New Super Mario Bros.
Copyright Nintendo 2006
Written By Brian P. Sulpher
E-mail: briansulpher@hotmail.com
Version 2.0
Dates Written: June 1st to June 14th, 2006
I dedicate this FAQ to the character who saved gaming... Mario! Mario
continues to entertain me, even after all these years, and this game is no
different, combining the old school with the newer elements of the Italian
plumber from Brooklyn. I salute you Mario!
Also, for Cougar, Howler, and Koonce. I miss you, and I hope you are living
it up in the afterlife as you did in this world. You will always be in my
memories, and you will never be forgotten.
-----------
Version 0.2
-----------
-Submitted guide on June 3rd, 2006
-Finished Walkthrough through the end of World Two
-Introduction, Controls, World Map Information, and Items sections are
complete
-----------
Version 0.5
-----------
-Submitted guide on June 6th, 2006
-Finished Walkthrough through the end of World Four
-Enemies and 1-Up Techniques sections are complete (as they can be anyway)
-Other sections will be filled in with the new updates as they come
-----------
Version 0.7
-----------
-Submitted guide on June 11th, 2006
-Finished Walkthrough through the end of World Six
-I am now accepting contributions to the Secrets Section, so feel free to
send in some info if you so desire (full credit to those who send in the
information of course)
-Other sections will be filled in with the new updates as they come
-----------
Version 1.0
-----------
-Submitted guide on June 14th, 2006
-Finished Walkthrough
-Finished Minigames section
-Added some Secrets (feel free to e-mail in any new ones)
-I accept contributions so send away
-----------
Version 1.2
-----------
-Submitted guide on June 18th, 2006
-Fixed an oversight in 2-4 (forgot to cover the Alternate Exit)
-Added in my strategy for rigging the Item Toad House to the Secrets section
-----------
Version 1.5
-----------
-Submitted guide on July 4th, 2006
-Fixed an oversight on the second World 1-2 Star Coin (thanks to a deluge of
e-mailers)
-Made a correction to the Sort Or 'Splode Mini-Game
-Added in a plethora of corrections (thanks to Kirby5790)
-----------
Version 1.7
-----------
-Submitted guide on November 2nd, 2006
-mayaseye has submitted an Item Fixing idea for getting elusive Star Coins
-Benton Lam has notified me of the method of taking down the Boss of World
Six quicker than with conventional attacks
-----------
Version 2.0
-----------
-Submitted guide on October 12th, 2007
-Made a small correction to Level 7-5 (thanks to Philip Dhingra for the
heads up)
-Fixed the location of a vine in Level 5-C (thanks to Cory Casto for the
correction)
-Added in an invisible block in Level 8-8 that holds a Invincible Starman
(thanks to Emma Randall for the e-mail on this one)
-Added in an alternate method to beat the boss fight of Level 8 Castle Two
(thanks to Rubén García Fernández for the idea)
-Some corrections to spelling and editing (thanks to Emma Bailey for the
heads up)
----------------------------------------------------------------------------
-----------------------------Table Of Contents------------------------------
----------------------------------------------------------------------------
1) Introduction
2) Controls
3) World Map Information
4) Walkthrough
5) Items
6) Enemies
7) 1-Up Techniques
8) MiniGames
9) Secrets
10)Credits
11)Final Word
----------------------------------------------------------------------------
-------------------------------Introduction---------------------------------
----------------------------------------------------------------------------
1) The following is directly from the New Super Mario Brothers instruction
manual, and is in no way the work of Brian P. Sulpher:
EMERGENCY NEWS FLASH!
Princess Peach has been kidnapped! While enjoying a nice walk with Mario,
the beloved ruler of the Mushroom Kingdom was whisked away by an unknown
assailant. How could this happen with Mario around?
According to eyewitnesses, the walk was going swimmingly when Mario and the
princess spotted smoke billowing out of Peach's Castle. The mustachioed
marvel immediately jumped into action and sped off toward the fire. The
moment he left her side, the princess vanished!
Who's behind Princess Peach's disappearance?
Who's behind the attack on Peach's Castle?
Are the two incidents related?
Didn't Bowser Jr. once think Princess Peach might be his mother?
Looks like Mario's going to need all the Mega Mushrooms he can find to get
to the bottom of this mess!
Well, not exactly Shakespeare I admit, but then again, when have Mario
and Luigi's adventures ever been about the story anyway? The reason I
mention their previous adventures is that as a long time platformer, I
have experienced all the Mario games in this genre, so I warn you now I
will occasionally comment on certain areas, situations, and set-ups as
they are either tributes or exact matches to areas found within anything
from the original SMB through to Super Mario World to Super Mario 64 to
Super Mario Sunshine! Hopefully younger gamers will learn some things,
while you older gamers get a kick out of the details that Nintendo
decided to put in for us fans! Enjoy my FAQ for the New Super Mario
Brothers!
----------------------------------------------------------------------------
---------------------------------Controls-----------------------------------
----------------------------------------------------------------------------
2) This section will outline the control for Mario, both basic and advanced.
o----------------o
| Basic Controls |
o----------------o
D-Pad...: UP and DOWN will move Mario into pipes, though holding DOWN will
also allow Mario to duck. LEFT and RIGHT will move him in the
corresponding direction pressed.
START...: Pauses/unpauses the game, bringing up the in-game menu.
A Button: Press to make Mario jump. Also doubles as a swimming stroke in the
water.
B Button: Press to make Mario jump. Also doubles as a swimming stroke in the
water.
X Button: Hold this button to dash and to pick up Shells/springboards/etc.
Also allows Mario to punch doors on the fences to get to the other
side.
Y Button: Hold this button to dash and to pick up Shells/springboards/etc.
Also allows Mario to punch doors on the fences to get to the other
side.
L Button: Scroll the map screen to the left.
R Button: Scroll the map screen to the right.
o-------------------o
| Advanced Controls |
o-------------------o
=============
Anytime Moves
=============
Double/Triple Jump: When coming down from a jump (holding the X/Y Button),
immediately press the B/A Button to rocket back into the
air, achieving more height and style than the previous
jump.
Gap Dashing.......: When the space between platforms are one space, you can
hold the X/Y Button to pass over the holes without
falling through.
Ground Pound......: When Mario has jumped into the air, press DOWN to slam
his weight down, delivering a brutal hit to enemies and
bricks, breaking the bricks if he is not Regular Mario.
Slide Duck........: Sometimes the open space is only the size that Regular
Mario could normally pass through, but Mario can run at
the space, duck (press DOWN) just before he gets there,
and then he will slide through to the far side.
Sliding...........: On a hill's slope, press DOWN to slide down the hill and
kill enemies that are in the way.
Super Jump........: When you hop on an enemy, hold the A Button to fly
farther into the air than a normal hop would bring
Mario.
Wall Jump.........: When Mario jumps into a wall, press towards the wall,
followed by pressing A/B Button to send him kicking off
the wall to gain some height. When used in a narrow
vertical corridor, he will be able to reach heights he
could not get to through conventional means.
===========
Fiery Mario
===========
Firepower: Press the Y/X Button to throw a Fireball that can scorch enemies.
Maximum of two Fireballs on screen at a time.
