing level follows the Suggested Powerup Level field. 3.c) World 1 - Grass Land A) World 1-1 Difficulty: Easy Just don't follow the coin trail into the sky after getting the Super Leaf. Most of the coins are up there. Also, ignore the P-Switch in the stack of bricks near the end. B) World 1-2 Difficulty: Easy The only coins here are the groups of coins that are turned into bricks by the P-Switch midway through the level, inside the pipe above the P-Switch, or in the solitary ? Block near the end of the level. Avoid these and you're gold. C) World 1-3 Difficulty: Easy Instead of sending a Koopa shell through the huge stack of bricks near the start of the level, which will inevitably hit the ? Blocks therein and give you a couple coins, ignore the bricks and continue on. (Ignoring the brick stack also means you avoid the Magic Note Block hidden therein, because you have to clear away the bricks before you can make it appear.) The only other coins in the level are the two three-coin groups between the Wood Block columns a slight ways beyond the stack of bricks, another three-coin group above the blue block near the end, a single coin above the white block below and to the left of the blue block, and a single coin above the pink block below and to the left of the white block. D) World 1-4 Difficulty: Medium Powerup Level at Start: Small or Raccoon This level has coins literally strewn all over the place, and two groups of coins in particular--the two groups immediately after the first 1-Up Mushroom Block--can't be avoided unless Mario is small or has a tail. The jumps needed to avoid coins later in the level, though, are easier for Raccoon Mario, so Raccoon Mario is preferred. E) World 1 Fortress Difficulty: No-Brainer This level doesn't have a single coin in it, so I offer no tips for this one. Just do the level the way you normally would. F) World 1-5 Difficulty: Easy The only difficulty here is the coin group at the start of the level. It's right after a HUGE 45-degree slope. If you choose to slide down this slope, and you're neither small nor Raccoon Mario when you do it, you'll have to put on the brakes after you slide through the four Buzzy Beetles on the slope, or you'll fly right into the coins after flying off the end of the slope (that's happened to me a few times, actually). After that, you can take the upper route, which has no coins and a bunch of Green Koopas, or you can take the lower route, which has no enemies, a ? Block that contains a powerup, and a small water pool that has five coins above its surface. G) World 1-6 Difficulty: Medium Again, the only difficulty is the first group of coins. It's sitting three block-heights above a ledge, it's exactly the same length as the ledge, AND there's a Red Koopa pacing on the ledge. If you have fireballs, taking out the Koopa without collecting the coins is a cinch: just point and shoot. And if you have a tail, you can tail-attack the Koopa as it reaches the left side of the ledge. Otherwise, time the stomp so that the Koopa is hanging over the edge of the platform when you stomp it. After the Koopa is dealt with, be careful of how you jump onto that ledge. Jump too high and you collect a coin. After that, though, the rest of the coins are pretty easy to avoid. After all, most of them are high in the air. However, there is a Green Koopa near the Goal Card. You'll need to get rid of it before nabbing the card, because touching the Goal Card will turn all on-screen enemies (except Micro-Goombas) into coins. H) World 1 Airship Difficulty: No-Brainer Suggested Powerup Level: Any Like the Fortress, this level has zero coins. Complete as normal. At this point, you may be wondering, "Why hasn't the Hammer Brother Fight Stage been mentioned?" I skipped it on purpose; the Hammer Brother Fight Stages don't contain a single coin. Neither do the Boomerang Brother, Fire Brother, or Sledge Brother Fight Stages. Thus, they will not be mentioned after this point. The same goes for the Piranha Plant stages in World 7 and all the military-themed stages in World 8. On to World 2. 3.d) World 2 - Desert Land A) World 2-1 Difficulty: Easy All the coins in this level that you really need to worry about are found inside either of the two pipe enclosures. You can avoid the coins by avoiding these areas and the two secret rooms, one of which is accessed by entering the pipe in the air after breaking the bricks around it, and the other of which is accessed by entering the last pipe in the level. Each room is completely empty except for a P-Switch that will turn all the bricks outside into coins. Additionally, the switch inside the first room makes 16 silver coins appear there. Also, a Pile-Driver Micro-Goomba hangs out beneath the Goal Card. B) World 2-2 Difficulty: Medium Probably the hardest coins to avoid here are the first three, which are located just to the right of the powerup block. After that, you can avoid the rest just by swimming in the lake instead of taking the wooden platform across. Incidentally, swimming across the lake is quicker than taking the platform across. Strange, but true. (However, you'll have to swim carefully in order to avoid the enemies in the water, especially if you're small at this point.) C) World 2-3 Difficulty: Medium The only way to do this level without collecting a single coin is to fly up to the P-Switch instead of climbing the invisible blocks (some of those blocks give you coins). Though it is possible to accomplish this while starting the level