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    FAQ/Walkthrough by Pegboy

    Version: 1.0 | Updated: 04/07/03 | Printable Version | Search This Guide

    
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                    o---------------------------------------------o
                    | Super Mario Bros./Duck Hunt FAQ/Walkthrough |
                    |                    v. 1.0                   |
                    |               (c) Pegboy 2003               |
                    |              All rights reserved            |
                    o---------------------------------------------o
    
    Welcome to my Super Mario Bros./Duck Hunt/ FAQ! This document is copyright 
    Pegboy (Derek Kader) 2003 and should not be copied, in whole or in part, 
    changed in any way, shape or form, stolen from, or any other illegal crap that 
    you might try to pull. If you'd like to use part of it or post it on your 
    website, e-mail me at kader3@msn.com. Also, if you see it on any other site 
    besides www.gamefaqs.com, e-mail me so I can take care of the problem.
    
    I have already written a Super Mario Brothers FAQ and one for Duck Hunt, so I 
    reserve the write to combine them to make the Definitive Super Mario Bros./
    Duck Hunt FAQ, making changes where needed.
    
    If you have anything to add, be it strategies, tips, tricks, e-mail me at 
    kader3@msn.com. I will credit you with the info in the next update. If you 
    want to use any of the ASCII art you see in the guide, feel free to ask me to 
    use it. That being said, sit back, have a coke and enjoy the guide!
    
    This guide is dedicated to my brothers Ian, Chad, Kip and Pete.
    
    ===============================================================================
                                   TABLE OF CONTENTS
    ===============================================================================
    
    I.    Intro and Notes
    II.   Version History
    III.  Super Mario Bros.
          1)  Story
          2)  Controls
          3)  Game Basics
          4)  Characters
          5)  Items
          6)  Enemies
          7)  Walkthrough
          8)  8 Stage Walkthrough
          9)  Warp Zones
          10) Secrets, Tips and Tricks
    IV.   Duck Hunt
          1)  Story
          2)  Controls
          3)  Game Basics
          4)  Characters
          5)  Types of Ducks
          6)  Field of Play
          7)  Modes of Play
          8)  Tips
          9)  Game Genie Codes
    V.    Credits and Legal Stuff
    
    *******************************************************************************
    
    I.  INTRO AND NOTES
    -------------------
    
    Super Mario Bros./Duck Hunt is one of few 2 in 1 game carts on the NES.First 
    off, let me say that I know I am a coniving sneak. Squeezing two FAQs into 
    one, and by the looks of things, this is perfectly legal. So, as there was a 
    lack of a major walkthrough for the game, I decided that I'd write one.
    
    Super Mario Bros. is probably the most well known home console game ever. It 
    is THE classic game, and a copy of it (or Super Mario Bros./Duck Hunt) was 
    sold with the NES. If you have not played it before, and I know that sounds 
    like a stupid statement as mostly every person who lived part of their 
    childhood in the '80s has played the game, but I have found people my age 
    before who had not played the game before and really didn't know who the Super 
    Mario Brothers were! So, if you haven't played it, you owe it to yourself to 
    do so. One of the greatest platformers of all time, Super Mario Bros. has 
    earned a place as one of the most well known titles of all time. Not to 
    mention, the Mario Brothers have probably shared as much stardom as most real 
    life celebrities, having their own movie, action figures, collectibles, and at 
    one time, even their own show, the Super Mario Super Show.
    
    Duck Hunt is almost as recognized as Super Mario Bros. mainly because it was 
    sold as a two-pack game that came along with the Nintendo. The first ever home 
    console game hunting simulation, Duck Hunt as also earned it's place in 
    history as being an entertainment masterpiece. Also, it has earned an award 
    for having one of the most annoying characters in video game history, so I 
    hear...
    
    That being said, let's dive into the depths of this FAQ for one of the best 
    multi-carts ever, Super Mario Bros./Duck Hunt!
    
    *******************************************************************************
    
    II.  VERSION HISTORY
    --------------------
    
    Check here for any revisions, additions, or updates here.
    
    v. 1.0 - April 5, 2003
    ----------------------
    
    Started work on FAQ April 5, 2003. First, basic version of the FAQ.
    
    That's all for now, if you have anything at all to add, you can e-mail me at 
    kader3@msn.com and I'll if I add it, I'll credit you in the next update for 
    your info.
    
    *******************************************************************************
    *****************************SUPER MARIO BROTHERS******************************
    *******************************************************************************
    
    III.  SUPER MARIO BROS.
    -----------------------
    
    This section is a complete walkthrough, enemy list, item chart, and anything 
    else you can think of for Super Mario Bros.
    
    -------------------------------------------------------------------------------
    
    1)  STORY
    =========
    
    This is the story taken directly from the Super Mario Bros./Duck Hunt 
    intruction manuel, and I give complete credit to Nintendo for writing it.
    
    One day the kingdom of the peaceful Mushroom People was invaded by the Koopa, 
    a tribe of turtles famous for their black magic. The quiet, peace-loving 
    Mushroom People were turned into mere stones, bricks and even field horse-hair 
    plants, and the Mushroom Kingdom fell into ruin.
    
    The only one who can undo the magic spell of the Mushroom People and return 
    them to their normal selves is the Princess Toadstool, the daughter of the 
    Mushroom King. Unfortunately, she is presently in the hands of the great Koopa 
    turtle king.
    
    Mario, the here of the story (maybe) hears about the Mushroom People's plight 
    and sets out on a quest to free the Mushroom Princess from the evil Koopa and 
    restore the fallen kingdom of the Mushroom People.
    
    You are Mario! It's up to you to save the Mushroom People from the black magic 
    of the Koopa!
    
    --END OF EXCERPT--
    
    One thing to note, the evil Koopa king they speak of is Bowser, just so there 
    is no confusion.
    
    -------------------------------------------------------------------------------
    
    2)  CONTROLS
    ============
    
    The controls of this game, as their were a limited amount of buttons on the 
    original NES controller, are not very complicated, but here they are just in 
    case you need them.
    
    ==========
    "A" Button
    ==========
    
    Jump - The longer you hold the button down, the higher you will jump.
    Swim - Repeatedly press A to swim during the various water stages.
    
    ==========
    "B" Button
    ==========
    
    Accelerate - If you hold down the B button while you run, you will run faster, 
                 allowing you to make higher jumps.
    Fireballs  - If you have picked up a Fire Flower, you can throw fireballs by 
                 pressing B.
    
    ======
    Select
    ======
    
    Cursor - Select is only used on the title screen, and it moves the cursor,
             allowing you to select either a 1 Player of 2 Player game.
    
    =====
    Start
    =====
    
    Pause  - Pressing start during gameplay will cause the game to stop, and when 
             you feel like resuming gameplay, press it again to continue.
    Select - Make a selection on the title screen with this button.
    
    =====
    D-pad
    =====
    
    Right - Moves your character to the right. Hold down Right on the D-pad to run
            or walk to the right.
    Left  - Moves your character to the left. Hold down Left on the D-pad to run 
            or walk to the left.
    Up    - Nothing
    Down  - Crouch or duck down, but only when you are Super Mario. Also used to 
            travel down pipes.
    
    -------------------------------------------------------------------------------
    
    3)  GAME BASICS
    ===============
    
    This is to let you get a feel for the game and your surrounding while playing.
    
    Object of the game
    ~~~~~~~~~~~~~~~~~~
    
    The object of the game in whole is to make through all of the worlds in the 
    Mushroom Kingdom to destroy Bowser, King of the Koopas, and save the Mushroom 
    People (mainly the Princess). The Mushroom Kingdom is broken up into eight 
    different worlds.
    
    The short term goal is to make it to the end of each level. Each world is 
    broken up into four levels, and the last of the four is always a big castle.
    
    Flagpole
    ~~~~~~~~
    
    At the end of each stage, there is a flagpole that you must jump onto and 
    slide down in order to pass to the next level. You can position yourself to 
    jump on the flagpole in a number of different spots, but the higher you land 
    on it, the better. You get a different score for landing at various heights on 
    the pole, ranging from top (5000) to bottom (100).
    
    Time
    ~~~~
    
    Each level has a time limit that you must stay within to complete the level. 
    The time can range from 300-500 "ticks". Ticks are the term used to describe 
    how time limits are kept in early Nintendo games. Ticks are faster than 
    seconds, but much slower than nanoseconds, so really, on each level you have 
    around 2 1/2 minutes to complete the stage. You can see how much time you have 
    left by looking at the top right-hand corner of your screen.
    
    Hi-Score
    ~~~~~~~~
    
    In the top left-hand corner, you will see the word "MARIO" or "LUIGI", and 
    under that, a set of numbers. The number is 000000 when you start out, but as 
    you collect points throughout your journey, the number will increase. 
    Different items, enemies, and the amount of time you have left when you 
    complete a stage are all factors that help determine your score. The score is 
    not ment for anything serious, just a bit of fun, and is erased whenever you 
    reset the game or turn the power off.
    
    World ?-?
    ~~~~~~~~~
    
    Next to the time limit, you can see the words "WORLD" and under that, a 
    number, hyphen, and another number. This signifies what world you are in and 
    what level you are on in that world.
    
    Coins
    ~~~~~
    
    Scattered throughout the Mushroom Kingdom are gold coins that you can pick up. 
    Each time you pick up a coin, it adds to your total amount of coins, which is 
    shown at the top of your screen. Each time you get a Game Over, your amount of 
    coins resets back to 0. If you manage to collect 100 coins at any given time, 
    you will receive a 1UP, or extra life.
    
    Lives
    ~~~~~
    
    You have 3 lives when you start out the game. Each time you get hit while you 
    are regular Mario with no Power-ups, you lose a life and must restart the 
    level from the beginning or save point, if you have reached it.
    
    Save points
    ~~~~~~~~~~~
    
    Most levels in the game, except for castles (?-4), will have a save point 
    somewhere around the middle of the level, or halfway through it. If you pass 
    the point and then die, you start at the save point. There is nothing that 
    signals whether or not you have passed a save point, though.
    
    Enemies
    ~~~~~~~
    
    Enemies are littered throughout the game and their is a certain way to beat 
    each one. They all have a different strategy and most are not too difficult.
    
    Power-Ups
    ~~~~~~~~~
    
    In hidden places throughout the game, you will find Power-ups that aid you in 
    your quest to restore peace.
    
    How the game plays
    ~~~~~~~~~~~~~~~~~~
    
    Super Mario Bros. is a side scrolling game and you are always moving to the 
    right. You once you pass a certain area or screen, you can never backtrack to 
    it.
    
    If you get hit once while you don't have a power up, you die. If you have any 
    Power-ups at all when you get hit, you simply lose all of them and return to 
    regular Mario.
    
    -------------------------------------------------------------------------------
    
    4)  CHARACTERS
    ==============
    
    There are several characters that are very important in the game. Almost all 
    listed here have appeared in later Mario games.
    
     Mario
    o-----o
    
    The hero of the story, Mario is a very famous person now days. In this 
    particular game, his first big adventure, he is off to save Princess Toadstool 
    and the Mushroom Kingdom for the evil clutches of Bowser. Mario is a very 
    talented plumber who turns action hero in this commonly-used-plot of a game.
    
     Luigi
    o-----o
    
    Mario's overshadowed brother, Luigi is Mario's companion on this quest to 
    restore peace. He suffers from low self-esteem due to his brother's fame 
    and he commonly gets shunned by the crowd. But, it seems that a lot of people 
    today prefer Mario over Luigi, and he recently starred in his own game on 
    Nintendo Gamecube, Luigi's Mansion. Luigi is an important part (not to mention 
    half) of the Super Mario Brothers team, and is useful for many things (such 
    as a 2 Player game  :p ).
    
     Princess Toadstool
    o------------------o
    
    Princess Toadstool is the daughter of the Mushroom King, and is the only one 
    who posesses the power to stop the magic of the Koopa tribe. The Princess is 
    being held captive by Bowser and Mario is out to save her.
    
     Toad
    o----o
    
    Toad is the Princess' right-hand man, and is always...well, usually there to 
    help. However, he has been captured by Bowser, too, and he appears at the end 
    of every castle, excluding 8-4.
    
     Bowser
    o------o
    
    The King of the Koopas makes his first appearance in this game. He is featured 
    in many games thereafter and is always the evil guy behind the situation, 
    except in Super Mario RPG. In this, however, he is the bad guy, and has used 
    his black magic to turn the good people of the Mushroom Kingdom to stone and 
    what not, so Mario is out to defeat him and restore peace.
    
    -------------------------------------------------------------------------------
    
    5)  ITEMS
    =========
    
    There are many an item to be found in Super Mario Bros., and you need to know 
    them before we begin. Some things listed here are not items per say, but, will 
    be listed under Miscellaneous.
    
    =============
    A.  POWER-UPS
    =============
    
    Magic Mushroom
    **************
    
    The Mushroom is the item that turns Mario into Super Mario (big Mario) 
    whenever he picks it up. It can be found many places in the Mushroom Kingdom, 
    and is very useful.
    
    Fire Flower
    ***********
    
    This can be found where a Mushroom would normally be, but it will only appear 
    if you are already Super Mario. Once you pick it up, you can throw fireballs 
    at enemies for a quick take down.
    
    Starman
    *******
    
    This helpful little item is found hidden in blocks in the Mushroom Kingdom and 
    when you pick him up, you become invinceble for about 10 seconds. During this 
    time, you can run right through enemies, killing them, but you can't fall in 
    holes or anything like that.
    
    =========
    B.  BONUS
    =========
    
    1UP Mushroom
    ************
    
    This Mushroom looks identical to the regular Mushroom, except that this one is 
    green instead of red. When you pick it up, it gives you an extra life.
    