===========
Shell Mario
===========
Shell Dash: Holding down the X/Y Button will allow Mario to run, building
enough speed to start spinning around as he slides like any old
Koopa Troopa. He will keep going in the same direction till he
hits an object (reverses course) or releases the X/Y Button.
----------------------------------------------------------------------------
---------------------------World Map Information----------------------------
----------------------------------------------------------------------------
3) This section will examine the rules, functions, and structures found
within the World map, and what they mean for Mario.
o--------------o
| World Layout |
o--------------o
Each world will have set of levels, objects, Toad Houses, and enemy
installations strewn about it, usually connected by pathway. However, some
levels will have two exits, with each exit leading down a different path,
meaning that Mario will beat the level both ways to open both paths from that
level to the next two stops. Often the more difficult to find/get to exit
will yield the path to the levels with letters (A or B) instead of the more
conventional paths of numbered levels and Towers/Castles.
o------------o
| Toad House |
o------------o
These are the places on the nap where Mario can improve his chances of
rescuing Princess Peach. The following Toad Houses exist:
Green Toad House: With a series of blocks to randomly select, hit them to
reveal 1-Ups. The long you go, the higher the 1-Up totals
will be, but the game ends once the Bowser ? Block is hit.
Luckily, the 1-Ups found to that point are still yours to
keep.
Item Toad House : The tried and true Toad House, one random Item will be
Mario's after he hits the flashing Item Block, sending it
into the Item reserve for you.
Mega Toad House : No guessing or luck involved here... Mario will hit the
giant ? Block (love the SMB3 reference here) to reveal a
Mega Mushroom, which will be put into his reserves for
whenever he decides to use it.
o-------------------------------o
| Winged Blocks/Hammer Brothers |
o-------------------------------o
These two will move about the map randomly, stopping in a level. If Mario
enters the level they are occupying, he will then get a free Item from the
Winged Block if he hits it, or he will have to face a might member of the
Hammer Brother Family.
----------------------------------------------------------------------------
--------------------------------Walkthrough---------------------------------
----------------------------------------------------------------------------
4) This section will examine the game in-depth, covering every necessary
step for completing this wonderful game.
~~~~~~~~~~~~~~~~~~~~~
~~~~~~~ World One ~~~~~~~
~~~~~~~~~~~~~~~~~~~~~
_____________________
X - Start |
# - Level |
a - Extra Level |
O - Empty Space |
T - Tower |
C - Castle |
H - Ghost House |
W - Warp Cannon |
P - Pipe |
S - Star Coin Toll |
I - Item Toad House |
G - Green Toad House |
M - Mega Toad House |
|
_____________________|
G M +----5------------+
| | | S |
S S | | |
X----1----2----3----O----T----4------------O +----G O----C
| | | S |
| | | | |
+----I----+ +----W I------a-----------------+
o-----------o
| Level 1-1 |
o-----------o
Here we go! Starting with a classic set-up, run forward and bust the
Goomba before raiding the ? Blocks for Coins and a Power-Up. Head right,
hitting Bricks for Coins (including a Coin Block up high), followed by a
couple Goombas positioned around a pipe. Hop the gap ahead to hit the next
? Block for a Mega Mushroom (I advise doing this for the great fun that
comes from trashing enemies, bricks, pipes... basically anything that is in
Mario's rampaging path), but the walkthrough will continue onwards as if you
never grabbed this Item.
Head right past a Goomba and over a gap, jumping off the pipe to get the
first Star Coin in the game, followed by hitting the open space between the
bricks ahead to make a ledge to hit the next ledge of bricks to find a
beanstalk (go up for Coins, but note it bypasses a Star Coin if taken). Go
down the next pipe, jumping over the gaps in the way, killing Goombas to get
a Power-Up from the ? Blocks, finally getting the second Star Coin before
heading back topside. Head left from the pipe to go get some Goombas to
reach the third Star Coin, which is protected by bricks, so use a Ground
Pound to bust it out, finishing the set for this level!
Now head right, hopping the gaps and pipes, passing a Green Koopa Troopa and
a Red Koopa Troopa, reaching the staircase that is oh so familiar to Super
Mario Brothers veterans. Climb upwards, taking a running leap to hit the
flagpole to end the level!
o-----------o
| Level 1-2 |
o-----------o
This level begins with a dizzying descent, destroying the bricks for the
Coins that they protected... provided you are not Regular Mario of course.
Move along to the right, grabbing the Power-Up from the first ? Block and
breaking bricks for the Coins they shelter (note that the dual brick layer
leads down to a bunch of Coins and a Coin Block), followed by leaping to the
right via the brick ledges to snag the first Star Coin.
Go down and right for another Power-Up, dealing with the Goombas and Green
Koopa Troopas, arriving at a brick structure that holds the second Star
Coin. To get inside, get directly above the Star Coin's position and
perform a Ground Pound to bash your way inside, followed by getting out to
move right once more, facing a teeter-totter log ride to the bricks ahead
(the highest brick is a Coin Block). Next are three pipes (the first can be
accessed to go into a Bonus Room), two of which house Piranha Plants, so
shoot them with Fire or just pass by when they retreat into their homes,
being sure to get the Power-Up in the ? Block while dealing with the
nuisances.
Hop across the gap ahead (or take a running leap and land on the bricks
above to run across the top of the area without worry), finding a Green
Koopa Troopa and two Goombas guarding the way forward to another
teeter-totter log. Now the level will split in two, so the Main Route and
the Alternate Route will be outlined:
==========
Main Route
==========
Use the teeter-totter log to reach the bricks or ledge ahead, jumping the
Green Koopa Troopa before hopping the next gap to reach the pipe out of the
subterranean area. Once outside, climb the staircase and leap to the
flagpole, ending the level!
===============
Alternate Route
===============
Use the teeter-totter log to get high on the right side, leaping onto the
ceiling, running along it to find the third Star Coin for the level,
followed by going up through the pipe to use the semi-staircase ahead to
leap onto the flagpole, ending the level!
o-----------o
| Level 1-3 |
o-----------o
Another classic area from the original Super Mario Brothers, the toadstool
platforms! Head right to get a Power-Up from a ? Block, followed by using
the springboard ahead to find a second springboard and some Coins, so launch
higher up to bounce off the rubbery toadstool, flying into the first Star
Coin. Immediately float to the right, following the line of Coins, falling
down to a ledge that holds the second Star Coin!
Grab the Power-Up from the ? Block before passing the halfway point, facing
a red Koopa Troopa, followed by a dual set of rocking toadstools, high above
these two would be the the third Star Coin (jump when they are high in the
air to finish getting this easy trio of Star Coins). Head right (jump onto
the high toadstools if possible), finding a Red Coin Ring to go through,
making 8 Red Coins appear, rewarding Mario with a Power-Up if he is Super
Mario or less in his stature or reserve Power-Up, or if he has at least a
Fire Flower in both spots, he will get a 1-Up Mushroom. All that remains
from here is to go right and use the remaining rocking toadstool to leap
onto the Flagpole, ending the level!
o---------------o
| Level 1-Tower |
o---------------o
This level is vertical in nature, with mving walls, so be sure to not get
crushed in between the granite. Jump up past the Dry Bones to get the
Power-Up from the ? Block on the left, followed by leaping through the
various sets of moving granite blocks when they are open, reaching a spot
where two horizontal sprints must be performed to pass through the
vertically moving blocks. Head up to the next ledge to get the Power-Up
that the Dry Bones is guarding, also going further right to get the first
Star Coin before heading left to climb upwards once more.