in any form, if you're not Raccoon Mario, you have to collect either (or both) of the powerups located at the top of the first and third pyramids, a feat which is complicated by the presence of those damn Fire Snakes (ugh!), in order to get Raccoon Mario. Anyway, once you get the ears and tail, run along the ground underneath the third pyramid to build up speed, then fly up. After activating the P-Switch, jump and float over to the checkerboard brick formation (it was a group of coins before you threw the Switch) and then jump over to the last brick pyramid. All the bricks are coins if you get there before the Switch effect wears off, but you can stand on the outer coins because those coins were bricks that have coins in them. (Just be careful not to tail-attack them.) When you reach that formation, wait until the Switch effect wears off, then jump down into the formation and start tail-attacking the inner bricks. (There are also two Green Koopas in this formation, but if you stood in the right place while you waited for the P-Switch effect to wear off, they will be trapped in the bottom of the formation when the coins change back into bricks.) Once you have cleared away enough bricks to expose the exit pipe, go into it. D) World 2 Desert Difficulty: No-Brainer Suggested Powerup Level: Any There are no free-floating coins or ? Blocks to worry about here, but there is one enemy to worry about: the Angry Sun. He follows Mario around, and after you land from the whirlwind, he'll start attacking Mario, and he'll keep it up until you complete the level or until you kill him, whichever comes first. Use either the Green Koopa shortly before the whirlwind or the two Green Para-Koopas after you land to kill the Angry Sun. Once he's gone, there will be nothing to worry about. E) World 2-4 Difficulty: Hard The hardest coins to avoid here are the first five free-floating coins, which form an arch shape and are really close to each other. You can avoid all of them if you're either Small or Raccoon Mario. As Small Mario: Carrying a Koopa shell with you, jump into the space between the two leftmost coins of the arch (you need a very precise jump in order to avoid touching the coins), then tap the jump button and kick the shell into the Boomerang Brother on the other side of the ? Block below the coin arch. If you want to get the powerup inside this block, first go to the right and stomp the Green Para-Koopa twice, then carry the shell back over to the block and open the block by kicking the shell into it. Once the Mushroom appears, jump quickly, but carefully, over the block in order to nab it before it falls off the edge into the bottomless pit. As Raccoon Mario: After defeating the Para-Goomba, go back to the left, charge up the P-Meter, then fly to the right. The P-Meter will run out in the approximate area of the coin arch. Float straight down between the two leftmost coins. Then, very carefully, jump over the ? Block and take out the Boomerang Brother. Or, if you succeed in flying over the arch, land on the other side and either stomp or tail-attack the guy. If you take a hit from the Boomerang Brother, you can use the Green Para-Koopa to open the ? Block and get a Super Leaf. Later on, there is a two-Wood-Block platorm suspended over a bottomless pit between two sand blocks, with four coins above it. You'll have to be careful how you jump onto this ledge in order to avoid the coins and the Boomerang Brother's attacks. Near the end of the level, there are three columns of four coins each. These are easy enough to avoid; the first one hugs the left edge of a sand block and the other two are in between sand blocks. Finally, take out the Boomerang Brother who hangs out in the goal area. F) World 2-5 Difficulty: Easy The only coins anywhere in this level are either high off the ground (read: reachable only by flying or by climbing the vine), tucked up inside ? Blocks, or inside the pipe in the sky. Near the end of the level, take a Red Koopa shell into the goal area and use it on the Chain Chomp residing there. G) World 2 Pyramid Difficulty: Easy No coins here except those in the invisible blocks that make the pipe to the secret room accessible and the ones that appear in the secret room once the P-Switch (which is also in the room) is activated. Avoid the secret room altogether and you avoid the coins. Simple, huh? H) World 2 Airship Difficulty: No-Brainer No coins here. Thank you for visiting World 2. Up next is World 3. 3.e) World 3 - Water Land A) World 3-1 Difficulty: Easy Nothin' to it. Just stick to the upper route. All the coins are down below. B) World 3-2 Difficulty: Hard Really the only difficulty here is the three-coin group that sits right above a motorized rail platform. The trick with that is to jump so that Mario lands on the very right-hand edge of the platform (not an easy task). Or, you can wait until the Starman effect wears off, jump over the platform, and get a more precise landing by bouncing off a Cheep-Cheep, but this is WAY MORE DANGEROUS. Near the end of the ride is a row of six bricks with two three-coin groups to the right. Hit the third brick while you're still on the rail platform to make a P-Switch appear, then jump onto the bricks just before the platform falls off the rail and trip the switch, which will turn the coins into bricks (and vice versa), then use the bricks as stepping stones to reach the exit pipe. C) World 3-3 Difficulty: Insane Powerup Level at Start: Small or Raccoon Mario The only way