    Coins
    *****
    
    These golden objects are found in many various places in the Mushroom Kingdom, 
    and each time you pick one up, it adds to your total number of coins. When you 
    reach 100 coins, you earn an extra life, and the counter starts over at 00.
    
    =================
    C.  MISCELLANEOUS
    =================
    
    Some of these aren't considered items, but they have no other place to be put, 
    so I thought I'd place them here.
    
    Vine
    ****
    
    The vine, or stalk...or beanstalk, even, as it's sometimes called, is found 
    hidden in blocks in the Mushroom Kingdom. If you hit a block and a vine grows 
    out of it, the vine will reach the sky and you can climb up it to access a 
    bonus section of the stage.
    
    ? Block
    *******
    
    The ? Block is a common item strewn across the land of the Mushroom People. It 
    can contain different items in it, ranging from a coin or a Power-Up item.
    
    Brick block
    ***********
    
    Brick blocks are the basic blocks found in the Mushroom Kingdom. They don't 
    usually have anything in them, but from time to time they will have Power-Ups, 
    coins, 1UPs, and vines.
    
    Coin Block
    **********
    
    A brick block that contains multiple coins, and it is timed from your first 
    hit to your last. You have about 6 seconds or so to get all the coins you can.
    
    Jumping Board
    *************
    
    Jump on these and spring yourself up to higher areas.
    
    -------------------------------------------------------------------------------
    
    6)  ENEMIES
    ===========
    
    There is a wide variety of enemies in Super Mario Bros. Here is a list of 
    them, along with a description for each one and their point values.
    
    Goomba
    ------
    Goombas are very common in the game, and look like little brown mushrooms. 
    These guys just chug along, slowly walking, and don't really do much. Stomp on 
    him once to get rid of him. 100 pts.
    
    Koopa Troopa (Green)
    --------------------
    Koopa Troopa, another common enemy, is the most basic Koopa. He looks like a 
    little turtle with a green shell. If you jump on him, he will retreat into his 
    shell for a while. While he's in his shell, you can run into it to kick it 
    across the screen, taking out other enemies in your path. 100 pts.
    
    Koopa Troopa (Red)
    ------------------
    Same as the green Koopa Troopa. These guys will walk forward until they come 
    to the end of a ledge, and then turn around and head back the other direction. 
    Jump on him to make him go into his shell, then kick him away. 100 pts.
    
    Koopa Paratroopa (Green)
    ------------------------
    A green Koopa Troopa with wings, he can be found either boucing around or 
    steadily flying through the air. If you stomp on them, they become regular 
    green Koopa Troopas without wings. 400 pts.
    
    Koopa Paratroopa (Red)
    ----------------------
    The red Koopa Paratroopa is the same as the green, and when you stomp on them, 
    they become normal red Koopa Troopas without wings. 400 pts.
    
    Buzzy Beetle
    ------------
    If you jump on Buzzy Beetle, he will hide in his shell like Koopa Troopa. His 
    shell can then be used as a projectile, also. But, unlike other enemies, he 
    cannot be destroyed by fireballs. 100 pts.
    
    Hammer Brothers
    ---------------
    The Hammer Brothers are usually seen in pairs on two ledges made of bricks. 
    They will come at you throwing hammers. 1000 pts.
    
    Spiny
    -----
    Lakitu throws these out at Mario and when they land, they act much like 
    Koopa Troopa. But, you cannot jump on them due to their spiny shells. They can 
    only be defeated with the use of fireballs. 200 pts.
    
    Lakitu
    ------
    A turtle who rides a cloud along the top of the screen. He chases after Mario 
    throwing Spinies and Spiny's Eggs. 200 pts.
    
    Spiny's Eggs
    ------------
    Like Spiny, Lakitu throws these at Mario and they can only be destroyed by 
    fireballs. 200 pts.
    
    Pirana plants
    -------------
    These creatures dwell in pipes across Mushroom Land and jump up every once in 
    a while, snapping their jaws. They cannot be jumped on, so you must use 
    fireballs to destroy them. If you are standing directly next to their pipe or 
    on top of it, though, they won't come out. 200 pts.
    
    Cheep-Cheep (Green)
    -------------------
    These fish-like creatures live in the lakes and seas of the Mushroom Kingdom. 
    They will swim slowly along, and they can only be killed with fireballs. 200 
    pts.
    
    Cheep-Cheep (red)
    -----------------
    These can also be found in the waters of the Mushroom Kingdom, and they swim 
    a lot quicker than the green Cheep-cheep. Red Cheep-cheep can also have wings 
    and make appearences outside of the water in other stages, and they can be 
    stomped outside of water. 200 pts.
    
    Bullet Bill
    -----------
    Bullet Bill is shot from cannons lining the grounds of some of the stages in 
    Super Mario Bros. They act much like cannonballs shot from a cannon and only 
    move in the direction they are shot. Jump on them to get them out of your way 
    or simply jump over them. They can also be found in a few stages where there 
    are no cannons to propell them... 200 pts.
    
    Bloober
    -------
    Found in aquatic settings, Bloober is a squid-like enemy who chases after 
    Mario. If you are regular Mario, with no Power-ups, you can stay on the ground 
    of the lake and he cannot reach you, so will float away. Can only be killed 
    with fireballs. If you stand on the bottom as either Mario or Super Mario, 
    these sometimes aggravating creatures cannot reach you. 200 pts.
    
    Podoboo
    -------
    A fireball that jumps from the fire and lava of the Koopa's various castles. 
    He cannont be killed, so be careful. Podoboos will not be listed under enemy 
    appearences in a level.
    
    Fire chain
    ----------
    Not really considered an enemy, fire chains are attatched to blocks and can 
    only be found in castles. Then spin around a block slowly, and it is sometimes 
    not easy to avoid them. They're a hassle, if anything. Fire chains will not be 
    listed under enemy appearences in a level.
    
    Bowser
    ------
    Found at the end of every castle (stages ending in -4), he will jump up 
    occasionally and spit fireballs that are much bigger than yours. You can only 
    get points by defeating him with fireballs, and if you kill him with fireballs 
    in castles other than 8-4, you will find that it is not really him... 5000 
    pts.
    
    *********************
    MISCELLANEOUS KILLERS
    *********************
    
    Other things in the game that can kill you are as follows:
    
    *Pits, holes, or lava.
    *Time (running out)
    *Running into a shell that has been kicked, as regular Mario.
    
    -------------------------------------------------------------------------------
    
    7)  WALKTHROUGH
    ===============
    
    This is a level by level walkthrough of the entire game, but this excludes the 
    second quest, as it is almost identical to the first but it has more difficult 
    enemies earlier on in the game.
    
    Any secrets in the level that I may or may not take you to or help you obtain 
    will be designated seperately with a * by them.
    
    I noticed towards the end of the guide that as I wrote the walkthrough, it 
    gradually became more and more detailed, and the first few levels are very 
    vague. But, as these levels are much simpler than the last few, they don't 
    need long explanations and what not, so I may or may not update them, making 
    them more in-depth, in the future.
    
    -------------------------------------------------------------------------------
    ------------------------------------WORLD 1------------------------------------
    -------------------------------------------------------------------------------
    
    1-1
    ---
    Enemies: Goomba, Koopa Troopa (Green), Pirana Plant
    Level Type: Normal
    Time: 400
    
    Grab the Mushroom and coins that are in the first couple of blocks, then jump 
    over the pipes that proceed. When you get two the last pipe before the gap in 
    the ground, stop in the middle of the area between that pipe and the pit. Jump 
    up to reveal a secret block containing a 1UP mushroom and continue on over the 
    pit.
    
    The next ? block you come across contains a Fire Flower, if you haven't lost 
    your mushroom. The next ? block has a coin and below it, there's a coin block. 
    Grab the coins then grab the Starman that's hidden in the second brick block 
    of the pair ahead. Continue through the level with the star, holding B to 
    accelerate, and you should make it to the end. Grab any coins that you want 
    along the way.
    
    To score 5000 points on the flagpole jump, every level that has 
    two bricks at the top of the steps is enough. Simply get back to the edge of 
    the block, then run full speed to the other edge and jump. I needn't explain 
    this again, but if other circumstances other than this arise, I shall explain 
    where necessary.
    
     * 1UP between the fourth pipe and the gap. Hidden in secret block.
     * Bonus secret in the fourth pipe.
    
    1-2
    ---
    Enemies: Goomba, Koopa Troopa (Green), Koopa Troopa (Red), Pirana Plant
    Level Type: Underground
    Time: 400
    
    Get the power-up item and coins in the first row of five ? blocks and then 
    jump over the pillars ahead. Blast or stomp the Goomba that is in-between the 
    set of pillars that has a coin block above them. Grab all of the coins you can 
    and move on. Crush the blocks ahead and collect the coins on the row of blocks 
    beside that. In the top brick of the vertical row of three bricks next to 
    this, there is a Starman.
    
    Run and duck to get under the next couple of bricks and collect the coins on 
    the ledge. In the bricks set in the form of a backwards J next there is a 
    power-up. The 2X5 set of bricks next to this has a coin block in it.
    
    Jump across the gap and get on the ledge with coins. Get the coins and situate 
    yourself on the last brick on the right side. Jump up to reveal a 1UP and if 
    you're Super Mario, break the brick to the right of this one to let the 1UP 
    fall and you can collect it. If not, you must avoid the array of enemies that 
    ensue and various pipes containing Pirrana Plants. When you reach the area 
    where there is a break in the bricks up top where the 1UP is, there will be 
    platforms, moving down on the left side and up on the other. Jump on a 
    platform and let the 1UP fall into you. In the row of blocks between the 
    elevators there is a power-up.
    
    Jumping on the next set of platforms you can choose to take the route to the 
    Warp Zone (top route) or the bottom route leading to 1-3. It's your choice. 
    This Warp Zone has three different worlds you can go to, either 2, 3, or 4.
    
     * 1UP in the top row of bricks.
     * Warp Zone at the end of the level.
    
    1-3
    ---
    Enemies: Goomba, Koopa Troopa (Red), Koopa Paratroopa (Red)
    Level Type: Treetops
    Time: 300
    
    Run along through the tree tops collecting coins until you come to a ? block 
    containing a power-up. Take the item and jump on the platform and get the 
    coins on the above tree top. Continue until you get to an area with a platform 
    moving left to right. Grab the coins but be careful not to fall off the edges 
    of the moving lift. Carefully time your jump to the next platform also moving 
    side to side and be especially careful not to let the platform move out from 
    under your landing position, so time your jump wisely. Continue on through the 
    level collecting coins here and there until you reach the end.
    
    1-4
    ---
    Enemies: Bowser (Goomba)
    Level Type: Castle
    Time: 300
    
    When you reach the second pit of lava, you will notice that the small area you 
    must jump to next has a fire chain attached to it. There is also a ? block 
    with a power-up inside it above. This fire chain is moving counter-clockwise, 
    and when the timing is right, jump across to safety. Collect the power-up if 
    you feel you need to, and then jump across the next pit of lava.
    
    Fire chains are all over the next few passageways, so proceed with care. When 
    you reach the end of them you will see Bowser's fireballs starting to come 
    toward you. Although you can't see him yet, whenever he starts shooting fire 
    you know you're close. On the way there, there's a secret block containing a 
    coin, but it's nothing cool really. Here is the way his bridge is set up:
    
                               _________________________
                              |   ____________________  |
                              |  |                    | |
                              |__|                    | |
                                              ___     |_|
    
                                                     (|)
                                                      |_
                               __ __________________/|  |
                              |  |___________________|  |
                              |  |                   |  |
                              |  |^^^^^^^^^^^^^^^^^^^|  |
                              |  |                   |  |
    
    _______________
          KEY      |
                   |
    ___ - Platform |
                   |
    (|)            |
     |  - Ax       |
    _______________|
    
    When you reach him, there will be a platform overhead the bridge. You can 
    either jump on the platform, ride it over him, and jump on the ax to cut the 
    bridge down, or wait until he jumps to run under him and cut the bridge.
    During the battle, he periodically spits fireballs, so be on the lookout.
    There is one other way to beat him, and that's if you make it all the way to 
    him with a Fire Flower. A few shots and he'll go down, and then it will reveal 
    to you that this time, he was a Goomba, not the real Bowser.
    
    There's another suprise after you find out it really wasn't Bowser. You then 
    find that Toad was being held captive, and that the Princess is in another 
    castle!
    
    -------------------------------------------------------------------------------
    ------------------------------------WORLD 2------------------------------------
    -------------------------------------------------------------------------------
    
    2-1
    ---
    Enemies: Goomba, Koopa Troopa (Green)
    Level Type: Normal
    Time: 300
    
    In the middle brick of the three bricks in the beginning there is a power-up 
    item. Grab it and jump over the area where the two Koopa Troopas are. Hit the 
    10 ? blocks, one's a power-up. You'll pass an area where there's a Starman 
    hidden in the bricks, but there's no need to get him if you take the bonus 
    route I'll show you.
    
    When you reach the next set of ? blocks, there will be a row of bricks above 
    them. Get the coins and them smash the brick that is not directly above, but 
    to the right of the third ? block. A vine will begin to grow out of it. Climb 
    the vine to access the cloud bonus area.
    
    These area's are all over the game, and all you do is collect a huge amount of 
    coins, and it eventually ends, where you jump back down to the ground.
    
    If you chose not to climb the vine for some reason or another, the next pipe 
    you come to has a bonus secret in it. Coninue on and you'll come across an 
    area with three pipes and four bricks positioned over the middle one. The 
    brick on the far left has a power-up in it. You'll eventually meet the end of 
    the cloud bonus stage route.
    