Jump up the moving granite staircase to head left, performing a set of
wall-jumps to reach a ledge with a door heading inside. Here is where the
level splits in two for purposes of the Main Route and the Alternate Route:
==========
Main Route
==========
Grab the second Star Coin from the right side of the room, followed by
exiting out the door, leaping up to the ledge above (between the granite
and the spike blocks), climbing the granite blocks to reach the third Star
Coin for the level. Continue jumping up through the next set of granite
blocks, timing the leaps to not get crushed and reach the ledge above, where
Mario will find a green pipe to use to launch into the air. Time his entry
into the pipe for as soon as the lowest granite blocks above start to move
apart, which will safely send Mario up to the high area, where he will see
the two MASSIVE Dry Bones that were working the moving the granite blocks
through out the Tower. Grab the Power-Up from the right before heading
through the large door.
Baby Bowser will attack Mario simply by running back and forth, attempting
to ram him at full speed. The way to defeat the monster is to hit him with
three leaps to the head, though he will retreast to his shell after every
bonk from Mario, so step away until he comes back from his hiding game. The
other method for defeating Baby Bowser is to hit him with 9 Fireballs,
though the Fireballs can be combined with the jump attacks to beat Baby
Bowser as well. COnsider the Jump attacks remove 3 Hit Points and the
Fireballs remove 1 Hit Point, meaning that to beat Baby Bowser, 9 Hit Points
must be removed. Defeat him to end the level, advancing further in the
quest to save Princess Peach.
===============
Alternate Route
===============
For this exit to be accessible, Mario will need to have to be Shell Mario.
Jump to the right in this room, getting by the door, but instead of heading
through, instead leap up to the hole above, passing through to a secret
area. Here Mario will need to use his Shell to bust down the bricks,
followed by using a leap to busy the bricks above, opening the way to the
pipe that was covered. After going through the pipe and falling down to
the ground below, you can just leap onto the flagpole, or you can try to
use the Shell run to leap off the bricks above to reach the top of the
flagpole for a good score. Either way, this will allow Mario to access the
Warp Cannon on the World Map, sending him all the way to World Five!
o-----------o
| Level 1-4 |
o-----------o
Slide down the hill and kill the Goombas, followed by botting the Green
Koopa Troopa off the next hill to hit the ? Block to make the Power-Up
inside come out. Next up are two Goombas on a slope, leading to an area
with a Green paratroopa Koopa to dust off, followed by checking the ? Blocks
to find a Mini Mushroom. The Mini Mushroom will make Mario so tiny that he
can slip through the hole on the left side of the area, going down the tiny
pipe! Inside here Mario should run right across the water, wall jumping to
the high ledge to get the Star Coin that resides up there.
Now head back up the pipe and move to the right, passing a Goomba spewing
pipe to leap a gap, locating a Power-Up in the ? Block row. Now that Mario
has become Super Mario, go stand on the brick pictured below and perform a
Ground Pound:
STAND HERE
|
_____ v
| | |_ _ _
|__|__|_|_|_|
| |xxxx xx
| |xxxx xx
Enter the pipe to find some Coins, but leave them alone and go right,
busting the bricks to reveal a P-Switch, which will turn the Coins into
bricks, forming a path for Mario to climb to the left, finding the second
Star Coin on the ceiling area of the room. Head right afterwards, taking
the pipe back to the surface. At this point, Mario will need to go after
the third Star Coin, so head left, sliding down the hill to move right
towards the gap to go across it to get the third Star Coin, finishing the
set for this level!
Head right from the pipe where Mario emerged from the subterranean area,
facing an upward slope where Goombas pour from a pipe, jumping past that to
get onto said pipe. From here Mario can make a jumping effort to reach the
flagpole ahead, so make a good leap to finish off the level!
o-----------o
| Level 1-5 |
o-----------o
This level has long stretches of spongy toadstool, which will keep bouncing
Mario high into the air. If you desire to get even more air, press the A
Button as Mario is landing, sending him to the highest reaches of the screen
in the process. After snagging the Power-Up from the ? Blocks near the
start, jump when landing on the spongy toadstool, firing Mario high enough
into the air to get the first Star Coin. Next up is a bouncy trip to the
right, finding a Red Koopa Troopa to knock senseless, followed by booting it
to the right so Mario can follow it, watching it clear out a bevy of Koopa
Troopas, rewarding him with a 1-Up if he stays with the deadly projectile
long enough!
Bound past the next Red Koopa Troopa, reaching a solid toadstool area,
followed by a pulley elevator, so get on the one side to raise the other
(your side will fall) leaping across to the high side to get to the second
Star Coin. Just a quick note that yes the old stay on the elevator long
enough and the bars will fall of trick still works, just like in the
original SMB! Continue to the right, using the same trick on the third
pulley elevator, getting on the right side of it when it is high to enter
the pipe that resides above it. Here Mario will ride a rocking toadstool,
grabbing Coins and the third Star Coin, followed by hopping down the hole
at the end to return to the main area of the level.
As Mario passes the halfway point (and two Green Paratroopa Koopas), he
will find more of the spongy toadstool and a Power-Up nestled in the nearby
? Blocks, leading into a Red Coin Ring (bounce around the few spongy
toadstools and the Goomba to get the reward). Continue along carefully,
beating up any enemies to find four Coin Blocks to raid, with the results
coming from bouncing into them from below, getting Mario stopped underneath
them perfectly, allowing the spongy toadstool to do all the work for Mario.
After this are a couple Goombas laced into the spongy toadstool hopping,
finishing with bouncing high to the right to hit the flagpole, ending the
level!
o-----------o
| Level 1-A |
o-----------o
Head down the pipe to find a Power-Up in the ? Block, which will also be the
point where the level begins to scroll, meaning that couple classic Mario
game rules are in effect: Mario can get squished by the solid obstacles in
his path if he gets stuck on the left side of the screen, and the enemies
will be positioned in such a manner that Mario will need to run through the
gauntlet with precision strokes. With the scrolling fo the screen will come
a vaguely familiar enemy in Sushi, a blue shark from Super Mario 64 that
often will enter the screen with a fellow Sushi, charging straight ahead.
So Mario is advised to steer clear of them or to let some fireballs take
care of the problem, if he has the capability.
Head right through the multitudes of Sushis in this area, finding a P-Switch
to hit to reveal silver Coins spread among the bouncy obstacles ahead, so
swim precisely to get through the area quickly, grabbing all the Coins along
the way. After this area send Mario swimming for the ceiling of the next
stretch, as a Star Coin rests up here, and it is difficult to come at it
from below due to the invisible blocks that populate the area. From there
Mario will go right, entering the pipe leading upwards, appearing near the
second Star Coin.
Upon entering the water area again, avoid the Cheep-Cheeps and hit the
rotating Power-Ups for the picture that is on the block when Mario makes
contact from below. Next up are Sushis attacking from the left, so dodge
them and enter the Red Coin Ring to go try for the Power-Up/1-Up reward.