you will avoid all the coins in this level is to do it as Small or Raccoon Mario, and even then it's very difficult. Not only are there coins literally everywhere, but also you must avoid getting eaten by Boss Bass. Run under the first three-coin group, then jump over the second (if you try to run under the second one also, either Boss Bass or a Cheep-Cheep will get you). At the row of bricks with a Note Block to its left, just run across. There is a powerup in the Note Block, but it's a Fire Flower, so pass on that. Do some jumpin' action across the next few islands, then you come to an island that has a ? Block and two ice bricks on it, with a ? Block in the air above it. Ignore the block in the air, which contains another Fire Flower. Now, the procedure for getting through the next area differs according to the form of Mario: Small Mario: Use one ice brick to take out the Red Koopa to your right, and the other on the ? Block on the ground, which has a P-Switch in it. Trip it, then run across the bridge of bricks (they were coins before), avoiding the coin groups on the way. The hardest ones to avoid are the third and fourth groups, which sit over a gap in the bridge and are very close to each other. You need a very precise jump to get in between them. When you see the 2x2 brick formation, get onto the island beneath it, wait for the Switch's effect to end, then jump onto the rotary platform, jump over the four-coin column, and enter the exit pipe. Raccoon Mario: Completely ignore the P-Switch and use the bricks as stepping stones over the first two long rows of coins. When you get on the last brick formation over the second coin row, stop on its left side. Just before the land reaches its maximum height, run across the bricks, jump onto the blue island between the second and third coin rows, run across it, do a forward jump off its right side, then float down. If you timed the jump and float correctly and got maximum height and distance, you will touch down on the blue island beneath the 2x2 coin formation. Finish as in the Small Mario procedure. D) World 3 Fortress 1 Difficulty: Easy The first room in this fortress has quite a few doors (nine or ten of them, I think). All of them except for three (the fifth, sixth, and last) drop Mario into a huge water pool with two green Cheep-Cheeps in it. The only good thing about winding up in the pool is that it offers Mario a couple of ? Blocks containing Super Leaves, but the bad news is that the fish patrol the areas underneath them. The last door leads to a room filled with coins, and you don't want to go there, obviously. The fifth door puts Mario on a small ledge above the extreme right side of the pool, and this ledge has above it a brick containing a 1-Up Mushroom. The sixth door puts Mario on an overhang above the approximate middle of the pool, with the door to Boom-Boom being on the higher portion, just above and to the left. RACCOON MARIO SHORTCUT: After stomping the Dry Bones near the first two doors, charge up the P-Meter, jump, then enter either door (it doesn't matter which one). Before you hit the water, start pressing the jump button repeatedly while moving to the left; you'll land on the ledge with the door to Boom-Boom on it. E) World 3-4 Difficulty: Easy The only coins here are the ones inside ? Blocks and the silver coins that appear only while the P-Switch's effect is active. However, when you get to the row of six bricks, Lakitu appears. Once he's on the screen, he'll follow you wherever you go in the level, all the while trying to hit you with Spiny Eggs. Kill him, then complete the level quickly before he returns. F) World 3-5 Difficulty: Easy There are lots of coins in this level, but most are a cinch to avoid. The most difficulty in this level comes from a group of four coins located below a downward-facing pipe that has a current coming out of it. In order to avoid those coins, you have to either swim like mad upwards or swim quickly while crossing under the pipe. G) World 3-6 Difficulty: Medium Your old friend Mr. Auto-Scroll comes a-callin' in this level. The only coins that are potentially difficult to avoid are the last three, which sit above three donut platforms. There are two ways to deal with this group. Easy Way: Ignore the huge brick formation near the end of the level (which, incidentally, is just before the trio of donut platforms), proceed to the right--watch out for the Green Para-Koopa who comes bouncing toward you--and jump over the coins, holding down the jump button when doing so. You'll bounce on the Red Para-Koopa that's flying vertically just to the right of the coins. Steer Mario over the spinning platform and land on the exit pipe. Hard Way: Drop down to the ice blocks next to the lower-leftmost brick, pick up one of them, and kick it at the brick, revealing a P-Switch. Then trip the switch, run back to the left and jump up onto the upper platform. (Everything I've said so far needs to be done very quickly because of the auto-scroll of the level.) Jump over the mass of brick-coins and proceed to the right--again, watch out for the Green Para-Koopa--and when you get to the coin-bricks, quickly break them before they change back. H) World 3-7 Difficulty: Easy Most of the coins in this level are located on the cloud platforms high off the ground or in the Coin Heaven segment. Avoid these places and you're good. Don't forget to kill the Spike in the goal area before touching the card. I) World 3 Fortress 2 Difficulty: No-Brainer