    When you fall, you land convientiently next to a coin block. Collect the coins 
    and and then grab the coin in the last ? block. Above that ? block and to the 
    right is a power-up hidden in a brick, but it's too hard to reach, so it's not 
    really worth the effort. Go on to use the Jumping Board to spring yourself up 
    to the top of the blocks. Press A whenever it bounces you up to propel 
    yourself very high, and able to reach the blocks.
    
     * Clound bonus area.
     * Bonus secret in third pipe.
    
    2-2
    ---
    Enemies: Cheep-Cheep (Green), Cheep-Cheep (Red), Bloober
    Level Type: Aquatic
    Time: 400
    
    Swim along collecting coins while avoiding the deadly underwater enemy, 
    Bloober. Whenever you come to a pit, you find that it has a current trying to 
    bring you down, so be careful when grabbing coins and such in areas like that.
    Having the Fire Flower really helps here, because you cannot kill enemies in 
    the normal way (jumping on their heads), the only way is with fireballs. Also, 
    there are no power-up items in 2-2. At the end of the level there will be a 
    pipe, and when you enter it, it takes you to the exit.
    
    2-3
    ---
    Enemies: Cheep-Cheep (Flying)
    Level Type: Treetops (Flying Fish)
    Time: 300
    
    This level takes place in the treetops. There aren't many trees in the level, 
    but it is considered as such none-the-less. You must run through these trees 
    and bridges, evading the only enemy in the level: flying Cheep cheep. Run 
    along through the level, trying to not let the fish land on your head. There 
    are many coins along the way, but you must decide if the conditions are safe 
    enough to allow you to pick them up.
    
    The best strategy to use is to hold down the B button constantly, through the 
    entire level, running through it. Do not let go, and you will fly through the 
    level without getting hit, but it takes a few trys your first time.
    
    There is only one power-up, around the middle of the level, and you must 
    decide whether you can grab it or not.
    
    2-4
    ---
    Enemies: Bowser (Green Koopa Troopa)
    Level Type: Castle
    Time: 300
    
    The first part of the stage has a few loose ledges that you have to jump 
    across to get over the lava pit. There is a power-up on one of the ledges. On 
    the other side is a passageway divided in two down the middle of the stretch, 
    by a row of bricks. Fire chains litter the top and bottom route, but the 
    bottom has less to look out for and is probably the safer route.
    
    Next, you find two lifts right next to each other, there to help you get 
    across a gap. There are platforms attatched to the lifts, moving up and down, 
    and they are going in opposite directions. Jump on the first platform when you 
    think you can make the jump, and then when one from the other side is in your 
    range, leap to it. From here, there are six coins surrounding a would-be fire 
    chain block, so grab them and jump across the next few pits and gaps until you 
    reach Bowser's bridge.
                               _________________________
                              |   ____________________  |
                              |  |                    | |
                              |__|_ _ _ _ _           | |
                                 |_|_|_|_|_|  ___     |_|
    
                                                     (|)
                                                      |_
                               __ __________________/|  |
                              |  |___________________|  |
                              |  |                   |  |
                              |  |^^^^^^^^^^^^^^^^^^^|  |
                              |  |                   |  |
    
    _______________
          KEY      |
     _             |
    |_| - Brick    |
    ___ - Platform |
                   |
    (|)            |
     |  - Ax       |
    _______________|
    
    There will be a short row of bricks near the ceiling, that seem to be there 
    mainly to get in the way. If you are Super Mario, you can crush the bricks to 
    get them out of the way if you see it necessary. Either way, jump over him 
    using the assistance of the platform hovering over him, but you don't have to 
    use it, or you can run under him when he jumps. Watch out for the occasional 
    fireball. If you have a Fire Flower, blast him to death, and it reveals that, 
    yet again, it is not the King of the Koopa, but rather, a green Koopa Troopa.
    
    -------------------------------------------------------------------------------
    ------------------------------------WORLD 3------------------------------------
    -------------------------------------------------------------------------------
    
    3-1
    ---
    Enemies: Goomba, Koopa Paratroopa (Green), Pirana Plant, Hammer Brothers
    Level Type: Night
    Time: 400
    
    The first two ? blocks contain a coin and the thrid has a power-up. Carefully 
    handle the Koopa Paratroopas. The second pipe you come to, you can go down it 
    to a bonus stage. Grab the coins and power-up here and then exit. For more 
    details on the various bonus stages, see section 10.
    
    Cross a few more gaps, pipes, and enemies and you'll come to the area where 
    you would come out of the pipe from the bonus. Run across the bridge with the 
    three Goombas and jump over the water. There will be a horizontal row of three 
    bricks pretty high in the air, but if you're Super Mario, you should have no 
    problem reaching your target block. The first block, the one on the far left, 
    contains a Starman, so pick him up and run wild through the rest of the level.
    
    First, you'll run into the Hammer Brothers for the first time so far. They are 
    hammer wielding Koopas who waste no time chucking countless amounts of hammers 
    at you. With the Starman, though, you can run right through them. In one of 
    the two ? blocks on their top row of bricks, there's a power-up. Next, you'll 
    come to a Jumping Board, and two sets of bricks, three in each set, elevated 
    high off the ground. Jump over the bricks with the Jumping Board and then kill 
    the Goombas on the other side. Get some speed built up and jump in-between the 
    two sets of bricks you jumped over the the Jumping Board. Hit the brick on the 
    far right, and a vine will appear. It's the usual cloud bonus area.When you 
    come out, you'll land on a set of bricks. The second brick from the left is a 
    coin block.
    
    One more thing to note before I close this stage out. There is a way on to 
    gain 99 lives on the steps leading up to the flagpole at the end of the level. 
    I'm not completely sure on how to do this anymore, it's been so long, but as 
    far as I know, you must jump on top of one of the green Koopa Troopas on the 
    steps, then, once the other is out of the way, jump on him repeatedly without 
    hopping off. You should build up points, and eventually, each time you hit 
    him, you get an extra life. Do not go over 99, though, or you will die.
    *NOTE* In order to do this trick, both you and the Koopa Troopa have to be 
    placed just right.
    
     * Bonus area in the second pipe.
     * Cloud bonus area towards middle of level.
     * 99 lives trick.
    
    3-2
    ---
    Enemies: Goomba, Koopa Troopa (Green), Koopa Paratroopa (Green)
    Level Type: Night (Normal)
    Time: 300
    
    Hit the first Koopa Troopa you see and then kick his shell forward. Quickly 
    follow it, and it will hits all of the enemies in your path. But, at the end 
    of it's path o' destruction, there will be a block, so be sure to jump over it 
    when it comes back at you.
    
    Continue on, grabbing the power-up in the next ? block, and if you have a Fire 
    Flower, kill the Koopa Troopa in between the two block rods. The brick on the 
    bottom is a coin block, and the one on top is a Starman. Grab him and run 
    through, vanquishing your enemies. Don't bother to break the next brick you 
    come across. It's oddly placed, like there should be something inside, but 
    there isn't. The Starman should last you the remainder of the level.
    
    3-3
    ---
    Enemies: Goomba, Koopa Troopa (Red), Koopa Paratroopa (Red)
    Level Type: Night (Treetops)
    Time: 300
    
    This is your basic treetop level, with platforms here and there. There is a 
    power-up in the middle of the stage, and at the end is a new type of lift. 
    This one is actually a pulley, as when you get on one, that platform sinks 
    down and the other one raises up. Jump on the first platform, allow the other 
    to raise up just slightly, and then jump on it and run and jump to the 
    flagpole. You should easily get 5000 points.
    
    3-4
    ---
    Enemies: Bowser (Buzzy Beetle)
    Level Type: Castle
    Time: 300
    
    The first part is cut filled with pits, and on each small piece of land that 
    you jump to and from, there is a firechain. Most pits also will have Podoboo 
    inhabiting it's depths. Then you come to the only ? blocks in the stage, two 
    of which are coins and the other one being a power-up item.
    
    The next area is pretty tricky. There will be two two fire chains, one on the 
    ceiling and one on the ground, directly above and below each other. They are 
    both slightly elevated from where they are, so they are closer together. You 
    must jump through several of these set-ups and the last one has three coins up 
    for grabs if you time your jump right. There will be a few pits with lava that 
    you must jump over next, each one having a Podoboo in it. You will then arrive 
    at Bowser.
    
    Bowser's bridge is set up like so:
                               _________________________
                              |   ____________________  |
                              |  |     |_|_|          | |
                              |__|     |_|_|          | |
                                       |_|_|  ___     |_|
    
                                                     (|)
                                                      |_
                               __ __________________/|  |
                              |  |___________________|  |
                              |  |                   |  |
                              |  |^^^^^^^^^^^^^^^^^^^|  |
                              |  |                   |  |
    
    _______________
          KEY      |
     _             |
    |_| - Brick    |
    ___ - Platform |
                   |
    (|)            |
     |  - Ax       |
    _______________|
    
    The quickest method, yet again, is by fireballs. Plus, you get to see that it 
    was Buzzy Beetle this time, and alas, not the real Bowser. You can also use 
    the platform and ride over him or simply run under him when he jumps. It's 
    Toad again of course, and your quest still has quite a ways to go.
    
    -------------------------------------------------------------------------------
    ------------------------------------WORLD 4------------------------------------
    -------------------------------------------------------------------------------
    
    4-1
    ---
    Enemies: Lakitu, Spiny
    Level Type: Normal
    Time: 400
    
    Go through the level until you come to two ? blocks. The one on the bottom has 
    a power-up in it, the one on top a coin. Get on top of the top block and if 
    you have fire power, you can shoot the ever-annoying Lakitu to stop his reign 
    of terror. You can also jump on his head. Unfortunately, he will come back 
    later on as you progress through the level. 
    
    With the now enemiless stage, run through grabbing numerous coins you come 
    across, whether out in the open or contained in a ? block. When you come to 
    the second pipe in the stage, go down it to the bonus stage because Lakitu 
    will have made a comeback by now. The rest of the stage has nothing to offer, 
    but there is a power-up in one area. There will be two rows of bricks, a top 
    row and a bottom one, and the third ? block on the bottom row has the power-up 
    in it. When you come out of the pipe or meet up with the area where you would 
    have come out, if you didn't take it, run through the very last part of the 
    stage. Drop down the stairway instead of immediately jumping for the flagpole. 
    There is a coin block in plain sight. Then, to score the 5000 points, jump on 
    the used coin block and back on the stairway, but don't let the screen scroll 
    too far before you do. 4-1 is much easier than people make it out to be, 
    simply because of Lakitu.
    
     * Bonus secret in third pipe.
    
    4-2
    ---
    Enemies: Goomba, Koopa Troopa (Green), Buzzy Beetle, Pirana Plant
    Level Type: Underground
    Time: 400
    
    Rear back and get a good running start before proceeding. Jump over the first 
    pit, and when you land, don't let go of B. Quickly jump again to make it over 
    the next to pits, and you won't have to hassle with the the skimpy piece of 
    land on the other side of the second pit.
    
    Go under or above, depending on if you're Super Mario or not, the bricks in 
    your path. Grab the three coins below the small gap in the bricks and there is 
    a power-up in the brick to the left of the gap. Move on through the narrow 
    passage of bricks and destroy the three Goombas in your path. There is a coin 
    block in the bricks above you. It is on the second row, fifth column from the 
    area where the bricks end.
                           _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
                          |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|
                          |_|_|_|_|_|_|_|_|_|
                          |_|_|_|_|X|_|_|_|_|    _ _
                          |_|_|_|_|_|_|_|_|_|   |?|?|  
    
    
    
                           _ _ _ _ _ _ _ _ _     _ _     _ _ _
                          |_|_|_|_|_|_|_|_|_|   |?|?|   |?|?|?|
                          |_|_|_|_|_|_|_|_|_|
                          |_|_|_|_|_|_|_|_|_|
                          |_|_|_|_|_|_|_|_|_|_________________
    
    _________________
           KEY       |
     _               |
    |X| - Coin block |
     _               |
    |_| - Brick      |
     _               |
    |?| - ? block    |
    _________________|
    
    Grab the coins in the ? blocks, and in the row of three, the middle one is a 
    power-up. Jump across the pit, using the platforms if necessary. There is 
    a big secret here, the Warp Zone to World 8. Stand under the third brick in 
    the horizontal row of three bricks way above you. Jump up to reveal a secret 
    block (and receive a coin), then stand under the second brick (to the left of 
    the one you were just under) and jump yet again. This reveals another secret 
    block. If you are Super Mario, do not uncover the third block, which is right 
    next to the one you just found. It makes it more difficult to access the 
    secret with that block in the way. If you are regular Mario, however, feel 
    free to get the third block. 
    
    As Super Mario, get up on the second block and stand on it's left edge. Jump 
    up and hit the brick on the far left and a vine will appear. As regular Mario, 
    get on the third block and hit the same brick.
    
    At the top of the vine, you find a bonus area much like the treetop stages, 
    except that the trees are orange with red spots, like the Magic Mushroom. 
    There are many coins in this place, no enemies, and when you reach the end, 
    you are take to Warp Zone that takes you to World 8. Actually, you have the 
    choice between 6, 7, or 8. Onward with the rest of the normal level.
    
    There are many pipes, some very tall, in the next portion of the level. The 
    second pipe, very tall, has two bricks attached each of its sides. On the left 
    side, the right brick is a coin block. On the right side, the brick on the 
    right is a Starman. Grab him if you dare, because there is a Buzzy Beetle 
    guarding him. Continue through the level, until you come to an area with where 
    there is are platforms going down on the left side, a median island with three 
    rows of bricks above it, and platforms going up on the other side. Jump on a 
    platform and get on the first set of bricks on the median. There should be a 
    row of three bricks above your head, and the middle one contains a power-up. 
    Jump onto a platform and get on the other side.
    