The Sushis will now switch back to attacking from the right, but they are
aided by air currents from pipes, so swim through the currents between waves
of Sushis, finding a P-Switch to hit, revealing a multitude of silver Coins
to grab, all the while dodging Sushi charges.
Swim right as soon as the Star Coin appears above, grabbing the Star Coin,
followed by either ducking to avoid the incoming Sushi or swim back out
quickly. Swim past the last few Sushis and head up the pipe, going forward
to jump to the flagpole to end the level!
o----------------o
| Level 1-Castle |
o----------------o
Head right, suing the rope platforms to cross lava fields and to launch
Mario high into the air. After getting the ? Block Power-Up, go past a few
Podoboos in the lava, finding a Dry Bones guarding a set of moving spike
blocks. Run underneath the spikes, stopping in the various openings
(grabbing the Coins and such that are in the openings), arriving at an
opening where the Star Coin above beckons. Wait for the spike blocks to
descend, using a wall jump to reach the Star Coin.
Head right to pass the halfway point, grabbing the Power-Up en route to some
more rope and Podoboo action, leading to a Dry Bones guarding a jump to a
small ledge which holds the second Star Coin. Head right to find another
rope rigging bridge, but only go right to get past the last Podoboo here,
followed by letting Mario sink on the rop for a second before jumping,
launching him up to the pipe just off the screen above, entering it to
locate the third Star Coin. Head back out to go right past a Dry Bones,
leaping across the rising and falling granite blocks to leap one final lava
gap to enter the large doors ahead.
Baby Bowser will send in Bowser to fight against Mario... on a breakaway
bridge. Yes, Baby Bowser has never read a history book apparently on the
entire game of Super Mario Brothers. Anyway, Bobwer can be taken down
through three particular strategies:
i) The easiest way to beat him is to get onto the elevator floating on the
bridge, waiting for Bowser to draw near so Mario can take a running
leap past the beast to hit the switch and drop Bowser into the lava.
ii) Fireballs can roast the beast, taking him out in a few short bursts.
Although this manner will drop Bowser into the lava below, only hitting
the switch will end the battle.
iii) This is an unorthodox option, but as Shell Mario you can bash Bowser
until he falls into the lava defeated. The same rules apply for
hitting the switch to end the level.
~~~~~~~~~~~~~~~~~~~~~
~~~~~~~ World Two ~~~~~~~
~~~~~~~~~~~~~~~~~~~~~
_____________________
X - Start |
# - Level |
a - Extra Level |
O - Empty Space |
T - Tower |
C - Castle |
H - Ghost House |
W - Warp Cannon |
P - Pipe |
S - Star Coin Toll |
I - Item Toad House |
G - Green Toad House |
M - Mega Toad House |
|
_____________________|
I M G I
| | | |
S S S S
X----1----2------------3------------4----T----O--------5----O----6----C
| | | |
| | | |
W----a----P +--------------I-------------+ P
o-----------o
| Level 2-1 |
o-----------o
Head right for a Power-Up from a ? Block, which is immediately followed by
the first Pokey of the game. Pokey is a segmented Cactus (originally from
SMB2) who can only be defeated by taking out all of his segments or shooting
him in the head. Head past this obstacle (unless Firepower is yours, then
roast him up) to find a Spiny and another Pokey, so use the yellow block
with the face to make it past the next Pokey (hit the block and then use the
higher ledge to launch past the wavery cactus). Jump forward to get the
first Star Coin, but retreat back to the high ledge, as it will allow Mario
to clear Pokey when he comes closer.
use the elevator that appears next, lifting past the next Pokey, moving
right to leap past each Pokey as the elevators they inhabit drop low enough
to let Mario by. Drop down to the ledge above the quicksand, letting the
next Pokey move upwards out of range, leaving the jump and the second Star
Coin wide open for Mario. A running leap will clear the gap and the Pokey,
which will also pass the halfway point for the level, leading to a Power-Up
in a ? Block.
Next up is an area with small ledges and moving platforms that are populated
by (yep, you guessed it) Pokey. Jump ahead carefully, but be wary as Pokey
can get onto the moving platforms, so he could become mobile and chase
Mario. If you lack Firepower, a quick jump down to the third Star Coin must
be immediately followed up by efforts to get high up once more, as Pokey
will begin to close in on a moving platform. The up and down elevators set
(vintage SMB) will have Mario riding high on the first set, jumping onto the
second set, immediately followed by running to leap past the final Pokey,
reaching the pipe. Hit the brick here to make a P-Switch appear, triggering
it to make the Coins above Pokey become a nice jumping ledge to go for the
top of the flagpole!
o-----------o
| Level 2-2 |
o-----------o
This level will reintroduce everyone to that rapscallion in the flying cloud
(Lakitu) and his pets he throws about (Spiny)! Take on the three Red Koopa
Troopas if you wish to, but mainly concentrate on getting the Power-Up while
moving right, passing the ledge to see Lakitu come out from behind the
nearby Pyramid! Lakitu will throw his pet Spinies at Mario, but if Mario
can take out Lakitu, he will not return for a short while, and Mario may be
able to even hitch a ride in that cloud! Run right to find a couple high ?
Blocks (one has a Power-Up) to attack Lakitu from, and if Firepower is
yours, use it to take Lakitu from his perch, followed by stealing his ride!
With the cloud in hand, fly right until a coin path upwards appear, so
follow it to locate the first Star Coin. Jump off the cloud and run right
past more Red Koopa Troopas, jumping a gap when the Piranha Plant retreats
into his pipe, finding some bricks to Ground Pound through to grab the
second Star Coin. Lakitu should have returned by now, so be wary of him as
you move to the right, finding a structure with bricks and ? Blocks in it
(note that this a tribute to a structure in the first Lakitu level ever, in
SMB's 4-1) to bust up as you desire, followed by locating a green pipe to go
down, which will launch Mario high into the air, directly at a pipe above
(press UP to go inside).
Use the dual set of green pipes here tog et the Coins and third Star Coin,
then head down the pipe on the right to return to the main level area. Move
to the right, suing the rocking toadstool to go jump onto the flagpole,
ending the level!
o-----------o
| Level 2-3 |
o-----------o
Head down the pipe and go right past the ? Blocks, wall jumping to get to
the Star Coin above the ledge, followed by hopping down the hole to move
left to get a Power-Up. After taking out the Swoop (N64 enemy!), leap over
the first trap door (go through for Coins if you desire them) to Ground
Pound down to the lower tunnel, moving right to find a Piranha Plant and
some one-way doors. Take Mario up around the Piranha Plant location,
keeping an eye out for the second Star Coin while en route, arriving at the
next area.
Head right to slide down to the bottom of the area, moving right again to go
hit a ? Switch. At this point the game is split into two possible exits,
so take the Main Route to go on to 2-4, or choose the Alternate Route to go
after 2-A.
==========
Main Route
==========
Run to the right, swimming past the opening above (you can go inside to find
some Coins if so desired), aiming Mario for the ledge on the right before
the water level drops off. Take a running start in this new area, clearing
the massive Piranha Plant, continuing to the dead end to find a Power-Up.