Suggested Mario Level: Any No coins here, just a water tank filled with ghosts. J) World 3-8 Difficulty: Insane This level is World 3-3 on crack. More problematically-placed coins, smaller islands, a larger tidal effect, plus Boss Bass equals a veritable COIN- AVOIDANCE NIGHTMARE, especially mid-level, where the coins are positioned about three block-heights above the islands. Making these jumps while the tide's coming in makes it easier to avoid the coins, but it also makes it easier for Boss Bass to eat you. K) World 3-9 Difficulty: Easy All of the coins in this level are located inside ? Blocks or inside the secret room that's all the way on the left in the underwater segment. Avoid these and you'll stay gold. L) World 3 Airship Difficulty: No-Brainer No coins here. World 4, here we come... 3.f) World 4 - Giant Land A) World 4-1 Difficulty: Easy The only coins here to really worry about are two three-coin groups; one of those groups is near the start of the level and the other is near the end. The rest of the coins are located in a secret room whose entrance is accessible only to Raccoon or Tanuki Mario anyway. B) World 4-2 Difficulty: Easy Great, another tide stage. The good news is that there's no Boss Bass. The bad news is that the Cheep-Cheeps who accompanied Boss Bass back in 3-3 are back. Fortunately the coins are easy to avoid. Just whatever you do, don't trip the P-Switch. C) World 4-3 Difficulty: Medium Powerup Level at Start: Any except for Small Mario The only coins in this level that present a problem are the coin groups right before the exit pipe. You need to be Raccoon or Tanuki Mario in order to avoid them, and if you start the level small you can't get Raccoon Mario (as there is only one powerup in this level). D) World 4 Fortress 1 Difficulty: Easy All the coins in the level are in the alternate route accessed by going into the middle pipe in the area that has five pipes right next to each other. The easiest way to avoid the coins is to avoid this detour. E) World 4-4 Difficulty: Easy Unless you start this level wearing a Frog Suit, there are no coins to collect; all the coins in the level are in a secret room that only Frog Mario can access. And if you start with a Frog Suit, ignore the secret room. F) World 4-5 Difficulty: Easy Very easy to avoid the coins here. Ignore the ? Blocks (even though two of them contain powerups--the ? Block in the pyramid near the beginning, and the middle ? Block of the first three-?-Block formation). If you go into the pipe in the sky to get the Tanuki Suit, ignore the P-Switch there, because a bunch of silver coins appear outside the room if that switch is tripped. G) World 4-6 Difficulty: Easy The only coins that present a problem here are the four coins above the first pit. Jump across the pit from the top of the ring of bricks to avoid these. Remember to dispose of the Green Para-Koopa in the goal area before collecting the card. H) World 4 Fortress 2 Difficulty: Easy No coins here unless you trip the P-Switch or access the alternate route. I) World 4 Airship This is the only Koopaling Airship that has free-floating coins, but there are only eleven of them, they're all near the beginning of the level, and they're easy to avoid. And that's all I have to say about that. Our next stop: World 5. Yay! We're halfway through the game now! Is your coin count still low? 3.g) World 5 - Sky Land A) World 5-1 Difficulty: Easy Shorter Ending: After clearing away the bricks and Chain Chomp at the beginning of the level, charge up the P-Meter and fly up into the pipe in the sky. Once in there, go all the way to the bottom of the room, charge up the meter again by running back and forth in that area, quickly squat, then fly up and to the right to access a hidden alcove with a treasure chest. Opening the chest coughs up a Music Box and ends the level. Without collecting a single coin! Longer Ending: Complete the stage as normal, except avoid the coins. B) World 5-2 Difficulty: Easy You are advised to take the upper path. It is possible to accomplish this feat as any form of Mario, but Raccoon and Tanuki Mario make it easier. It is, however, nearly impossible to avoid coins taking the lower route as one of the Buster Beetles will accidentally hit a Coin Block trying to hit Mario. C) World 5-3 Difficulty: Easy No major coin-avoiding difficulty awaits you here until you reach the left-to-right stretch at the bottom of the level. There are two three-coin groups there that are close to the ground. It's easiest to avoid them as either Raccoon, Tanuki, or Small Mario. D) World 5 Fortress 1 Difficulty: Easy Unless you take the route that is accessible only to Raccoon or Tanuki Mario, it's very easy to avoid coins here, because the main route doesn't have any. E) World 5 Tower Difficulty: Insane Powerup Level at Start: Tanuki or P-Wing Mario (but use a P-Wing only if you run out of Tanuki Suits) The listed forms of Mario are necessary to avoid the coins in the first outdoor section of the level. Why not a normal Raccoon Mario? Because Raccoon Mario can't charge up the P-Meter AND get past the second Thwomp without taking damage. Tanuki Mario, though, can get rid of the Thwomps (it's risky, and it may take a few tries, but it CAN be done!). And P-Wing Mario can fly past the Thwomps without taking damage. After getting past those coins, the rest of the level is easy. F) World 5-4 Difficulty: Hard Powerup Level at Start: Any except Small The main part of the level is easy enough. Avoid