    There are several pipes and enemies to hurdle until you get to yet another set 
    of platforms, going down. Clear the gap with their assistance and then hit the 
    brick that is right above your head when you get over the pit; The very first 
    brick in a long row. It's a power-up, and atop the rest of the row are coins. 
    The next tall pipe you come to is your last, the exit is across the pit next 
    to it. Be careful not to hit the bricks directly above you and fall in. An 
    easy way to avoid this is to get on the left edge of the pipe and just run 
    without jumping. If you build up speed, you'll make it over. That is, unless 
    you intentionally hit the bricks and you want to access the Warp Zone...
    
     * Warp Zone to World 6, 7, 8
     * Warp Zone to World 5
    
    4-3
    ---
    Enemies: Koopa Troopa (Red), Koopa Paratroopa (Red)
    Level Type: Treetops (Mushroom)
    Time: 300
    
    This, like it's counterpart in the bonus part of the World 8 Warp Zone, is 
    covered with coins all over the place. There are few enemies, and the level is 
    relatively short. When you come to a pulley platform, just jump on it, let it 
    float down a little ways, and jump to the platform on the other side. 
    Sometimes there are coins below the platforms on the pullies and if you want 
    to snatch them, just let the platform descend to that level, and then jump. To 
    make the 5000 point jump at the end, ride the hovering platform until it 
    reaches the top of the screen, run, and jump.
    
    4-4
    ---
    Enemies: Bowser (Spiney)
    Level Type: Castle (Maze)
    Time: 400
    
    Right in the beginning of the castle, there will be two pits of lava to cross, 
    and then the maze begins. This is much simpler compared to mazes of future 
    castles, so enjoy it. Get on the top of the bricks. The first part, you must 
    take the top path in order to proceed to the next part of the castle. In this 
    game, unlike the Super Mario All-Stars version, there isn't any sound to tell 
    you if you got it right or wrong, the level will simply loop. The solution to 
    the first part is to take the top path. Get a running start and then you can 
    run over the little gaps in the bricks without jumping. There's a fire chain 
    at the end of this part of the maze, but nothing to worry about.
    
    At the next part, jump over the lava and fall into the gap in the top row of 
    bricks. Then, head back left and fall in the very small gap in this row of 
    bricks. You should be at the bottom of the screen. From here, run through this 
    area, and only a one fire chain will be in your path. If you try to take a 
    path different from this one, you will get it wrong and the level will loop.
    
    Bowser should start spitting fire now. When you arrive at his bridge, it looks 
    like this this time:
                               _________________________
                              |   ____________________  |
                              |  |                    | |
                              |__|                    | |
                                                      |_|
                                         *
                                   o     *           (|)
                                    o    *            |_
                               __ ___o___*__________/|  |
                              |  |____o__*___________|  |
                              |  |       *           |  |
                              |  |^^^^^^^^^^^^^^^^^^^|  |
                              |  |                   |  |
    
    _____________________
             KEY         |
                         |
    *   - Podoboo's path |
                         |
    (|)                  |
     |  - Ax             |
    _____________________|
    
    This fight differs from the previous three in that there are more distractions 
    and obstacles on the bridge. Also, there is no platfrom to "help you" over him 
    (it never really helped me). The same ways to kill him apply here, too, as he 
    himself is no different (just a different character). Run under him, jump over 
    him, or blast him with fireballs to reveal his true identity, Spiny. You must 
    avoid a fire chain attached to the bridge as illustrated above, and also, 
    Podoboo inhabits the lava under the bridge, and will jump up occasionally to 
    say hello and make trouble. The bottom line is to just be careful, watch out 
    for enemies/obstacles, and you should pull through.
    
    -------------------------------------------------------------------------------
    ------------------------------------WORLD 5------------------------------------
    -------------------------------------------------------------------------------
    
    5-1
    ---
    Enemies: Koopa Troopa (Green), Goomba, Pirana Plant, Koopa Paratroopa (Green), 
    Bullet Bill 
    Level Type: Normal
    Time: 300
    
    Immediatly jump on the Koopa Troopa and send him flying ahead of you. Quickly 
    follow him, and if he hit's all of the enemies ahead of you, sometimes you 
    will get an extra life. Jump over the first two pipes, a gap in-between them. 
    After a quite a few more enemies on a flat strip of land, you'll come to an 
    obstruction of bricks extending over a pit with three bricks above it. There 
    is a Starman in the third brick. With the Starman, run and ignore the various 
    enemies and Bullet Bill, who you will see for the first time, because hey, 
    you're invincible!
    
    Whenever Starman wears off, if you were running full speed you should end up 
    near a Bullet Bill who is next to a pipe, which mysteriously can support 
    itself in the air. Jump on the Bullet Bill and up into the elevated pipe for 
    a bonus area. You'll come out in the pipe right next to the pipe you just 
    entered, so you might as well get the bonus as there is nothing you are 
    missing. Kill the two green Koopa Paratroopas and ahead of them is the stairs 
    leading to the flagpole. There's a little break in the flight of stairs in 
    this level, but nothing that will effect you (unless you fall through, of 
    course).  :)
    
     * Bonus secret in third pipe.
    
    5-2
    ---
    Enemies: Bullet Bill, Koopa Troopa (Green), Koopa Paratroopa (Green), Hammer 
    Brothers, Cheep-Cheep (Red), Cheep-Cheep (Green), Bloober, Goomba, Koopa 
    Troopa (Red)
    Level Type: Normal
    Time: 400
    
    Ascend the steps and watch out for Bullet Bill at the top of them. Beneath 
    them, there is a green Koopa Troopa parading about, so kill him if you have 
    fire power. Use the Jumping Board to grab the three coins in the air in the 
    top left hand corner if you didn't get them when you jumped off the blocks. 
    Then use the Board to get on top of the top set of bricks to the right. Grab 
    the coins on the bottom row and get the power-up that's in the brick farthest 
    right in the top row.
    
    Just ahead, you'll find a lone Hammer Brother bouncing around on a set of 
    blocks resembling stairs. It's easiet to take him out with fire if you have 
    it, but if not, it will be much more difficult. Get up on the step right below 
    him, or one more down if that makes you feel safer. You'll have to wait for 
    his periodic break from throwing mallets and then jump over or on him. You 
    have to be the judge of when you should go, and the breaks are few and far 
    between, not to mention short.
    
    Once you've passed him, you can choose one of two paths. There is a pipe ahead 
    that you can go in, albeit not a bonus stage like usual. Instead, it will be 
    an underwater stage. Shorted than other aquatic stages and with more coins, it 
    may be the route you want if you like the water stages (1). The other way is 
    to simply ignore the pipe and move ahead (2).
    
    1. As with most things, having a Fire Flower will make this part a whole lot 
    easier. Swim along until you come to the part where there are two pits, each 
    one having platforms moving down them. There will be a Bloober hanging about 
    the area, take him out if you can, if not, grin and bare it.  :) The platforms 
    here are not meant to help, but to drag you down. If you get caught under one, 
    you're basically dead. Collect the coins in-between the pits with the 
    platforms and make sure not to get caught under them.
    
    The rest of the aquatic stage is merely Cheep cheep and Bloober coming after 
    you while you swim toward the exit, grabbing all the coins you can.
    
    2. Jump over the Goombas and the pit. On the other side there is another 
    Hammer Brother by his lonesome and he will be either on top of a row of five ? 
    blocks or below them. Shoot him or wait until he is atop the ? blocks and kill 
    him by hitting the block he is standing on. Move on avoiding several enemies 
    until you come to a set of Hammer Brothers, and this is where the aquatic and 
    land routes meet. One note about the difference in the water and land route, 
    the Hammer Brothers that would normally be there, are only there if you take 
    the land route. They are not there if you go the underwater way.
    
    This time on their usual set of two rows of bricks. Defeat them, and grab the 
    Starman that is in the brick on the top row, farthest right. Destroy the three 
    Buzzy Beetles across the pit and slide under the low set of two bricks. The 
    one on the left is a coin block and the one on the right a power-up. Jump 
    across the gap with the aid of a row of bricks and hurry across the area, 
    killing the two green Koopa Paratroopas. The brick before the gap has a 
    power-up inside it. Jump across the gap, go through a few enemies, then you'll 
    come to a two gaps with a pipe between them, the pipe being inhabited by a 
    Pirana Plant. You're at the end of the level, as long as you defeat the Koopa 
    Paratroopa on the steps leading to the flagpole. The steps are missing a step 
    every two steps, replaced by a pit.
    
     * Pipe in middle of stage leading to aquatic region.
    
    5-3
    ---
    Enemies: Goomba, Koopa Troopa (Red), Koopa Paratroopa (Red)
    Level Type: Treetops
    Time: 300
    
    This level is basically a repeat of 1-3, but during the entire course of the 
    stage, Bullet Bill be flying through occasionally. Well, more than that; each 
    time a Bullet Bill exits the screen to the left, another one will come from 
    the right, at a different height.
    
    Run along through the tree tops collecting coins until you come to a ? block 
    containing a power-up. Take the item and jump on the platform and get the 
    coins on the above tree top. Continue until you get to an area with a platform 
    moving left to right. Grab the coins but be careful not to fall off the edges 
    of the moving lift. Carefully time your jump to the next platform also moving 
    side to side and be especially careful not to let the platform move out from 
    under your landing position, so time your jump wisely. Continue on through the 
    level collecting coins here and there until you reach the end.
    
    5-4
    ---
    Enemies: Bowser (Lakitu)
    Level Type: Castle
    Time: 300
    
    When you reach the second pit of lava, you will notice that the small area you 
    must jump to next has a huge fire chain attached to it. This type of fire 
    chain is much longer than the other type, probably three times longer, and are 
    much harder to avoid. There is also a ? block with a power-up inside it above, 
    but only get it if you absolutely need to. 
    
    Fire chains are littering the next passageway, so proceed with caution. You 
    can choose to go the top or bottom route, although neither is safer or has 
    less fire chains. After you get through that, there will be two lifts right 
    next to each other, one going up, the other down. Jump on the first one, and 
    then quickly jump to the second one and to the other side. You should see his 
    fireballs start to come at you about now, so collect the few coins you can 
    before the fight. They are surrounding a fire chain, so only grab the ones you 
    know you can get without being hit. Do not try and duck under the block with 
    the fire chain attached because more likely than not this will only end in 
    disaster. Jump over the next few lava pits, each having a Podoboo, and prepare 
    to face Bowser.
    
    The platform has returned to "assist you" in getting over him, but if you have 
    the Fire Flower, just blast him, or even run under him when you get the 
    opportunity.
                               _________________________
                              |   ____________________  |
                              |  |                    | |
                              |__|_ _ _ _ _           | |
                                 |_|_|*|_|_|  ___     |_|
                                      *   
                                      *              (|)
                                      *               |_
                               __ ____*_____________/|  |
                              |  |____*______________|  |
                              |  |    *              |  |
                              |  |^^^^^^^^^^^^^^^^^^^|  |
                              |  |                   |  |
    
    _____________________
             KEY         |
                         |
    *   - Podoboo's path |
    ___ - Platform       |
                         |
    (|)                  |
     |  - Ax             |
    _____________________|
    
    Besides a little bit of a different setup, and obstacles in different places, 
    this guy's no different than the last. By the way, it's Lakitu this time.
    
    -------------------------------------------------------------------------------
    ------------------------------------WORLD 6------------------------------------
    -------------------------------------------------------------------------------
    
    6-1
    ---
    Enemies: Lakitu, Spiny
    Level Type: Night
    Time: 400
    
    Get the coins in the first two ? blocks and then run across the stretch of 
    blocks to get to the two bricks at the top of the screen. Jump on the bricks 
    and kill Lakitu. The blocks on the left of the two you're standing on contains 
    a power-up. Move to the bricks further down and grab the coins in the coin 
    block. It's the brick farthest right. Keep on moving along, grabbing coins. 
    Ignore the bricks that you come across first, because there's nothing in them. 
    The next set of blocks, comprised of bricks and ? blocks, has something to 
    offer. The ? block on the right has a coin in it and the one on the left a 
    power-up.
    
    Continue through the level until you come to yet another set of bricks. These 
    are set up in a stair-like manner, steadily heading down. The middle step (set 
    of bricks) has a coin block on the right, but you must run, duck and slide to 
    get it, but if you go too far you'll fall off the edge. This basically ends 
    the level, and coming up is the flagpole.
    
    6-2
    ---
    Enemies: Koopa Troopa (Green), Pirana Plant
    Level Type: Night
    Time: 400
    
    When you get to the first pipe, you can go into it for a bonus area or jump 
    over it and kill the Koopa Troopa if you have fire power. If you not, avoid 
    hitting him and uncover the secret block in the middle of this area (between 
    two pipes). Above the secret block is a set of three bricks, and the middle is 
    a coin block. Move along through the vast array of pipes, until you come to 
    the sixth one. There is a Buzzy Beetle between it and the next pipe, and two 
    bricks above the area where the Beetle is. Jump on the Buzzy Beetle, but don't 
    kick him, and hit the brick on the right to get a power-up.
    
    The seventh pipe is an alternate route (bonus level) to the regular way, but 
    like there has been previously, a water stage (1). You can also ignore the 
    pipe and move on, taking the land route (2).
    
    1. The water area here is identical to the one in 5-2. As with most things, 
    having a Fire Flower will make this part a whole lot easier. Swim along until 
    you come to the part where there are two pits, each one having platforms 
    moving down them. There will be a Bloober hanging about the area, take him out 
    if you can, if not, grin and bare it.  :) The platforms here are not meant to 
    help, but to drag you down. If you get caught under one, you're basically 
    dead. Collect the coins in-between the pits with the platforms and make sure 
    not to get caught under them.
    
    The rest of the aquatic stage is merely Cheep cheep and Bloober coming after 
    you while you swim toward the exit, grabbing all the coins you can.
    