Jump up to the next set of challenges, moving left to leap over a Piranha
Plant, climbing up the right side of the two choices here, taking a running
leap to the right to make the small ledge there to go get the third and
final Star Coin. Return to the floor below, moving right to hop upwards
through the ledges and the spinning manhole, taking off to the right from
there to hit the ! Switch, using the now solid bricks to go right to leave
the area. Outside is a springboard to use for a shot at a higher flagpole
landing, so use it to finish off the level!
===============
Alternate Route
===============
Run to the right, leaping off to the right to land in the rising water,
swimming through the hole in the ceiling that is nearby. Once inside the
large cavern, go to the left and hit the second ? Switch, swimming up at the
top of the water as it rises, leaping onto the high ledge that is briefly
accessible. Head right to leave the area, arriving at a flagpole, so go
grab a hold of it, ending the level!
o-----------o
| Level 2-4 |
o-----------o
Hit the ? Switch to go after the ? Blocks (getting a Power-Up from one)
before heading right, jumping a gap to find some Coins in ? Blocks guarded
by Green Koopa Troopas and a couple Goombas. Next up have Mario knock a
Koopa Troopa senseless, picking up the shell to go right underneath the
ledge, jumping up to hit the shell right into the Piranha Plant, followed
by Wall Jumping to the Star Coin above the pipe. Now head back left to go
over the top of the structure, carefully going down the steep steps (passing
Piranha Plants) to get into the water, reaching a diveragnce in the level
pathways.
==========
Main Route
==========
Start off by swimming to the right. Drop down and swim along the bottom of
the screen, passing under the land here to find a red pipe to go into.
Swim through the small area here, collecting coins while dodging the
Cheep-Cheeps, heading through the next pipe to go left (ignore the ? Switch
for now) to get the second Star Coin, followed by hitting the ? Switch to
escape the hole Mario is in.
Head right to find a Power-Up and a ? Switch, so grab the Power-Up before
hitting the ? Switch, moving off to the right over the two hills, launching
right from the summit of the second hill to reach the high ledge. The next
challenge is an old favourite... HAMMER BROTHERS! Using a vintage dual brick
structure setting from SMB, they guard the way forward and the third Star
Coin, so take them out with punches from below on the bricks they are
standing on.
Head right to find the staircase, and another blast from the past that is
Super Mario Brothers, as Mario can use the Green Koopa Troopa coming down
the staircase here can be used to gain a lot of 1-Ups! To do so just stand
on one of the bottom steps, letting the Green Koopa Troopa come down to
Mario, timing a leap straight into the air to come down so Mario lands on
the Koopa so Mario will keep bouncing up and down, kicking the shell off the
stair above him for a lot of points and then the 1-Ups will begin to pile
up! Once you tire of this, continue up the stairs and go touch the flagpole
to end the level!
===============
Alternate Route
===============
For this exit you will need to be Mini mario. When you reach the pipe in
the water, head left as Mini Mario, running across the water, entering the
mini pipe. Once Mario reappears, head right and find the flagpole, so get
onto the higherledge via a Wall Jump from the left side to get a better point
value for the flagpole grab, but either way it will end the level!
o---------------o
| Level 2-Tower |
o---------------o
Start off by using the rotating elevators, getting the Power-Up from the
? Blocks above the second set, followed by climbing above to go left, using
the rope to continue onwards. On the next rotating elevator, ride it until
a small ledge on the left appear, leaping to it to start a wall jump
upwards, finding a door to enter, finding a small structure of blocks that
move when touched, so keep performing wall jumps to get to a ledge on the
right, followed by jumping on top of the moving blocks to move left, getting
a Star Coin. If you wish to shortcut to end of the Tower, use the second
moving block set to reach the top door, but if you want to do the rest of
the level, retreat to the door you entered by.
Back at the previous rotating elevator, go right this time via the rope,
dropping down past the rotating elevator to get the second Star Coin,
followed by going up again (feel free to go after the Red Coin Ring prize),
advancing by leaping to the ledge on the right, springboarding through the
green pipe. Grab the Power-Up from the ? Block before moving on to jump
across the gaps ahead via the spinning bricks (hit the small red bricks to
make an extra one appear). When Mario reaches the third set, hit the red
brick to make some more spinning blocks appear, but instead of taking the
first two in sight, backtrack to the left to use one that was off screen to
go onto the higher ledge nearby, where a well placed wall jump will get the
third Star Coin far above. Once you are done, head back to the right, using
the two spinning blocks passed before to get to a pipe, finding the big
doors!
Baby Bowser will attack Mario simply by running back and forth, attempting
to ram him at full speed on a platform that is not complete, as Mario can
fall into the quicksand below, making it tough for him to escape and battle
Baby Bowser without taking a hit on the exit. The way to defeat the monster
is to hit him with three leaps to the head, though he will retreat to his
shell after every bonk from Mario, so step away until he comes back from his
hiding game. The other method for defeating Baby Bowser is to hit him with
9 Fireballs, though the Fireballs can be combined with the jump attacks to
beat Baby Bowser as well.
o-----------o
| Level 2-5 |
o-----------o
Head right, Ground pounding the ? Blocks for profit and a Power-Up, quickly
running into Blockhoppers. Use the Ground Pound to eliminate them, but
when you get a spot with Coins leading upwards, draw a Blockhopper near,
allowing Mario to use the Blockhopper as a stepping stone to leap up and get
the first Star Coin. Continue right, battling Spinies and Blockhoppers,
finding a Power-Up at the halfway point, followed by encountering Fire
Snakes for the first time.
head right while watching for some bricks floating in the air, indicating
the next spot that a Blockhopper will come in handy. Leap onto the bricks
from a Blockhopper, followed by Ground Pounding the bricks to reveal a
P-Switch, o go hit it and then use the path from the Coins that are now
bricks to go left to get the second Star Coin. head right to find another
member of the Hammer Brother fold, this one happens to be a Boomerang
Brother, so approach him cautiously, stomping him en route to sinking into
the quicksand below on purpose. While sinking, hold to the right, jumping
up to pass through the screen on the right, appearing to go downwards, using
the Blockhopper below to reach the third Star Coin. All that remains from
here is to go back up to the surface, moving right past one more Blockhopper
(or use it as a stepping stone to reach higher) to get to the flagpole.
o-----------o
| Level 2-6 |
o-----------o
After passing through the first area, Mario will again be in a scrolling
level, with this one taking place on a few platforms. Mario would be
greatly served to have Firepower here, as the main enemy facing him are the
ever persistent Piranha Plant. Ride to the right, busting the Power-Up from
the third ? Block, which is soon followed by a couple Piranha Plants that
float by harmlessly. The next two Piranha Plants will land on the platform,
so avoid them while the ledge floats under a pipe with a Piranha Plant
inside. Stay away form the Piranha Plant on the right, as a ledge will
remove it, allowing Mario to get the first Star Coin floating above the
moving platform.
Grab the Power-Up from the third ? Block, followed by using the small ledge
that comes into play to hit the middle ? Block of the next set to make a
1-Up Mushroom pop out. Watch out for a Piranha Plant to land on the right
side, leaping it to get on the higher ledge here for another Power-Up,
leading to a dual Piranha Plant attack, so get between them on the higher
ledge before they land, grabbing the second Star Coin that follows them.
Watch out for the Super Piranha Plant that will float through next, so stay
high to avoid it completely.