the coins high in the air, time your jumps, and voilą, you're at the exit pipe. Going through the pipe, however, Mario is greeted by... (wait for it!) ...Lakitu. You'll need to kill him in order to beat the level without collecting coins, and to do that, you need either fireballs or a tail-attack. G) World 5-5 Difficulty: Medium Whatever you do in this level, DO NOT ACCESS THE SECRET ROOM AT ALL!!! You'll automatically fall through a double column of coins if you do. Also, you need to fly in order to get past the area that has a line of seven coins above a donut-platform stretch and another below. H) World 5-6 Difficulty: Hard Powerup Level at Start: P-Wing Mario Mr. Auto-Scroll rears his ugly head again for this stage. You need a P-Wing in order to avoid all the coins in the area that has all the Note Blocks. Bouncing on the Note Blocks will send Mario into at least one coin. Also, the level after that area is easier if you do NOT trip the P-Switch. Finally, Lakitu awaits you when you emerge from the exit pipe. I) World 5-7 Difficulty: Medium I advise using a Starman before entering this level. If you do, certain blocks and bricks throughout the level which normally yield coins will yield Starmen instead if Mario opens them while he's invincible. And, if you collect the last Starman at the right time and boogie to the exit pipe, you can use the effect of that Starman as an easy way to kill Lakitu after you emerge from the pipe. J) World 5 Fortress 2 Difficulty: Easy There are only six coins in this level, and all of them are inside ? Blocks (the first five and the last one). The other two ? Blocks carry a Starman and a powerup. K) World 5-8 Difficulty: Hard Powerup Level at Start: Fiery or Raccoon This level is the BANE OF MY EXISTENCE FOR THIS CHALLENGE. Even though there are only three coins here, and all inside the first, second, and fourth ? Blocks, Lakitu harasses you throughout the second half of the level, and again after you emerge from the exit pipe. All the difficulty in the level comes from the difficulty of getting either Fiery or Raccoon Mario to the goal area in order to dispatch the Lakitu there. L) World 5-9 Difficulty: Medium Powerup Level at Start: Fiery or Raccoon This level has no coins and no powerups; it's just a platform-jumping stage with a diagonal auto-scroll. But you'll have to deal with Lakitu again when you reach the goal area. M) World 5 Airship Difficulty: No-Brainer No coins here. Movin' on to World 6... 3.h) World 6 - Ice Land A) World 6-1 Difficulty: Easy Again, I recommend popping a Starman before entering this level, for the same reasons as for 5-7. Unlike 5-7, however, there are coins to avoid, but avoiding them isn't so difficult. B) World 6-2 Difficulty: Hard Knock, knock, knock. Mr. Auto-Scroll's back in this level, which has coins everywhere. The first ice platform has three coins sitting directly on it, the next area has coins all over the place, and three coins occupy the space over the platform after the last ice platform. How to tackle each area without popping your coin cherry: -For the first ice platform, jump onto it so Mario lands on the left end, which, incidentally, is the only part of the platform that doesn't have a coin sitting on it. -In the area with the majority of the coins, you can avoid all of them by destroying the lower part of the first three-brick-high barrier (if you use the Red Koopa in the area to do this, be careful when stomping him, because three coins float over the platform on which it paces), then jumping over the second three-brick barrier. -For the coins after the last ice platform, wait until the wall of Wood Blocks comes into view, then jump as far as you can to the right off the ice platform. You'll hit the wall and fall straight down onto the next platform, completely avoiding the coins in the bargain. C) World 6 Fortress 1 Difficulty: Hard Powerup Level at Start: Small Mario Right at the beginning of the level, you will encounter four coins that occupy the space through which you need to jump in order to land on the small rail platform. You can make this jump with just a tap on the jump button. Press it too much, and you'll jump right into the coins. Press it too gently, though, and you won't jump far enough to make it onto the platform. However, you also need to time the jump so that you also avoid the fireballs that erupt out of the lava. After that, the rest of the level's a cinch. D) World 6-3 Difficulty: Easy By all means, enter the pipe in the sky. Not only is there a Tanuki Suit in there, but you've also got a runway to initiate a fly that you can take with you out of the room and use to soar over the rest of the level, even if you don't need the suit. E) World 6-4 Difficulty: Easy The hardest coins to avoid here are two coins sitting over an ice-block barrier shortly after you begin your ride on the motorized rail platform. What I do is I wait until just before the platform goes under the barrier, then jump onto the barrier carefully. I advise you to do the same. Later on, there's a P-Switch sitting on a column of bricks. This is one P-Switch you want to trip. After tripping the switch, run to the right, jumping over the coins and using the brick formations as stepping stones. If you're fast, you can get past the last rotating platform before the Switch's effect wears off. F) World 6-5 Difficulty: Easy You need to be Raccoon or Tanuki Mario in order to even complete this level. I will not share the method of getting outta this