    When you come out, there is a coin block to your left.
    
    2. When you get to the fourth pipe from the one you could have went down (pipe 
    #11), hit the brick on the far right that is above it. A vine will appear, and 
    to access it, fall to the right of the pipe and hit the secret block. It's a 
    cloud bonus stage, and you come out a little ways past the pipe you come out 
    of if you take the aquatic route. You're very close to the exit, all you have 
    to do is jump over a few more pipes and you're there.
    
     * Bonus secret in first pipe.
     * Bonus area (alternate route) in seventh pipe.
    
    6-3
    ---
    Enemies: Bullet Bill
    Level Type: Treetops (Night, Ice)
    Time: 300
    
    At the start of the level, there's not much there, really. When you reach the 
    first platform, though, it will be moving up and down the screen. Grab the two 
    coins that are directly above this and jump down to the next tree. Get on the 
    Jumping Board, and when the time is right spring yourself up to the platform 
    above you that's moving left to right. When it scrolls right, collect the 
    coins and jump to the next platform right below this one, also moving left to 
    right.
    
    From this one jump to yet another side-to-side moving platform that is a bit 
    higher than the one you are currently on. There will be a ? block containing a 
    power-up somewhere on this moving platform's path, so grab it if you need to. 
    Make your way to the platform to the right of this one, but this one is going 
    up and down like the first platform. From here you can jump to stable ground, 
    a tree. There is a pulley system in front of you that you must use to get to 
    the other side. Jump on the first side, level it out with the second, and then 
    get over to that one, picking up two coins along your way.
    
    Get over onto the next pulley but let the other platform raise just a little 
    bit higher this time. This way you can access the tree with coins lining it. 
    About this time, Bullet Bills will start coming from nowhere onto the screen, 
    so you must be careful to watch for them as you pass through the next couple 
    of trees. When you come to a Jumping Board, use it to bounce yourself up to 
    the hovering platform above. Leap from this moving platform to the pulley on 
    the right and hop over onto the next tree.
    
    There are several platforms here that appear to be sturdy, but when you jump 
    on them, they start to drop down. There are four of these in a row, and the 
    second one has two coins under it. To get them simply let the platform fall 
    just enough to grab them, but have enough leverage to make it to the next 
    platform.
    
    6-4
    ---
    Enemies: Bowser (Bloober)
    Level Type: Castle
    Time: 300
    
    Jump across the first few fire and lava pits, most containing Podoboos and 
    most of the land you jump to has a fire chain attached to it. There is a 
    power-up item in the middle of one of the islands. Next you'll come to a 
    passageway lined with fire chains on the top of it, so just take your time and 
    proceed through cautiously.
    
    The passage will widen a bit, only to make room for fire chains now on both 
    the top and bottom of the passage. Jump through the wall of five fire chains 
    and on the other side Bowser should begin throwing his flame. Like in level 
    1-4, there is a secret block worth nothing but a coin on the way from here to 
    Bowser, but nothing special.
    
    The fight with Bowser will be a different from those before this one. First of 
    all, he has a new arsenal along with the orginal fireballs. He now throws 
    hammers much like that of the Hammer Brothers, but in many, many multiple 
    shots, at the same time, anywhere between 6 to 8 at a time, all in a row. It's 
    not as hard as it sounds, as long as you don't stand around admiring the 
    scenery and quickly run through the battle. Speaking of scenery:
                               _________________________
                              |   ____________________  |
                              |  |                    | |
                              |__|                    | |
                                              ___     |_|
                                      *
                                      *              (|)
                                      *               |_
                               __ ____*_____________/|  |
                              |  |____*______________|  |
                              |  |    *              |  |
                              |  |^^^^^^^^^^^^^^^^^^^|  |
                              |  |                   |  |
    
    _____________________
             KEY         |
                         |
    *   - Podoboo's path |
    ___ - Platform       |
                         |
    (|)                  |
     |  - Ax             |
    _____________________|
    
    If you stand directly in front of him, the arc that he throws his hammers in 
    will not affect you and you won't be hit. But if you stand there too long, he 
    will eventually throw a fireball, disturbing the peace you were enjoying. The 
    three normal methods to opening up a can on him all apply, from running under 
    him, jumping over him, or pegging him with fireballs of your own. Fireballs 
    will reveal that he is really  , and still not the real King of the Koopas 
    quite yet.
    
    -------------------------------------------------------------------------------
    ------------------------------------WORLD 7------------------------------------
    -------------------------------------------------------------------------------
    
    7-1
    ---
    Enemies: Bullet Bill, Koopa Paratroopa (Green), Hammer Brothers, Buzzy Beetle, 
    Pirana Plant
    Level Type: Normal
    Time: 400
    
    Run along through the level past the first Bullet Bill and Koopa Paratroopa. 
    When you get to the second Bullet Bill, or second and third really, as they 
    are stacked one on top of the other. There are three bricks above these two 
    enemies, so jump on top of him and hit the block on the left, containing a 
    power-up. Continuing on you can choose to get the row of four ? blocks, each 
    containing a coin, but as they're between two Bullet Bills standing at 
    different heights, you might not want to risk it.
    
    For a while there's nothing but green Koopa Paratroopas and many a Bullet 
    Bill. Under one of the Bullet Bills sitting on a row of bricks, the brick 
    directly on his right is a coin block. You'll eventually come to a pair of 
    Hammer Brothers that you must defeat, or simply run underneath their bricks 
    with the correct timing. In this case, you might as well just run under them 
    because there is nothing in their set of blocks this time. The pipe just 
    beyond them is a bonus area.
    
    When you come out from the bonus area, a Bullet Bill to your right should fire 
    off, not hitting you, and then proceed on. Almost immediately you come to 
    another set of Hammer Brothers. Run under them as you can't gain anything from 
    defeating them. Past the last Bullet Bill there is a Jumping Board, and at the 
    top of the screen above it is a brick with a power-up in it. The other bricks 
    around it have nothing in them. Go on over the two staircases of blocks and 
    you'll finish the level.
    
     * Bonus secret in second pipe.
    
    7-2
    ---
    Enemies: Cheep-Cheep (Green), Cheep-Cheep (Red), Bloober
    Level Type: Aquatic
    Time: 400
    
    This stage has a lot more Bloobers than any other aquatic stage or portion of 
    a stage. As long as you walk along the floor, swimming only when necessary or 
    to get coins, you should make it through unharmed. Sometimes you must leave 
    the lake bottom, perhaps because of a wall or something, you can woo the 
    Bloobers over to the left side of the screen, as they will follow you. As soon 
    as they are over there, you can dart right and leave them behind. The level 
    itself is relatively easy, and is almost identical to level 2-2. So, if you 
    need reference, go to the level 2-2 walkthrough.
    
    7-3
    ---
    Enemies: Cheep-Cheep (Flying), Koopa Troopa (Green), Koopa Troopa (Red), Koopa 
    Paratroopa (Green), 
    Level Type: Treetops (Flying Fish)
    Time: 300
    
    Hold down the B button during most of this level! I cannot emphasize this 
    enough. It makes the entire level much, much easier, and as long as you only 
    let go when you get the power-up in the middle of the level or at the part 
    where the platform/bridge is broken up into three pieces, you should make it 
    through without a scratch.
    
    Basically, this level is exactly the same as 2-3 (this game likes to repeat 
    a lot), and you have to run through avoiding the Flying Fish, but this time 
    around other enemies inhabit the area, like Koopa Troopa. The first bridge is 
    very long, has numerous coins above it, and several enemies. The next one is 
    shorter, and there is a red Koopa Troopa on it, with coins above it. Grab the 
    coins and move on. The next bridge is identical to this one, but with no coins 
    to get. The bridge after this one has the only power-up in the level, in a ? 
    block, so try not to lose it, and you are almost finished.
    
    When you get to the free treetop, that is not a bridge, you are at the halfway 
    point. Continue to run through, grabbing the coins and evading the green Koopa 
    Paratroopas that are swaying right to left. The bridge after this one has the 
    same kind of enemy. Then, the hardest part of the stage. There is a 
    bridge/platforms broken up into three pieces. You definitely need to slow 
    down, but do not stop as this gives the fish an easy opportunity to hit you. 
    After this part, one more bridge or so and you should be home free.
    
    7-4
    ---
    Enemies: Bowser (Hammer Brother)
    Level Type: Castle (Maze)
    Time: 400
    
    Jump on the across the two platforms that jolt down towards the lava when 
    pressure is applied. Across the lava pit, the maze begins. Take the bottom 
    path, then the middle path, and then the top one and you will clear this part 
    of the maze. Jump over the lava and to the bricks at the top of the screen. 
    Stay clear of the fire chain and move along the first two skimpy gaps until 
    you come to a normal sized gap in the bricks.
    
    Drop down to the bottom from here, run on the bottom path first, then when you 
    come to the next gap, jump up into the middle path. When an opening appears up 
    top, jump to it and take the top path the rest of this route. You know you've 
    cleared this maze area when you come to a screen where the ground is level, 
    except for a few fox hole looking things in it, and Bowser will begin to throw 
    fireballs.
                               _________________________
                              |   ____________________  |
                              |  |                    | |
                              |__|                    | |
                                                      |_|
                                       
                                       *             (|)
                                       *              |_
                               __ _____*____________/|  |
                              |  |_____*_____________|  |
                              |  |     *             |  |
                              |  |^^^^^^^^^^^^^^^^^^^|  |
                              |  |                   |  |
    
    _____________________
             KEY         |
                         |
    *   - Podoboo's path |
                         |
    (|)                  |
     |  - Ax             |
    _____________________|
    
    When you arrive to him, you find the bridge looks like the ASCII art above. 
    This fight is nearly the same as in 6-4, but there is no platform to "assist 
    you" over him. He will be hurling hammers as well, and the Podoboo is still 
    there in the same area, but he has shifted to the right a little. Use any of 
    the strategies mentioned before, including running under him, jumping over 
    him, fireballs, to take this guy out. This time, the enemy behind the mask is 
    a Hammer Bro.
    
    -------------------------------------------------------------------------------
    ------------------------------------WORLD 8------------------------------------
    -------------------------------------------------------------------------------
    
    NOTES
    =====
    As the last world in the game, excluding the second quest, 8 is by far the 
    most difficult. There are no save points, halfway points, or whatever you want 
    to call them. You will fight the real Bowser at the end of this world, and his 
    castle is a huge maze, and there may be multiple paths to get through it. I'm 
    not sure. As a matter of fact, I have never even checked, and unless I am 
    motivated to do so, probably will not. I found my way, and stuck with it. So, 
    if you find or know a different way to get through his castle, e-mail me at 
    kader3@msn.com with the details. 
    
    Onward.
    
    8-1
    ---
    Enemies: Goomba, Buzzy Beetle, Koopa Troopa (Green), Koopa Paratroopa (Green), 
    Pirana Plant 
    Level Type: Normal
    Time: 300
    
    This is quite a long level, and it has a bonus area if you go down a certain 
    pipe. To make sure you do not die by running out of time, I will take you down 
    through the pipe route and not describe the overworld part of the level that 
    you will miss, as I do not encourage you take that route.
    
    The first enemy you come across is a Buzzy Beetle, and you can use him as a 
    projectile to take out the Goombas ahead of you. There are only a few, and he 
    will quickly hit a pipe and come flying back towards you, so take caution. 
    Once over this pipe, there will be two Koopa Troopas wandering aimlessly. Get 
    them out of the way and turn your attetion to the series of small gaps in the 
    ground ahead. To avoid any mishaps, get a running start and glide across them, 
    but do not jump until the end. You must jump to avoid the Koopa Troopa on the 
    other side.
    
    A series of three Goombas will be waddling towards you, jump over them and 
    onto the pipe. Jump over to the next type, avoiding a run-in with the Buzzy 
    Beetle in-between the two pipes. There are a few pipes ahead of this, and 
    between each one, there is one coin. This seems to be a sort of "theme" with 
    this level. You will commonly come across one coin by itself. Anyways, when 
    you come to a pipe that has two coins in the air above and to the right of it, 
    and three Goombas in front of it, go down it.
    
    For a detailed description of this and all of the other bonus areas, check 
    section 10. Once outside, jump over the line of three Koopa Troopas and over 
    the next pipe, avoiding the Goombas there. You will end up at a wall of 
    blocks, a row of bricks above it spanning across a bit of land, and another 
    block wall on the other side. Koopa Paratroopa is floating around between the 
    pillars, and there is a secret block in the middle of them. Uncover it and get 
    the coin block that is in the brick directly above it.
    
    Next, you come to an area much like the beginning, where there were many gaps 
    in the ground. There are two green Koopa Paratroopas in the area, so be aware 
    of them and watch out. Run across the gaps like you did earlier. On the other 
    side there will be a row of bricks, the third one containing a Starman. Grab 
    it and run across a few more small gaps, then destroy any enemies you meet. 
    You will have to make a pretty big jump, but nothing you can't handle if you 
    are holding B.
    
    There are three pipes, each having a Pirana Plant inhabiting it, and there is 
    a gap inbetween them. With Starman, you can quickly maneuver over them, just 
    take heed not to fall down in the pits between each one. Once you make it over 
    them, there are numerous enemies such as Goomba on the other side. Your 
    invincablility should last long enough for you to get through them, making it 
    to the small block staircase. Hurdle that and and kill the Buzzy Beetle. Now 
    there are two pits, a small median island between them, and one coin above 
    each one. Make your way across and over the blocks containing the Koopa 
    Troopa.
    
    This is one of the most difficult jumps in the game, and is hard to convey 
    just what to do on paper, but you have to get a running start, holding B. Jump 
    across the first gap to the tiny piece of land and without hesitation make 
    press the A button to make the next jump. You'll grab three or four coins on 
    the way, but more importantly, you made it. You may have to pull make a little 
    so you don't overjump it, but otherwise, follow the plan.
    