After this the big ledges will begin to pull away, so jump onto the small
ledges that float on to the screen, leaping forward along the set, watching
out for the Venus Fire Trap (SMB3 enemy!) to get the third Star Coin.
Continue to avoid the stray fireballs from behind, reaching solid ground
where Mario must use the air pump to send the cork in the pipe flying,
allowing him to pass through the pipe to find one last Piranha Plant to deal
with before reaching the flagpole to end the level.
o-----------o
| Level 2-A |
o-----------o
Move right to find a Power-Up in a ? Block, followed by dealing with the
Koopa Troopas and dodging the massive fish trying to eat Mario from below,
appropriately titled Spike Bass due to his spiky exterior. Keep away from
him while moving on, taking the lower log path to get the first Star Coin
(draw an attack from Spike Bass first, then sprint through to get the Star
Coin easily).
Next up are some springboards, so use them to launch high into the air,
collecting Coins and finding the second Star Coin high in the sky before
advancing to find a Red Koopa Troopa, at which point the paths in the level
diverge.
==========
Main Route
==========
Go past the Red Koopa Troopa and into the green pipe, swimming upwards upon
exiting to find a springboard. use this one to launch high into th air,
holding RIGHT to land on the flagpole for a good score, ending the level and
unlocking the path to the Pipe!
===============
Alternate Route
===============
Perform a spinning jump from a springboard to land off the Red Koopa Troopa,
bouncing back into the air to reach the pipe on the ledge above. Grab the
third Star Coin in this contained area before taking another pipe, this one
leading to an alternate exit flagpole, which unlocks the Warp Cannon that
goes to World Five!
o----------------o
| Level 2-Castle |
o----------------o
Let the Giant Spiked Ball roll into the pit below, followed by going right
past a couple Spiked Balls to get a Power-Up from a ? Block. Next up is a
rope for swinging past a Giant Spiked Ball, swinging back and forth to get
enough momentum to reach the ledges above, which lead to a 1-Up Mushroom.
Next draw the Spiked Ball into rolling by before raiding the ? Blocks for a
Power-Up, followed by running a gauntlet area, stopping in each crevice or
leaping to a higher ledge to avoid the incoming Spiked Balls. Upon reaching
the split in the path, Wall Jump up to the high ledge, running right to go
into the hole before the Spiked Ball arrives, grabbing the first Star Coin
in the process.
head down and then right, dodging one last Spiked Ball to get to the door.
Mario will appear outside, facing some Bullet Bills while grabbing a
Power-Up, running to the right to get onto a Bullet Bill cannon to the right
and below a Star Coin. here Mario will need to use a Bullet Bill as a
stepping stone by performing a Super Jump (hold A/B Button when landing on
the foe) to reach that second Star Coin. Run through the narrow hall
(ducking Bullet Bills) to hit the ? Switch, lowering the land to allow Mario
through, but he will need to first get by the Spiked Ball in the dip,
reaching a Power-Up immediately afterwards. Now Mario will have a choice to
make, as the level can have two possible outcomes. Use the rope ahead to
swing to the ledge above, collecting the Mini Mushroom here to go right over
the gap, passing through the narrow passage to reach the third Star Coin,
followed by making a choice on which level ending fight to participate in.
==========
Main Route
==========
Grab the Power-Up from the ? Block before exiting the lower area to go past
a Spiked Ball, hitting the ?-Switch, allowing Mario to enter the large doors
below. Head right and Mario will come face to face with the Mummy Pokey!
To win this battle Mario will need to put 9 Fireballs into the creature, hit
it with three Shell Dashes, or jump on the head of the monster three times
(you can also go Mega Mushroom on it as well if you are lazy). The monster
will attack by surfacing from the sand, spitting a projectile at Mario, and
then disappearing below once more. if you are going to use jumps to defeat
it, only nail it when it is low enough to safely jump onto it. Once
Mario has won the battle, off to World Three he shall go!
===============
Alternate Route
===============
DO NOT get the Power-Up from the ? Block, instead exiting the lower area to
go past a Spiked Ball, hitting the ?-Switch, allowing Mario to enter the
large doors below. Head right and Mario will come face to face with the
Mummy Pokey! To win this battle while Mini Mario, watch for the Mummy Pokey
to poke out of the ground, noting the height it stops rising out at. If it
is too high for Mario to leap over the top of, avoid the incoming projectile
and wait for the next reappearance, but when it does pop out at a low enough
height to attack it, jump directly above it and perform a Ground Pound
attack to damage the Mummy Pokey. Repeat this pattern successfully twice
more and Mario will be on his way to World Four!
~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~ World Three ~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~
_____________________
X - Start |
# - Level |
a - Extra Level |
b - Extra Level |
c - Extra Level |
O - Empty Space |
T - Tower |
C - Castle |
H - Ghost House |
W - Warp Cannon |
P - Pipe |
S - Star Coin Toll |
I - Item Toad House |
G - Green Toad House |
M - Mega Toad House |
|
_____________________|
+----1--------+ M---S3------------H------------+
| | | | |
| | | | |
X----O I O----2----T----+ G +----W O----C
S | | | | |
| | | | S |
+--------a----+ +----b----------c-------------------+
o-----------o
| Level 3-1 |
o-----------o
Head down the pipe to find the first of many Mega Cheep-Cheeps along with
with Cheep-Cheeps, so swim through their lazy swimming patterns, finding a
Red Coin Ring to pass through, but it is very tough to swim between the
charging Cheep-Cheep types to get the Power-Up reward. After a few more
Cheep-Cheep/Mega Cheep-Cheep attack, the halfway point will be reached,
followed by hitting the rotating Power-Ups for the pictured Power-Up that
is on the side when it is touched.
Pass through a narrow area to see a Cheep-Chomp, a large fish that will try
to attack Mario directly by trying to eat him whole! Swim past more
Cheep-Cheeps to go down the pipe in the set ahead that is not blowing air,
finding Coins, Cheep-Cheeps, and the first Star Coin. Upon leaving the
pipe, go close to the roof, swimming through some air currents to grab the
second Star Coin, but do not hang around there, as a Cheep-Chomp attack from
the right will occur here. Hit the P-Switch ahead, swimming through the
Coins near the roof ahead to get the third Star Coin, followed by swimming
through a Red Coin Ring, but with that Cheep-Chomp following Mario, it is
best to ignore this option and instead continue to the right to go up the
pipe, finding the flagpole to end the level!
o-----------o
| Level 3-2 |
o-----------o
Raid the ? Block while fighting off the Red Koopa Troopa, followed by going
to the next toadstool to stomp the Red Koopa Troopa there, followed by
kicking him to the right and following along to get a 1-Up for the combo of
destroyed Goombas. Use the pulley-elevator to span the gap, followed by
raiding the ? Blocks by the pipe for a Power-Up before heading down that
aforementioned pipe to find the first Star Coin. When Mario returns to the
main area, use the pulley-elevator sets to reach the second Star Coin high
on a ledge, followed by leaping down to the rocking toadstool. At this
point the level splits into two paths, the Main Route and the Alternate
Route.