hellhole, but I will share a little shortcut: After entering this underground maze, go to the right and jump up into the first pipe you come to. It'll take you to a small room that has nothing in it except for a ? Block containing a powerup. If you're already Raccoon or Tanuki Mario, ignore the block. But if you're not, collect the powerup, then go out and come back in again. Repeat this as many times as you need in order to get Raccoon Mario, then exit the pipe via the pipe on the left side of the small room. You'll emerge near the area where the exit pipe is located. Taking this shortcut will have you completing the level in less than a minute, and you will definitely avoid all the coins this way. G) World 6-6 Difficulty: Easy After going underground, proceed through the level as normal, except ignore the overhang that has the first powerup block; there are several coins in this area that are extremely difficult, if not totally impossible, to avoid. Also, when you get to the area in the lake that has two ? Blocks right next to each other, open no more than the one on the right; that block has a powerup while the other one has a coin. If my memory serves me correctly, those are the only coins in the level. H) World 6-7 Difficulty: Medium Why is it that when you get an auto-scroller, they also throw a lot of coins at you? Fortunately, the majority of the coins are arranged in columns located directly below donut platforms, so keep moving and you'll avoid a lot of them. When you get to the solid ledge near the end of the level that has four coins above it, be careful: the second Fire Chomp in the level appears here and jumping to stomp it is out of the question because of the presence of the coins. What to do, then? I'm glad you asked. If you are Fiery Mario at this point, wait on the left side of the ledge for the Chomp to get right in front of you, then kill it by tossing a fireball at it. (Didn't think you could do that, huh? Well, you can.) Otherwise, get as far to the right as you can before the Chomp shows up and stand on the right side of the ledge. If you stand in the right place, the Chomp will fly right over your head, curl around behind you, come up directly underneath, and when it touches Mario's feet, it'll die as though it had been stomped. If you're not comfortable with the passive approach, do a small hop when the Chomp starts to come up from underneath, and you'll stomp it. Also, after you go through the exit pipe, avoid the coin formation to your left, even if you're Fiery Mario. I) World 6 Fortress 2 Difficulty: No-Brainer Not a single coin here to speak of. J) World 6-8 Difficulty: Easy You won't see any coins here unless you trip the P-Switch near the end and fly straight up from there. K) World 6-9 Difficulty: Easy No coins here unless you trip the P-Switch or enter the pipe that only Frog Mario can enter. Entering that pipe, by the way, causes Mario to fall through a coin formation, so avoid it even if you are Frog Mario. L) Wordl 6-10 Difficulty: Easy If you do this level as Fiery Mario, try not to melt the ice around the coins; it'll make avoiding them much easier. M) World 6 Fortress 3 Difficulty: Easy The only coins in this level are in two bricks near the top of the first room, so you don't need to worry about them if you're not Raccoon Mario. Even if you are, however, it still pays to fly up, as it lets you avoid some of the obstacles near the ground. N) World 6 Airship There is only one coin in this level, and it's the leftmost ? Block in the area where they appear. World 7 follows this point. Stay tuned for some weirdness... 3.i) World 7 - Pipe Land A) World 7-1 Difficulty: Medium Interesting Factoid: The screen in the underground portion of this level wraps around. In other words, if you move Mario off the left or right side of the screen, he reappears on the other side. Not too difficult. The majority of the coins are near the top of the level in a secluded area that only Raccoon Mario can reach. The rest of the free-floating coins are just to the left of the exit pipe and can be avoided easily. And the other coins are located in the bricks and in all the ? Blocks except for one ? Block that has a Red Koopa pacing back and forth in the very confined space to the right and a Red Para-Koopa flying vertically in the wide-open space to the left. If you use the (non-Para-)Koopa to open the block, you'll likely hit the ? Block to the right on the rebound, collecting a coin in the process. To avoid this, you can stomp the Para-Koopa (making sure to follow it down or you'll lose it and have to climb down and then back up to reset), stomp it again where it falls, carry the shell back up to where the other Koopa is, jump onto the pipe on the left, jump up (not too much though, you don't want the shell to hit the Note Block when you release it) and release the shell. If your aim is true, the shell will hit the ? Block and cough up the Mushroom or Super Leaf inside. B) World 7-2 Difficulty: Easy All the coins in the level, other than the coin in the second ? Block, are located in the lower-left corner. Aside from those, not a coin to be seen. C) World 7-3 Difficulty: Easy Avoiding coin-collecting here is easy if you focus on maintaining the Starman effect. The very first block in the level contains a Starman. Here are the locations of the Continuous Starmen: 1. The lower-left ? Block in the first area with four ? Blocks. 2. The lower-left ? Block in the second area with four ? Blocks. 