    Jump over the next few Koopa Troopas and pipes and you'll be at the end of the 
    level. The staircase is broken up into three tiny block walls, each with a pit 
    in between. Proceed with caution and you'll be fine, and the blocks at the top 
    have not been changed. The 5000 point jump is just as easy as ever.
    
     * Bonus area in pipe towards middle of level.
    
    8-2
    ---
    Enemies: Koopa Paratroopa (Green), Lakitu, Spiney, Bullet Bill, Pirana Plant
    Level Type: Normal
    Time: 400
    
    Jump over the Koopa Paratroopa and head up the steps. Watch out for the Koopa 
    Paratroopa on the steps and Spinies falling from the sky (Lakitu). When you 
    reach the top, jump on Lakitu to get him out of the way for now. Grab the four 
    ? blocks at the bottom of the steps and hop across the hole.
    
    You'll come to a Jumping Board on the other side of the pit, and there is a 
    very long horizontal row of bricks above it, scrolling right. Jump on the 
    Board and hit the block directly above it. A 1UP (gasp) will pop out of it and 
    start rolling to the right. The path under the bricks is choppy, filled with 
    small holes, but the gaps are short enough that you can run over them. In your 
    path are two Paratroopas, so you can either let them fall in a hole or jump
    over/run under them. Whatever you do, though, don't get too far ahead of and 
    don't let the 1UP get behind you. Stay with it so you can grab it when the 
    bricks come to an end. If you're Super Mario, you can sometimes use the 
    Jumping Board to hit the block next to the 1UP block and let the 1UP fall 
    through there, but this takes quickness and good timing.
    
    Make your way over the Bullet Bills until you come to an area with a Bullet 
    Bill on both sides of the screen. There are two bricks in the middle of this 
    area, the second one having a power-up inside it. Grab it and be sure not to 
    lose it right when you get it, because I've done this many a time before. Jump 
    onto the Bullet Bill on the right and over to the blocks in-between these two 
    Bills. Pass through the next few Bullet Bills, as they are everywhere, until 
    you come to a huge gap. There are two tiny pieces of land to stand on before 
    the jump, and the only way to make this jump is two get a running start on 
    these two islands. 
    
    Get on the first piece of land, and get over to the left edge of it. There is 
    a small gap between this and the other piece, but small enough that you can 
    run over it. Run to the second piece and when you get to the edge of it, leap 
    and hold the A button to get the maximum distance from your jump. You should 
    make it, as long as you follow those directions.
    
    You can go down the pipe on the other side of this very large gap. Take that 
    route, I won't explain the normal way. This way is quicker. When you get out 
    of the bonus area, evade the next few enemies, pits, and other obstacles until 
    you come to the end.
    
     * 1UP in block above Jumping Board.
     * Bonus secret in pipe after long jump.
    
    8-3
    ---
    Enemies: Hammer Brothers, Bullet Bill, Pirana Plant, Koopa Troopa (Green), 
    Koopa Paratroopa (Green)
    Level Type: Normal (Fortrace Background)
    Time: 300
    
    When you get past the first two Bullet Bills, killing or avoiding the Koopa 
    Paratroopa on the way, you'll come to a pipe. In front of the pipe there is a 
    set of Hammer Brothers. You should probably kill them, because there is a 
    power-up in the block on the top row, second from the right. You can always 
    run under them, but it's not recommended.
    
    Avoid the Bullet Bill that lays ahead and the Koopa Paratroopa. You will come 
    to another set of Hammer Brothers, with the same set up. Defeat them and grab 
    the power-up in the top block, second from the left. Jump over the pipe with 
    gaps on each side of it and kill the Koopa Troopa. There is a lone Hammer 
    Brother ahead and he will be on a level surface going head to head with you. 
    Just you and him, your fireballs against his hammers...that is, if you have 
    fireballs. If you do, this battle is easy and you will prevail, but if not, 
    you can run under him when he jumps up or jump over him (easiet). If you get 
    a running start, you should jump high enough so that his hammers don't touch 
    you.
    
    You will come across another Hammer Brother, then a pipe, and then two more 
    Hammer Brothers, alone in the same fashion the previous two were. Again, if 
    you have fireballs, this is easy. If not, it can be one of the biggest 
    challenges in the game. Next is the last (and most difficult) final block 
    stairways to get across. It is set up like so:
    
                                               _ _
                                              |_|_|
                                           _
                                          |_|
                                       _    
                                      |_|
                             _     _ 
                            |_|   |_|  
                        ____|_|_                        ____
                                |                      |
                                |                      |
    
    As long as you take it slowly and don't rush through it, you should be 
    alright.
    
    8-4
    ---
    Enemies: Goomba, Buzzy Beetle, Koopa Paratroopa (Green), Hammer Brothers, 
    Pirana Plant, Cheep-Cheep (Flying), Bloober; Bowser, King of the Koopa
    Level Type: Bowser's Castle (Maze)
    Time: 400
    
    Bowser's Castle is a huge, complex maze with many dead ends and warps back to 
    the beginning of the level. I will show you the way that I have always gone, 
    and the way most people probably go, and if you know of any other way to get 
    there, e-mail me at kader3@msn.com.
    
    Get on the third step, the bottom one, and try and get some speed and jump. 
    You'll barely make it most of the time, but hey, at least you make it. Bypass 
    the first pipe, and the second one. Kill the gray Goombas and jump onto the 
    platform that is in the floating back and forth between the edges of the lava 
    pool. Let the platform take you to the other edge and then jump up there. Go 
    down the first pipe here.
    
    The next few pipes will have different enemies between them crawling around, 
    such as Buzzy Beetle and a green Koopa Paratroopa. Jump over the small pit of 
    lava and notice the pipe that the next pipe is in midair. That is the next 
    pipe in this route to Bowser that you need to take. On the left side of the 
    pipp, there is a secret block. There will also be two Koopa Paratroopas coming 
    towards you whenever the pipe comes into view. Get them out of the way, then 
    uncover the secret block. Jump up on it and up on to the elevated pipe.
    
    This area has Flying Fish coming through now and again, so be on the lookout. 
    It's mainly at the beginning, though. Jump over the numerous pipes, evading 
    the fish, until you come to a pit of lava. The first pipe on the other side of 
    the lava is the next pipe you must go down.
    
    The aquatic part of the stage is really not all that hard, but the odd thing 
    is it has fire chains in it...flames, underwater? Perhaps the game designers 
    let physics fly out the window here, but it makes for a fun game anyway. Stay 
    along the bottom as to avoid Bloobers and just time your movements past the 
    fire chains. There are five total, but they are not a threat here for the most 
    part.
    
    THE ROAD TO BOWSER, KING OF THE KOOPA
    =====================================
    
    The pipe from the underwater portion was the last pipe on the long road to 
    Bowser himself. It's all water under the bridge now...almost. Before you get 
    to him, there is a final showdown with a member of the Hammer Brothers. He is 
    by himself, and unfortunately, on the ground as in the previous level 8-3. If 
    you have fire power this part will be a breeze, but for those of you who may 
    have lost it, get down and stand right in his face. He will move back and 
    forth as he throws hammers, but will never walk into you if you place yourself 
    correctly. As soon as he jumps, jet under him and leap across the lava pit, 
    to the showdown with the most famous villain in video game history.
    
    In the very small passage before his bridge, fire will be coming at you faster 
    than in previous castles (perhaps because he is the real Bowser). There could 
    be more than one, so just hurry and get into the fight.
                               _________________________
                              |   ____________________  |
                              |  |                    | |
                              |__|                    | |
                                                      |_|
                                       
                                                     (|)
                                                      |_
                               __ __________________/|  |
                              |  |___________________|  |
                              |  |                   |  |
                              |  |^^^^^^^^^^^^^^^^^^^|  |
                              |  |                   |  |
    
    _____________________
             KEY         |
                         |
    (|)                  |
     |  - Ax             |
    _____________________|
    
    It's just a straight fight between you and him, he has no assistance here. 
    Like the previous two fakes, the real King of the Koopa throws multiple 
    hammers at one time and throws fireballs, but his fireballs come out faster 
    and in more quantity than in any previous fights. As infamous as Bowser is, 
    this battle is not tough at all. The same strategies that applied before apply 
    now. You can run under him, jump over him (not recommended), or the best way 
    to beat him, blast him with fireballs of your own. He takes the same number of 
    shots as the previous bosses, and goes down just as easy. Kinda disappointing 
    for the final boss fight, eh?
    
    After you defeat him, you go to the back room where you usually find Toad, but 
    this time it's the Princess! You saved the Mushroom Kingdom from their evil 
    invaders, and saved the day! The game will say:
    
                                   THANK YOU MARIO!
    
                                  YOUR QUEST IS OVER.
                            WE PRESENT YOU WITH A NEW QUEST.
    
                                    PUSH B BUTTON
                                  TO SELECT A WORLD
    
    Congrats on beating THE classic of classics, Super Mario Brothers!
    
    ****************
    THE SECOND QUEST
    ****************
    
    The second quest in the game can only be reached after completing the game. It 
    is identical to the first quest in most aspects, but harder enemies appear 
    earlier in the game. For example, Buzzy Beetle will replace all Goombas, and 
    they will move twice as fast as they did the first time around. Some other 
    things have changed too, but very minute things. Think you can handle the game 
    a second time around?
    
    -------------------------------------------------------------------------------
    
    8)  8 STAGE WALKTHROUGH
    =======================
    
    This section will show the method to completing the game in the shortest 
    amount of time and levels. Differences between the full walkthrough and this 
    one are:
    
     ** I'll take you directly to Warp Zones
     ** You will avoid most enemies
     ** Most power-ups will not be picked up, nor pointed out
     ** You will take some alternate routes in some of the levels
    
    With that disclaimer, this method is the one used in getting record times for 
    completing Super Mario Brothers. If you think you have what it takes to beat 
    the world record, practice this over and over again. You might develop a way 
    all your own, who knows. The record currently stands at about 5 minutes and 20 
    seconds.
    
    -------------------------------------------------------------------------------
    ------------------------------------WORLD 1------------------------------------
    -------------------------------------------------------------------------------
    
    1-1
    ---
    Before the game begins, you should already be holding down the B button. Run 
    through until you pass the first ? block, and jump right when you pass it. Try 
    not to be stalled by the set of bricks/blocks. When you arrive at the fourth 
    pipe, go down it.
    
    Clear the bonus area as quickly as possible and when you exit the bonus, you 
    will be at the end of the stage. All there is left to do is run past the 
    Goombas and jump up the blocks leading to the flagpole. You must try not to 
    stop while on the bricks, and glide through without be stalled too much.
    
    1-2
    ---
    Grab the Mushroom in the first block of the five ? blocks. Run and jump over 
    the several block walls until you come to the bricks ahead of them. Get up to 
    the top of them, break the brick farthest to the right you can, then jump to 
    the top row of bricks in the level. You have to get a running start to jump up 
    there.
    
    Running over the top of the stage, you should get through pretty quick. This 
    will save you lots of time and effort. When you come to the gap with the 
    moving platforms, jump to the row of blocks above the median island, then on a 
    platform moving up, and back onto the top row of bricks. Beyond the exit pipe 
    is Warp Zone, and in this particular one, you can warp to either World 2, 
    World 3 or World 4. Get over to the World 4 pipe and slide down it.
    
    -------------------------------------------------------------------------------
    ------------------------------------WORLD 4------------------------------------
    -------------------------------------------------------------------------------
    
    4-1
    ---
    Run through the level holding B and the Spinies that Lakitu is hurling down at 
    you should not hit you. When you come to the second pipe, enter the bonus 
    level and then quickly proceed through it. Hop over the next few gaps once 
    outside the bonus area and you will reach the end of the stage. Ignore the 
    coin block.
    
    4-2
    ---
    Hop over the first couple of gaps, through the passageway of bricks until you 
    come to a pit with plaforms moving down. On the other side, uncover the secret 
    block that is directly below the last brick in the row of three. Uncover the 
    secret block to the left of this one, and if you are regular Mario, get the 
    one to the left of this. Hit the first block in the row and a vine will grow 
    from it, leading to the bonus area and eventually to Warp Zone.
    
    Quickly run through the bonus area, ignoring any and all coins until you come 
    to Warp Zone. You have the choice to go to World 6, 7 or 8, but of course, go 
    to 8.
    
    -------------------------------------------------------------------------------
    ------------------------------------WORLD 8------------------------------------
    -------------------------------------------------------------------------------
    
    8-1
    ---
    Avoid any enemies along the way to the pipe with the two coins above and to 
    the right of it, and it has three Goombas in front of it (the fifth one). Go 
    down the pipe.
    
    Rush through the bonus area and when you come out, head right and be sure to 
    jump over the three Koopa Troopas, pipe, and the several Goombas. When you 
    come to a block wall with bricks above it, get up on the bricks and rush over 
    the area. 
    
    Get the Koopa Paratroopas out of your way and then run over the several 
    miniture gaps in the ground and get the Starman out of the third brick in the 
    row. With Starman, you'll make it through a significent part of the level 
    without having to yield to any enemies. When you come to the large gap with a 
    small piece of land in the center, use the same strategy as before. Carefully 
    proceed over the broken up block staircase to the end.
    
    8-2
    ---
    This is sprinting free for all as you must avoid numerous enemies, while being 
    as fast as possible. Watch out for the Koopa Paratroopa on the first set of 
    blocks and Lakitu, with Spiny. Run through the adaquete amount of Bullet Bills 
    until you come to the big pit. As with before, get on the first piece of land, 
    get on the first skimpy piece of land, run over the tiny gap to the second one 
    and leap across. Go down the first pipe on the other side.
    