==========
Main Route
==========
Ignore the pipes above as the rocking toadstool moves forward, getting to a
ledge and a pulley-elevator set that has a Red Coin Ring. Grab the Red
Coins while moving forward, breaking the pulley elevator to get the lower
Red Coins, receiving a prize in the process. Next is another rocking
toadstool that moves across a large gap, so fight the Green Paratroopa
Koopas as they appear, making sure to get the third Star Coin high in the
air, arriving at the flagpole, so hit it to end the level!
===============
Alternate Route
===============
Jump up and enter the green pipe, finding an area with a P-Switch that makes
some silver Coins appear, and once you are done here, go down the other pipe
to carefully leap across the rocking toadstools here, locating the alternate
flagpole, ending the level and opening up level 3-B!
o---------------o
| Level 3-Tower |
o---------------o
Use the middle pipe to launch up to the fences, grabbing the lowest fence
area. Head left and then up, climbing carefully past the Koopa Troopas
(punch them off the other side of the fence if you desire to), climbing up
to find the first Star Coin. Now head back down to the bottom of the area
again, using the center pipe to launch onto the higher portions of the
fences, finding some Amps blocking the way forward. Punch the door of the
fence to swing around, climbing back to the left where the Amps are not, and
punch again to get onto the front side of the fence once more. Mario will
now advance upwards, turning to the left to go upward, grabbing the second
Star Coin.
Now backtrack to the previous fork in the path, going upwards past the
Koopa Troopa and Amps to find a door in the top-right corner of the room,
where Mario will need to hit the !-Block, followed by hopping up the red
blocks while they are solid and dodging the Koopa Troopas on the fences,
reaching the door high above, which sits near the third Star Coin! Head
left and raid the ? Block on the right by the fence, getting a Power-Up,
which just leaves the big doors to pass through!
Bowser Jr. attacks here as usual, charging back and forth in an attempt to
run into Mario, but this time his platform has water all underneath it, so
falling in will make it tough to get back onto the ledge without taking a
hit in the process. The usual 3 stomps or 9 Fireballs or a combination of
the two will end the battle, chasing Bowser Jr. from another Tower!
o-----------o
| Level 3-3 |
o-----------o
head down the pipe to swim past the first Blooper of the game, finding a
Power-Up in a ? Block, which the game follows up with Cheep-Cheeps and more
Bloopers. Mario will soon come across a pipe with a hole behind it, but it
is not a death hole, rather it leads downward to a Blooper that guards the
first Star Coin. Hit the nearby ?-Switch before swimming back up to the
area above, swimming to the right at top speed to drop down the hole by two
horizontal pipes to find a Red Coin Ring to use, followed by moving to the
right to go down the third pipe that appears, finding a room with a ton of
Bloopers, a ton of Coins, and the second Star Coin.
After grabbing what is needed from this cavern (look for a rotating Power-Up
to snag), take the pipe in the top-right corner of the room to return to the
previous area, riding the currents on the right upwards to move right,
sinking down through the side currents. Once Mario reaches the bottom, the
third Star Coin will be his, but be ready for an ambush by the Bloopers, so
swim upwards at full speed to get away. Mario will get back to the area
above the side currents, taking the pipe above to reach the flagpole, the
end of the level!
o---------------------o
| Level 3-Ghost House |
o---------------------o
Head right to get a Power-Up (be ready for to to fly off on a wild angle,
requiring that Mario chase it down), heading right to hit the ?-Switch he
finds, creating a staircase to allow Mario to scale the slope ahead. Slide
down the far side to continue past the Boos in this area to enter a door for
a Power-Up from the left ? Block. Return to the previous area (watching out
for the Splunkin that attacks from the left), heading right to enter the
door past the ?-Switch to get the Star Coin by Super Jumping off the
Splunkins.
Now back outside, hitting the ?-Switch before boarding the elevator, jumping
right to take the two sets of stairs, reaching the second Star Coin at the
top. Fall back down the ?-Switch, hitting it and going up the first set
of stairs to find another slope to go down, reaching a ?-Switch hidden in
the brick. Now the level will take separate paths, so you must choose the
Main Route or the Alternate Route.
==========
Main Route
==========
Hit the ?-Switch and go back up the slope Mario just descended, entering the
door that lies down the hole. Grab the Power-Up from the ? Block, followed
by going up the ledge on the left to find a rotating Power-Up, which will
have to be raided for the Blue Shell to become Shell Mario. If you
succeeded in grabbing the Blue Shell, Mario can go after the third Star Coin
by going right, spinning up the slopes and through the Splunkins, breaking
the bricks to the right of the door to get access. All that remains from
there is to go through the door to grab a hold of the flagpole to end the
level!
===============
Alternate Route
===============
Hit the ?-Switch, climbing the stairs to leap over the first gap, falling
down the stairs you climbed just previously, jumping the nearby ?-Switch to
enter the door before it disappears. If you get through, go get onto the
flagpole to end the level, opening the way to the Warp Cannon on the map
screen!
o-----------o
| Level 3-A |
o-----------o
Head right and enter the water, swimming underneath the Skeeters and their
bombs, finding a Red Coin Ring to use to get the Power-Up/1-Up that the it
awards by swimming up and going around the island. Continue right, killing
the Skeeter that appear, finding some dotted outline of blocks, so kill the
Sketters, followed by hitting the !-Switch in the water below, allowing
Mario to use the blocks that appear to reach the ledge above. Grab the
Power-Up before dropping into the water to move right, drawing the attacks
of the Skeeter, blowing the blocks away, opening the path to the first Star
Coin.
After going right to get the Mini Mushroom from the ? Block, get to the
surface and get onto the spinning barrels, jumping right to use the Red
Koopa Troopa as a stepping stone for a Super Jump up to the second Star Coin
above. Continue to the right to go through a pipe, finding a stretch of
water to cross, entering the first pipe hanging from above. Run to the
right across the water, taking a running leap to reach the third Star Coin
floating high above, followed by entering the next pipe. Head to the right
while dodging the Skeeters and Green Paratroopa Koopas, passing through the
pipe at the end to find the flagpole!
o-----------o
| Level 3-B |
o-----------o
Mario will need to move past each Piranha Plant when they retreat, though
Fiery Mario will be able to burn his way through with ease. Head right to
to find a Power-Up, followed by a Venus Fire Trap across a gap. After
bypassing this obstacle, another Venus Fire Trap guarding a Power-Up will
soon appear, which leads to a Star Coin protected by some bricks. head
right to find a red pipe to go down, moving left in this area past the enemy
to find another red pipe, taking it upwards tog et that aforementioned Star
Coin before going back through the previous room to emerge into the main
area.
Leap across the gaps ahead, waiting for the Piranha Plants and Venus Fire
Traps, arriving at an area where a Star Coin twinkles above. To the left of
this spot are two pipes, so Wall Jump off of them to pass over a pipe to
reach that Star Coin, followed by falling down to collect a Power-Up from
the nearby ? Block. Next are a few four-way pipes, so pass them with
caution, finding a Piranha Plant that guards a fall down to a lower area, so
wait for it to retreat before hopping down, collecting the final Star Coin
for this level. All that remains is to go right and get onto the flagpole
to end this tour through the pipes!
o-----------o
| Level 3-C |
o-----------o
Head right across the platforms to get a Power-Up, remembering to watch out
for the attacks from Spike Bass. Continue moving right, taking out Red
Koopa Trroopas and Goombas while moving off of the smaller ledges quickly
(due to their plunging into the water), arriving at a Star Coin below some
breakaway ledges (fall down to the Star Coin, then leap back up to safety).