3. The lower of the two bricks in the area where Lakitu first appears (by the way, the upper one contains a Fire Flower). 4. The brick to the left of the Goomba-generating pipe. 5. The brick to the right of the Goomba-generating pipe. In addition to the blocks/bricks mentioned above, the brick between Continuous Starmen 3 and 4 has a P-Switch that makes silver coins appear in the area, and all other blocks not mentioned here always contain coins. Also, don't forget to kill Lakitu before completing the level. D) World 7-4 Difficulty: Hard This level begins normally on dry land, but once you enter the pipe, you're underwater, and Mr. Auto-Scroll returns with a vengeance. The coins in this level appear in large groups, and some of these groups are in extremely crowded areas, but you should be able to avoid them with very accurate swimming. E) World 7-5 Difficulty: Medium You can start this level as any form of Mario, but in order to avoid all the coins, you need to be Raccoon or Tanuki Mario by the time you reach the exit pipe, for the only way to access the exit pipe without flying is to make a bunch of invisible blocks appear, and they all contain coins in that area. "But where can you charge up for the flight?" you might ask. Simple: there's a very long corridor at the top of the area directly above. Charge up and take off while you're up there, enter the pipe connecting the areas while you're still flying, and quickly enter the exit pipe before the flying wears off and without losing too much altitude (for obvious reasons, of course). F) World 7-6 Difficulty: Hard Powerup Level at Start: Raccoon or Tanuki Mario After entering the door that leads to the underground portion, move to the left (the screen wraps around) and move up the stairs until you see two Green Koopas coming down the stairs. Go back down, wait for the Koopas to arrive, then kill them using any means necessary. With them gone, use the base of the stairs and the area on the left (remember, the screen wraps around) to build up the P-Meter, then fly above and to the left, landing on the pipe above. Once there, you can proceed through the level as you normally would, but just don't get any coins. Or, if you don't care about being cheap, use a P-Wing before entering the level and just fly over the wall. G) World 7 Fortress 1 Difficulty: Easy Powerup Level at Start: Raccoon or Tanuki Mario Ignore the P-Switch hidden in the bricks all around you at the start and enter the door. The pipe that leads to Boom-Boom is above and to the left of where you end up. H) World 7-7 Difficulty: No-Brainer No coins here. I) World 7-8 Difficulty: Easy A lot of the coins here are stowed away inside bricks or ? Blocks. And the ones that aren't are easy to avoid. However, there is one block you should ALWAYS open when you go here and that's the huge ? Block in the pipe with a Ptooie Plant walking back and forth on top of it. That ? Block contains a Hammer Brother Suit, which I consider to be the best powerup in the game (with the Tanuki Suit being a very close second). The Hammer Brother Suit is simply AWESOME!!! It gives Mario the ability to throw super-deadly hammers, which can destroy every kind of enemy in the game, even Boom-Boom (but you have to hit him in the head to kill him this way) and King Bowser himself (same thing as Boom-Boom, except it takes three headshots)! Sadly though, the Koopalings seem to be immune. Also, if Mario crouches while wearing this suit, he's completely immune to small fireballs thrown or spit by enemies! All right, enough of this. Let's continue. J) World 7-9 Difficulty: Medium Complete the level like you normally would, but don't touch the coins. K) World 7 Fortress 2 Difficulty: No-Brainer No coins here. L) World 7 Airship Difficulty: No-Brainer Again, no coins. Whew! We've made it all the way to World 8 now. Is your coin cherry still intact? If it is, you're simply awesome. 3.j) World 8 - Dark Land The first two levels are a Big Tanks stage and a Battleships stage. Neither level holds any coins. A) World 8 Hammer Brother Hand Trap Difficulty: Easy Before I get into the specifics of this Hand Trap stage, let me say something that is true about all three of them. When Mario moves onto a space representing a Hand Trap stage, there is a chance that a hand will appear and drag him in, forcing him to do the stage. If it doesn't, the level can be entered just like any other level, or it can be skipped without you having to use a Jugem's Cloud (under normal, non-Poorman-Challenge circumstances). All right, now that that's done, on with the Hammer Brother Hand Trap... The only coins in this level are all found in the area where the Hammer Brothers appear. The coins are in the rightmost brick of the top row of bricks and the second and third blocks from the right of the bottom row. B) World 8 Podoboo Hand Trap Difficulty: Medium Powerup Level at Start: P-Wing Mario I hope you saved at least one P-Wing, because you can't avoid all the coins here without one. Not even as Small or Raccoon Mario. I should know; I've tried it without a P-Wing. C) World 8 Cheep-Cheep Hand Trap Difficulty: Easy There are only ten coins in the entire level. Eight of them are at the end and can be avoided easily. The other two are in the first two ? Blocks. After the Hand Traps is an Airships stage. There are no coins here. D) World 8-1 Difficulty: Easy For best results, start the level as Raccoon Mario. That way, you can just fly up to the pipe in the sky, enter it, take the three 1-Up Mushrooms