    Scramble through the bonus area. Jump over the Bullet Bill and the pit behind 
    him, then over the set of block steps and another Bullet Bill. Avoid the Koopa 
    Paratroopa on the blocks leading to the flagpole.
    
    8-3
    ---
    Hurry past the two Bullet Bills and Koopa Paratroopa and when you come to the 
    Hammer Brothers, you have two choices. One, you can run under them, ignoring 
    the power-up and making it a bit more difficult later in the level. Two, you 
    can fight them, and grab the power-up in the brick second from the right, top 
    row.
    
    Continue on until you come to yet another set of Hammer Bros. Here again you 
    have the same two choices as last time, and if you got the power-up last time, 
    stick around to defeat them and get the one in the brick second from the left 
    on the top row. If you did grab it last time, it would be wise to get this one 
    too, or your choice to get it the first time was basically obsolete. If not, 
    run under them when they are bother occupying a set of bricks. 
    
    If you have a Fire Flower by the time you get to the four Hammer Brothers who 
    are on the ground face to face with you, the rest of the level is much, much 
    easier. Simply blast them and move along. When you get to the end, be careful 
    jumping across the blocks, and then go down the flagpole. If you didn't get 
    them, however, you must: A. Without stopping, run and jump over them, hoping 
    that you won't get hit (this actually works pretty good, believe it or not). 
    B. Get in their face so that their hammers fly over you at an arc. When they 
    jump up in the air, quickly dash under them to the other side.
    
    8-4
    ---
    Get down onto the third step, run, and jump across the lava pit. Hop over the 
    first two pipes and three Goombas. Use the platform for assistance crossing 
    the next lava-filled gap and then enter the pipe on the other side.
    
    Continue on until you come to the pipe suspended in mid-air. There is a secret 
    block a little to the left of the pipe, so uncover it and use it to access the 
    pipe. Evade the several Flying Fish as you cruise through the next part, and 
    when you cross the lava, go into the first pipe on the other side.
    
    Swim through the all-too-easy water section of the stage, avoiding the ample 
    amount of fire chains and Bloobers and enter the pipe on the other end. As 
    long as you walk along the floor, even as Super Mario, the Bloobers can't hit 
    you.
    
    If you still have that Fire Flower from earlier, nows the time to use it. If 
    not, use the strategies pointed out in 8-3. Jump over the last lava pit, being 
    careful not to be a victim of Podoboo, and Bowser is awaiting you on the other 
    side. Speed along under him, flame him to death, whatever, just get over him 
    and cut the axe. Princess Peach is waiting for you on the other side...
    
    -------------------------------------------------------------------------------
    
    9)  WARP ZONES
    ==============
    
    First off, there are three Warp Zones. Warp Zones are secret areas, usually 
    featured behind the normal end of level, that allow you to access other worlds 
    beyond the world you are currently in. For example, in World 1, you can use 
    the Warp Zone to skip to World 4. It's just skipping levels. Some people like 
    to use Warps, but others prefer to play the full game. I have provided the 
    location and other miscellaneous information about the Warp Zones here.
    
    All Warp Zones look something like this:
    
                       _ _ _ _ _ _ _ _ _ _ _ _ _ _ _       _ _
                      |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|     |_|_|
                      |_|                                 |_|_|
                      |_|                                 |_|_|
                      |_|                                 |_|_|
                      |_|  WELCOME   TO   WARP   ZONE!    |_|_|
                      |_|                                 |_|_|
                      |_|                                 |_|_|
                      |_|   4          3          2       |_|_|
                      |_|  _____      _____      _____    |_|_|
                      |_| |_____|    |_____|    |_____|   |_|_|
                      |_|  |   |      |   |      |   |    |_|_|
                      |_|  |   |      |   |      |   |    |_|_|
                      |_|__|___|______|___|______|___|____|_|_|
                      |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|
                      |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|
    
    ===================
    WORLD 1-2 WARP ZONE
    ===================
    
    Warps: World 2, World 3, World 4
    
    TO ACCESS IT
    ////////////
    
    When you get to the part where there are two sets of platforms, one going up 
    and the other down, jump onto the second set of platforms and then onto the 
    top row of bricks. When you pass the usual exit, the Warp Zone will be behind 
    it. You can now choose to go to either World 2, 3 or 4.
    
    ====================
    WORLD 4-2 WARP ZONES
    ====================
    
    #1  Warps: World 5
    #2  Warps: World 6, World 7, World 8
    
    TO ACCESS #1
    ////////////
    
    At some time during the level break the bricks on the top row and jump up to 
    it. Follow it and you will eventually pass the exit and enter the Warp Zone. 
    If you're not Super Mario, after a set or two of platforms there will be a row 
    of three blocks pretty high off of the ground. There are secret blocks below 
    each one of them, so uncover whatever ones you feel necessary, get on the row 
    of bricks, and leap up to the top row. The only warp here is World 5.
    
    TO ACCESS #2
    ////////////
    
    Get to the row of three bricks part as explained above. Reveal the secret 
    blocks (only the left two if you are Super Mario) and hit the block on the 
    left. A vine will spout from it, enabling you to climb up into the overworld. 
    Collect the coins in the bonus stage, and when you come to the end of it you 
    will be at Warp Zone. You can now warp to World 6, 7 or 8.
    
    -------------------------------------------------------------------------------
    
    10)  SECRETS, TIPS AND TRICKS
    =============================
    
    There is wide array of tricks, secrets and all sorts of goodies throughout the
    game Super Mario Bros. I will break them up into little sections, and try to 
    squeeze every trick, tip, or secret I know about the game into this section. I 
    really need input here, so if you know anything that you think I should add 
    here, feel free to e-mail me at kader3@msn.com and credit will be given where 
    it is due.
    
    ==============
    LEVEL SPECIFIC
    ==============
    
    These secrets are only found in a certain level. That level will be labeled 
    along with whatever it has to offer.
    
    1-1
    ---
     * 1UP between the fourth pipe and the gap. Hidden in secret block.
     * Bonus secret in the fourth pipe.
    
    1-2
    ---
     * 1UP in the top row of bricks.
     * Warp Zone at the end of the level.
    
    2-1
    ---
     * Bonus secret in the third pipe.
     * Cloud bonus area
    
    3-1
    ---
     * Bonus area in the second pipe.
     * Cloud bonus area towards middle of level.
     * 99 lives trick.
    
    4-1
    ---
     * Bonus secret in third pipe.
    
    4-2
    ---
     * Warp Zone to World 6, 7, 8
     * Warp Zone to World 5
    
    5-1
    ---
     * Bonus secret in third pipe.
    
    5-2
    ---
     * Pipe in middle of stage leading to aquatic region.
    
    6-2
    ---
     * Bonus secret in first pipe.
     * Bonus secret in seventh pipe
    
    7-1
    ---
     * Bonus secret second pipe.
    
    8-1
    ---
     * Bonus secret in pipe towards middle of level.
    
    8-2
    ---
     * 1UP in block above Jumping Board.
     * Bonus area in pipe in middle of level.
    
    ==================
    SECRET/BONUS ROOMS
    ==================
    
    There are   types of secret or bonus rooms found in the game.
    
    _____________________
             KEY         |
     C  - Coin           |
     X  - Power-Up       |
     _                   |
    |_| - Brick block    |
                         |
     M  - Multiple coin  |
          block          |
    _____________________|
    
    
    BONUS AREA 1
    ************
    
    There is nothing but coins here, but useful and usually level-length reducing 
    anyway. Can be found in: 1-1, 2-1
                          _       _ _ _ _ _ _ _           
                         |_|     |_|_|_|_|_|_|_|       | |
                         |_|                           | |
                         |_|                           | |
                         |_|                           | |
                         |_|                           | |
                         |_|        C C C C C          | |
                         |_|                           | |
                         |_|      C C C C C C C        | |
                         |_|                           | |
                         |_|      C_C_C_C_C_C_C        | |
                         |_|     |_|_|_|_|_|_|_|    ___| |
                         |_|     |_|_|_|_|_|_|_|   ||  \ |
                         |_|_____|_|_|_|_|_|_|_|___||__/_|
                         |                               |
                         |                               |
    
    BONUS AREA 2
    ************
    
    This is one of the better bonus areas as there are not only coins here, but a 
    power-up as well.
                          _
                         |_|                           | |
                         |_|                           | |
                         |_|                           | |
                         |_|            C C            | |
                         |_|    _ _ _ C C C C _ _ _    | |
                         |_|   |_|_|X| |_|_| |_|_|_|   | |
                         |_|   |_|_|  C|_|_|C  |_|_|   | |
                         |_|   |_|  C|_|   |_|C  |_|   | |
                         |_|   |_|C|_|       |_|C|_|   | |
                         |_|     |_|           |_|     | |
                         |_|                        ___| |
                         |_|                       ||  \ |
                         |_|_______________________||__/_|
                         |                               |
                         |                               |
    
    BONUS AREA 3
    ************
    
    Another useful bonus area, this one also contains a power-up.
                          _     _ _ _ _ _ _ _ _ _ _ _ _
                         |_|   |_|_|_|_|_|_|_|_|_|_|_|_| |
                         |_|                           | |
                         |_|                           | |
                         |_|                           | |
                         |_|                           | |
                         |_|                           | |
                         |_|                           | |
                         |_|                           | |
                         |_|    C C C C C C C C     _  | |
                         |_|   |_|_|_|_|_|_|_|_|   |X| | |
                         |_|   |_|           |_|    ___| |
                         |_|   |_|           |_|   ||  \ |
                         |_|____C_C_C_C_C_C_C_C_C_C||__/_|
                         |                               |
                         |                               |
    
    BONUS AREA 4
    ************
    
    This bonus area is the only one to feature both coins and a multiple coin 
    block.
                          _       _ _ _ _ _ _ _           
                         |_|     |_|_|_|_|_|_|_|       | |
                         |_|                 |_|       | |
                         |_|                 |_|       | |
                         |_|                 |_|       | |
                         |_|      _ C C C C C|_|_ _    | |
                         |_|     |_|C C C C C|_|_|_|  _| |
                         |_|     |_|_|_|_|_|_|_|     |M| |
                         |_|                           | |
                         |_|                           | |
                         |_|                           | |
                         |_|                        ___| |
                         |_|                       ||  \ |
                         |_|_______________________||__/_|
                         |                               |
                         |                               |
    
    =====
    CODES
    =====
    
    Well, sort of...the following codes are used by pushing a certain combo of 
    buttons at a certain time, so I figured "Hey, codes".
    
    CONTINUE ON SAME WORLD
    **********************
     
    To do this, once you lose and have lost all turns for Mario or Luigi or both, 
    hold A and then press Start at the Game Over screen. Continue to hold A when 
    the menu comes up, and then select 1 Player Game.
     
    LEVEL SELECT
    ************
    
    Before you begin the second quest, if you press the B button during the demo, 
    you can change what level you start on.
    
    ========
    GLITCHES
    ========
    
    THE MINUS WORLD
    -1-1-1-1-1-1-1-
    
    The Minus World (World  -1) is perhaps the most well-known glitches in video 
    game history. -1 is a level that loops continuously, with no end, until you 
    run out of time and lives. The level is reached from World 1-2, and here is an 
    explanation on how to get there.
    
    When you reach the end of 1-2, stand on the pipe that takes you to the usual 
    exit. Break the bricks above you that are second from the left of the pipe and 
    third from the left. Now, stand near the edge of the pipe, face left, duck 
    down, and jump up towards the block remaining and the pipe. It takes a while 
    to pull off, but when you get it, Mario will begin walking backwards through 
    the wall. Turn him around so that he is facing right, and walk off into the 
    Warp Zone. Quickly enter the first pipe you come to, without letting the 
    Welcome to Warp Zone! text come up, and you will access the infamous Minus 
    World.
    
    World  -1 is almost exactly the same as World 2-2, except that when you enter 
    the pipe at the end that usually takes you to the exit, you are taken back to 
    the beginning of the level! It continues on like this until time runs out, 
    which you have 400 units of, and then until you lose all of your lives. If for 
    some odd reason you want to stay in the Minus World, you can use the Continue 
    on the same World or Level code.
    
    LITTLE FIRE MARIO
    *****************
    
    In any castle (a level ending in -4), if you jump on the Axe at the end and 
    get hit by Bowser at the same time, in the next level you will be big, but if 
    you get hit, you will die!
    
    To perform this trick, do what it says above. Jump up and hit the Axe and 
    Bowser at the same time. You must be Super Mario or Fire Mario to pull this 
    off. You will continue on as normal, and in the next level, when you get hit, 
    you die. If you grab a Mushroom, you will become regular Mario, and vice versa 
    if you get hit. When you grab a Fire Flower, you will become Fire Mario, but 
    in his smaller form. Each time you throw a fireball, you will become Super 
    Fire Mario, but only for the brief second you are throwing the fireball, and 
    then you will quickly shrink back down to the regular Mario.
    
    DEAD MARIO
    **********
    
    Performed the same way as the Little Fire Mario trick, except that you need to 
    be regular Mario. When you touch the Axe and Bowser at the same time, you will 
    die, the bridge will fall and Bowser will die, but the screen will scroll to 
    the back where Toad will begin to thank Mario. Maybe he's thanking him for 
    dying because they have a grudge...who knows.  ;)
    
    DISAPPEARING JUMPING BOARD
    **************************
    
    In levels that have a Jumping Board at some part or another in them, sometimes 
    the Jumping Board will not be there. Do not jump or walk into the area where 
    the Jumping Board should be or you will become stuck and have to wait for time 
    to run out.
    
    =============
    MISCELLANEOUS
    =============
    
    This is just a bunch of misc. tricks and stuff that don't really belong in any 
    of the other categories.
    