from the giant ? block in there if you wish, charge up, initiate flight while in the room, then exit and fly to the end. E) World 8-2 Difficulty: Easy Again, take the shortcut for best results. Where is it? Well, there are a couple of pipes at the bottom of the first quicksand pit. They both go to the same place, but you want the pipe on the left: there's nothing in it but a brick containing a Super Leaf. The other one holds 100 coins, and you can't avoid all of them if you go in that one. Taking the shortcut presents another plus: you avoid having to deal with the Angry Sun. F) World 8 Fortress Difficulty: Medium This is the most difficult Fortress stage in the game completion-wise, but not coin-avoidance-wise. In addition, this level has a whopping FIVE 1-Up Mushrooms--the most of any stage in the game! Here's a step-by-step walkthrough of the level done with respect to the 1-Up Mushrooms: #1: From the start of the level, pass the first few Roto-Disc hubs and the first two doors. There's a ? Block containing a powerup above the second door; nab it if you're small. You come across an area with another door that is surrounded by bricks, a Roto-Disc revolving around the hub on which the door rests, and a Dry Bones pacing on the floor below the door. Break the bricks around the door and hit the brick in the upper-right-hand corner of the formation; this reveals a P-Switch. Drop back down to the floor, go back to the left, wait for the Dry Bones to walk back toward you, then bounce off of it so that you land on the brick formation next to the P-Switch. After tripping the switch, go through the door, then through the door on your right. This door is accessible only while the Switch's effect is active, and it leads to a secret room. The secret room has two bricks in it. The brick on the right has the 1-Up. #2: From #1's location, exit the room and proceed to the right. The next two doors--the first sits on a conveyor belt, the second in a niche directly below a Thwomp--both lead to the area where the 1-Up is: From the first door: Proceed to the right carefully past a diagonally- moving Thwomp. You'll come across another Thwomp on the floor that moves horizontally. This Thwomp sits directly underneath the brick containing the 1-Up. To collect it, land on the floor to the left of the Thwomp to lure it out of position, then jump over it and quickly hit the right side of the brick (to make the 1-Up fall to the left) while the Thwomp resets. From the second door: You're right next to the aforementioned Thwomp's rest position. Carefully inch to the left so that Mario's nose is just touching the Thwomp's spikes and bump the right-hand side of the brick, then just wait; the 1-Up will come to you. #3: From #2's position, go through the door beneath it, and proceed to the right across the gaps and conveyor belts. You'll come to a small stone platform above the lava that has a door on the middle of it. Entering this door, trip the P-Switch to your right, go back through the door, jump over the small gap, then fall down the next gap, and go to your left. The door there exists only as long as the P-switch's effect lasts, so be quick in entering it. Once in the room, jump up underneath the left edge of the three-coin (or brick) group to make the 1-Up appear. #4: From #3's position, exit the secret room and go to the right. Passing underneath the gap through which you fell earlier, jump up into the right side of it. A block will appear, releasing the 1-Up. #5: From #4's position, enter the door to your right, proceed to the right and enter the next door. This one will put you on a conveyor belt moving toward some low-hanging spikes. If you're still big at this point, you'll have to crouch. At the end of the conveyor belt is another door. Enter it, then proceed to the right, ignoring the coins above your head, and enter the first door you come across. This room has a Boo and a hub around which spin two Roto-Discs. At the far right of the room is the brick with the 1-Up in it. This 1-Up is almost impossible to collect without taking a hit. After you get #5, exit the room, then proceed to the right, break the two bricks above your head (you'll need to be careful here, as there is a Dry Bones above the bricks and a Roto-Disc below), then jump out of the hole and down to the right to enter another door. There will be two bricks above your head. The one on the right has a P-Switch. Hit it to make the P-Switch appear, hit the other brick to destroy it, then jump up through the hole you just made and trip the Switch. (You won't be able to break the brick if you're small, but you can still get up top by going to the right, carefully avoiding the horizontally-moving Thwomp on the floor there, high-jumping onto the conveyor belt, and running to the left.) Tripping the Switch makes two doors appear to your right: the one that appears on the conveyor belt leads to a secret room that contains a ? Block inside which is a powerup, and the other one leads to Boom-Boom's room. The next level is the Super Tank stage. It has no coins. G) World 8 - Bowser's Castle Difficulty: No-Brainer There are no coins in this level. Have fun kicking the Koopa King's butt. With the defeat of King Bowser, your quest is complete. Mazeltov. ------------------------------------------------------------------------------- 4 - Acknowledgements ------------------------------------------------------------------------------- Super Mario Bros. 3 is copyright 1988, 1990 Nintendo.