    FIREWORKS
    *********
     
    Grab onto the flagpole at the end of any level. If the time's last digit was a 
    1, 3 or 6, you get that number of fireworks to go off in the background. Each 
    firework is worth 500 points.
    
    VINE DANCING
    ************
    
    When you reach the top of a vine, get off, and then hop back on. Climb to the 
    top and Mario will start doing this little dance. On a scale of neatness 
    ranging from 1-10, I'd probably give this one a "meh".
    
    *******************************************************************************
    **********************************DUCK HUNT************************************
    *******************************************************************************
    
    IV.  DUCK HUNT
    --------------
    
    Duck Hunt was released back in '85 on the NES. It is more commonly known as a 
    part of the two game pack, Super Mario Bros./Duck Hunt, which came with the 
    NES during the time it was sold. Although, the game was sold seperately 
    without the console and by itself.
    
    Duck Hunt requires the Nintendo Zapper to play it. 
    
    -------------------------------------------------------------------------------
    
    1)  STORY
    =========
    
    This is taken directly from the instruction manuel, and I give full credit to 
    Nintendo for writing it.
    
    This fast action target game takes you into the marshes with your trusted 
    hunting dog at your side. He'll flush out your prey, then it's split second 
    timing and sharp shooting accuracy to bag these ducks. Take on one duck or two 
    at a time, and then as a true test of marksmanship, try clay shooting - the 
    ultimate challenge!
    
    --END OF EXCERPT--
    
    Most people don't really consider Duck Hunt to have a story, but the book 
    provides one, so I added it in here.
    
    -------------------------------------------------------------------------------
    
    2)  CONTROLS
    ============
    
    There are two control devices used to play Duck Hunt. Neither of them are 
    considerably hard to use, but what FAQ would be complete without a controls 
    section?
    
    ==============
    NES Controller
    ==============
    
     - Plugs into the first slot.
    
    D-Pad
    ^^^^^
    Up    - Controls ducks in Game A
    Down  - Controls ducks in Game A
    Left  - Controls ducks in Game A
    Right - Controls ducks in Game A
    
    A button
    ^^^^^^^^
    Nothing
    
    B button
    ^^^^^^^^
    Nothing
    
    Start
    ^^^^^
    Pause game
    Makes selections at menu menu
    
    Select
    ^^^^^^
    Moves cursor on main menu
    
    ==========
    Zapper Gun
    ==========
    
     - Plugs into the second slot.
    
    Trigger
    ^^^^^^^
    
    When pointed off screen
    ***********************
    Moves icon down on main menu
    
    When aimed towards screen
    *************************
    Makes selection at main menu
    Shoots at targets
    
    -------------------------------------------------------------------------------
    
    3)  GAME BASICS
    ===============
    
    This section is devised to allow you to get a feel for the game and get 
    comfortable with how it plays.
    
    Objective of the game
    ~~~~~~~~~~~~~~~~~~~~~
    The objective in Duck Hunt is simple. There are ten ducks in a round, and you 
    want to blast as many ducks as possible in order to move on to the next round. 
    You can either try for the Hi-Score or simply see how many rounds you can 
    sucessfully go through. Same for Mode B, where two ducks come on the screen at 
    once.
    
    Clay shooting is a bit different. Your goal is still to see how many rounds 
    you can get through/Hi-Score, but it is played differently. Two clay pigeons 
    will be shot out into the field ahead of you and you must shoot them before 
    they land. A certain number of clay pigeons must be hit in order to move on to 
    the next round.
    
    Ammunition
    ~~~~~~~~~~
    You have three shots per duck/pair of ducks/pair of clay pigeons, and once you 
    run out, the duck(s) will fly away. This is found in the bottom left-hand 
    corner of the screen.
    
    Hit meter
    ~~~~~~~~~
    This meter tells you how many ducks you have shot, and how many you still need 
    to advance to the next round. This is found at the bottom of the screen.
    
    R = ?
    ~~~~~
    Tells you what round you are in. Found above your ammunition/shots remaining 
    box.
    
    Score
    ~~~~~
    A box in the bottom right-hand corner that tells you what your score is. Each 
    time you start a new game, the score is reset to 000000. The top score each 
    time the game is reset is 12000.
    
    Perfect
    ~~~~~~~
    This occurs when you hit all ten ducks in a round. You will receive a bonus 
    10000 points.
    
    Fly Away
    ~~~~~~~~
    Happens when you run out of ammo or when you simply waste too much time. The 
    screen turns an apricot color and the duck(s) currently on the screen will fly 
    away, and you can't shoot them.
    
    -------------------------------------------------------------------------------
    
    4)  Characters
    ==============
    
    There's not a huge list of characters in Duck Hunt. In fact, remind me why 
    this section is here again...
    
     Hunter
    o------o
    
    The character you play as. Although you never see him, he is basically the 
    main character. Not really a hero, just a regular joe out lookin' to bag some 
    wild fowl.
    
     Dog
    o---o
    
    Perhaps one of the most annoying characters in video game history, your trusty 
    hunting dog flushes out your prey so you can take your shot. Although, 
    whenever you miss a shot, he appears from behind the dense grass and starts 
    giggling and laughing at you. It makes you want to shove the Zapper up his...
    nose.
    
     Ducks
    o-----o
    
    The innocent creatures that you kill in the game are both characters and yet 
    are the only "enemies" in the game. There is quite a variety of them, each 
    worth a different point value.
    
    -------------------------------------------------------------------------------
    
    5)  TYPES OF DUCKS
    ==================
    
    There is a total of three different types of ducks in the game. They are all 
    listed here, in addition to each of their point values. Also, I have listed 
    the clay pigeon and it's point value.
    
                                 o------o--------o
                                 | DUCK | POINTS |
                                 o======o========o
                                 |Black |  500   |
                                 o------o--------o
                                 | Blue |  1000  |
                                 o------o--------o
                                 | Red  |  1500  |
                                 o======o========o
                                 |OTHER | POINTS |
                                 o======o========o
                                 | Clay |  1000  |
                                 o------o--------o
    
    Not much to 'aim' for, but I have....he he he....I crack myself up.
    
    -------------------------------------------------------------------------------
    
    6)  FIELD OF PLAY
    =================
    
    ASCII art, courtesy of yours truly, of the duck hunting field that you will 
    play in. Note, however, this is not the clay shooting field.
    
       ________
      /        \
     |          |
      \________/
          |      ______
         -\     /      \
           \    \______/
           |_____/
      ____ |_____|
     /    \ | | / ______
     \____/ | |/ /      \
         \  |   |\______/
          \ |   | / /
           \|   |/ /-
            |    _/                                                ___
            |   |                                                _/|\|\
            |   |                                               ||/\\|/|
       _____|___|____\_|\___________/__|//\|____\__|__/\____\___|\\|///\|___|_
      |  |                |                | |     ||  |        /      |  |   |
      |      \       \\      |    \                       \         /         |
      |_______________________________________________________________________|
    
             -----
            |R = 1|
             -----
             -----         ------------------------         -----------
            || | ||       |HIT  O O O O O O O O O O|       |0 0 0 0 0 0|
            |SHOT |       |     ///////////        |       |     SCORE |
             -----         ------------------------         -----------
    
    -------------------------------------------------------------------------------
    
    7)  MODES OF PLAY
    =================
    
    There are three different modes you can play in Duck Hunt. Each one differs 
    slightly from the other, but not in any major way.
    
    1. GAME A
    =========
    
    This is the basic Duck Hunt game that is probably played the most or 
    remembered better overall. It involves one duck on the screen at a time, and 
    you have a certain amount of time/ammo to shoot down the duck and move on to 
    your next bird of prey. There are ten ducks in each round, and they also get 
    faster every round, too.
    
    This is the only mode in the game in which two people could play at once. The 
    person with the Light Gun is the hunter, while the other person with the 
    controller is the ducks. Using the D-pad, the second player could move the 
    ducks around the screen, providing a much greater challenge to the hunter. 
    Whenever the hunter does not pass the Pass Line on the meter, the game is over 
    and the two players switch characters.
    
    2. GAME B
    =========
    
    Game B is a one player game that is identical to Game A except that there are 
    two ducks flying around the screen at once, instead of the usual one. Like I 
    said before, this is a one player only game; player two could not get 
    involved. A bigger challenge than Game A by yourself with nobody controlling 
    the ducks, Game B is the ideal mode for a person looking to kill a few hours.
    
    3. GAME C
    =========
    
    Clay Shooting. Clay pigeons are shot out into the air and you have a limited 
    amount of time to shoot them. As with the previous two games, there is a Pass 
    Line that must be met in order to advance into the next round. The clay 
    pigeons get harder to hit as they fly farther and farther away, as they get 
    smaller.
    
    -------------------------------------------------------------------------------
    
    8)  HOW TO PLAY
    ===============
    
    This is how you play the three different modes in the game.
    
    ======
    GAME A
    ======
    In this game, only one duck will appear at a time. It can be a one player or a 
    two player game. For two players, the person with the NES controller controls 
    the ducks, and the person with the Zapper is the hunter. Every time the hunter 
    gets a GAME OVER, the two players switch positions.
    
    Your dog will find a duck in the thicket, jump into it, and a duck will come 
    flying out from a random position. The duck will fly around the screen for a 
    limited time, so aim carefully and shoot away! Well, hold back a little on the 
    trigger as you only have three shots to hit him.
    
    You have about 5 seconds or so to hit the duck before he flys away. The screen 
    will turn a peachy color and a message will pop up that says FLY AWAY. The 
    same thing will happen if you take three shots and are unsucessful. If you hit 
    the duck, one of the duck-shaped figures at the bottom of the screen on your 
    Hit Meter will fill in red, marking that you hit that duck.
    
    Each round consists of ten ducks, each one a random color out of the three 
    (black being more prominant). With each advancing round, the ducks will fly 
    faster and faster. Your only goal is to make it as far as you can.
    
    ======
    GAME B
    ======
    Game B is basically the same as Game A, with a few modifications. First of 
    all, there are two ducks instead of one. Secondly, there is no multiplayer 
    option here. 
    
    To note, whenever you miss a duck(s), the color of the sky won't change like 
    it does during Game A. You just miss the duck and move on. The amount of time 
    to hit the ducks and required accuracy is the same as before, but this mode is 
    more of a challenge as you now have two ducks on your hands to take down. Ten 
    ducks per round as before.
    
    ======
    GAME C
    ======
    C is for Clay, that's good enough for me...Sesame Street totally rocks, no? 
    Anyways, Game C is Clay Shooting, where two clay pigeons will shoot out from 
    where your hunter is obviously positioned. As fast as you can, you must shoot 
    the clay pigeons.
    
    There are ten clay pigeons per round, and they are shot out two at a time. The 
    passing system is generally the same as Duck Hunt, where a meter at the bottom 
    tells you what clay pigeons you have hit, how many you need to hit in order to 
    advance to the next round, and how many you've missed.
    
    Although the clay shooting part is not avidly remembered as a part of the Duck 
    Hunt game, it can be entertaining from time to time. It takes more accuracy 
    to master than the duck hunting modes. Hey, that's why it's called the 
    ultimate challenge, right?
    
    -------------------------------------------------------------------------------
    
    9)  TIPS
    ========
    
    There are several ways to increase your odds of winning at the game. Many are 
    cheap, but if you feel the need, by all means, do.
    
     ** For a very easy way to hit the ducks (or clay pigeons), put the Zapper up 
        very close to the TV. You should have no pwoblem hitting those pesky 
        wabbits now...
    
     ** You can control the ducks with the other controller, even if your by 
        yourself, if you're really desperate.
    
     ** Watch out when the ducks fly behind the tree or bush on the screen. It can 
        be harder to see them, wasting precious seconds.
    
    If you have anything else that you think should be added here, or have 
    anything at all to add, e-mail me at kader3@msn.com.
    
    -------------------------------------------------------------------------------
    
    10)  GAME GENIE CODES
    =====================
    
    A few codes for use with the Game Genie that can help you even further than 
    the tips listed above. Consider yourself truly desperate...
    
    SZNIPPVG - This code gives you infinite bullets.
    ELXSLZEI - Always hit the duck in Game A.
    ZEUIYZAE + XXUSPXUU - Using this code you will always advance to the next 
    round, no matter how many ducks you miss.
    
    *******************************************************************************
    
    V.  CREDITS AND LEGAL STUFF
    ---------------------------
    
    This document is copyright Pegboy (Derek Kader) 2003 and should not be copied, 
    in whole or in part, changed in any way, shape or form, stolen from, or any 
    other illegal crap that you might try to pull. If you'd like to use part of it 
    or post it on your website, e-mail me at kader3@msn.com. Also, if you see it 
    on any other site besides www.gamefaqs.com, e-mail me so I can take care of 
    the problem.
    
    If you have anything to add, be it strategies, tips, tricks, e-mail me at 
    kader3@msn.com. I will credit you with the info in the next update. If you 
    want to use any of the ASCII art you see in the guide, feel free to ask me to 
    use it.
    
    I would like to thank the following people/sites/corporations:
    
    Snow Dragon - He banged up the ASCII NES controller you see at the beginning 
    of the FAQ. Although, I did the Zapper, so don't give him too much credit... :)
    GameFAQs - For hosting this and all of my other FAQs.
    CJayC - For posting my stuff on his site.
    Nintendo - They created the game, and I would like to thank them for this and 
    so many other good times. I also used a few excerpts from their Super Mario 
    Bros./Duck Hunt instruction manuel, and got some info from it.
    Anyone who helped me develop my writing ability, or got me into writing this 
    stuff, thanks.
    
    All characters, games, systems, and components of systems are all trademarks 
    of Nintendo.
    
    You can always find the newest version of this FAQ at GameFAQs 
    <www.gamefaqs.com>.
    
    (c) Pegboy 2003