Next for Mario are some Coins, but each platform also has a host of
Cheep-Cheeps that will leap into the air to try and hit him, so be careful.
Mario will find some small solid ground up ahead, signaling the halfway
point, which is soon followed by a Power-Up in a ? Block. Next up would be
a Star Coin in an alcove below the bridge, so hopefully you can kill the
Spike Bass to make this an easy job, but if not, draw Spike bass out by
entering the water, leaping him to swim underneath to get the Star Coin,
followed by hustling out to the right to get to safety.
A P-Switch can be hit to make Coins turn solid, so speed right (ignore the
silver Coins) to hit the block to get an Invincible Starman, rushing
through the enemies while leaping to the right, using the now solid Coins
(they are still bricks hopefully) to enter the pipe. Fall through the final
Star Coin and head to the right, hitting the invisible block above the Coins
to reach the upper area of the flagpole.
o----------------o
| Level 3-Castle |
o----------------o
The good old fashioned Piledrivers from Super Mario World make an
appearance here, pounding away at a blistering pace. Move right underneath
two of the Piledrivers to find a Power-Up, followed up by running and
leaping to the right to go under two more Piledrivers. Wait for the next
pile driver to retract, allowing Mario to go underneath the platform to get
the Star Coin, hiding there until the pile driver comes and goes, opening
the leap to the right.
Pass the Dry Bones to leap between the two Piledrivers, noting that if you
get stuck in between, you will have to leap repeatedly to assure that the
Donut Blocks do not fall away on Mario. Hit the ? Block for a Power-Up as
you pass the halfway point, running past the first two Whomps, pausing to
let the third Whomp fall down, using it as a stepping stone to reach the
pole to climb upwards. Hop along the Donut Blocks ahead, reaching a rope to
grab onto, swinging back and forth before leaping to the left. Run along
the ceiling while going left, falling through the second Star Coin, landing
on the Whomp, followed by going right to get to the swinging rope once more.
Swing back and forth to draw the Whomp into flopping onto the ground,
letting Mario leap past, running to the right to leap across a pile driver
water gap to find a ? Block with a Power-Up inside. Next is a series of
Piledrivers to run under/over and to leap, so go at a pace you feel
comfortable with, eventually clearing the nasty area to spot the large
doors. However, before heading through this portal, go right, using the
Sldie Duck technique to get under the wall, swimming in place on the left,
waiting for the pile driver to descend and then climb again, signaling Mario
to jump up the ledge to reach the final Star Coin! Drop back down and swim
under the ledge there to leap up, entering the large doors.
Go to the right to find a bridge set up with fish below it, including the
boss, Cheepskipper! To defeat this foe, leap onto his head as he jumps up
above the bridge, getting him three times to beat him. Just note that Mario
also has to contend with the leaping Cheep-Cheeps while doing this, and that
Fireballs can defeat the foe in 9 hits. Not a tough boss, just leap
carefully to defeat it, ending the tour of World Three!
~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~ World Four ~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~
_____________________
X - Start |
# - Level |
a - Extra Level |
O - Empty Space |
T - Tower |
C - Castle |
H - Ghost House |
W - Warp Cannon |
P - Pipe |
S - Star Coin Toll |
I - Item Toad House |
G - Green Toad House |
M - Mega Toad House |
|
_____________________|
I I---Sa----+ G I
| | | | |
S S | S S
X----1----2------------3----T-------O O----H--------5----6----C
| | | | |
| | | | |
+----------G-----------+ +----4 +----W
o-----------o
| Level 4-1 |
o-----------o
The liquid in this stage is deadly to the touch, so do not take a dip under
any circumstances. Head right from the start, raiding the ? Blocks for
Power-Ups and taking out the Red Koopa Troopas and the Scuttlebugs, arriving
at a dual Scuttlebug position over the deadly liquid, using a Super Jump
bounce off of them to hit the Star Coin high in the air. More Scuttlebug
and Red Koopa Troopa bashing will follow, leading to a sea serpent (Nessie
from Super Mario 64!) and the halfway marker.
Ride forward slowly on Nessie, busting up the Scuttlebugs carefully, using
the first Scuttlebug past the ? Block Power-Up to get the second Star Coin
(again the Super Jump technique is safest). Once the five block platform
comes into view, a choice must be made on which route to pursue.
==========
Main Route
==========
Ride underneath this five block ledge, continuing to take out the offending
Scuttlebugs, reaching dry land to take on a Green and Red Koopa Troopa.
Mario will now find some Donut Blocks to cross carefully, killing the
Scuttlebugs to gain access to the third Star Coin below (rush across the
gaps with the X/Y Button), followed by killing the Goombas before launching
off the ledge to use the Scuttlebug to reach the top of the flagpole to end
the level!
===============
Alternate Route
===============
Jump on top of the five block platform, leaping up from the central block
to reveal a vine, so climb upwards to enter a pipe. Use the three
Scuttlebugs here to Super Jump across the wide gap to land high on the
flagpole, ending the level!
o-----------o
| Level 4-2 |
o-----------o
Head right, collecting the Power-Up from the ? Block, followed by leaping
across the titling toadstools (purple in colour), leaping clear before they
dump Mario into the emptiness below. Continue right past the enemies to
find a Star Coin high in the sky, so get past the titling toadstool to the
solid orange toadstool, taking a running leap to Wall Jump off the cliff
face above, bouncing up to said Star Coin.
Fight past a couple Koopa Troopas (and a Green Paratroopa Koopa) to find a
tilting toadstool that will have to be rode low enough to grab the second
Star Coin before Mario has to jump clear. Leap past the green Paratroopa
Koopa to find a Red Coin Ring, so pass through it and go across some tilting
toadstools to get all 8 Red Coins. After this is a red Paratroopa Koopa and
some Red Koopas, passing over an area where some Coins lie below. Bend the
next tilting toadstool to the left, taking a leap to the ledge on the left,
smacking the brick down there to reveal a vine going off screen.
Hit the brick on top of the cloud platforms here to make a new vine appear,
climbing it to find the third Star Coin, followed by going down the pipe at
the right side of the area. Run and leap to the right, keeping Mario on the
titling toadstools for mere moments at a time, passing the final Red Koopa
Troopa to reach the flagpole at the end of the level!
o-----------o
| Level 4-3 |
o-----------o
Head down the pipe to go past some Cheep-Cheeps to raid a ? Block by itself
for a Power-Up, getting it before diving down to the bottom of the screen to
avoid the Mega Unagi that appears as the screen starts scrolling. Continue
swimming close to the right side of the screen, diving down to get the Star
Coin from the small cave below, followed by getting to the top of the area
to avoid the incoming Mega Unagi. If you pass through the Red Coin Ring,
Mario will need to swim in close to the Unagi in the walls, so best to avoid
it and instead concentrate on passing the halfway point to hit the ? Block
before the Mega Unagi appears.
Swim over the rocks but below the Mega Unagi, carefully dropping to the hole
below to get the second Star Coin between the two Unagis, followed by
swimming right to hit the ?-Switch. Now swim through the pipes ahead while
going underneath the Mega Unagi (normally the pipes spew bubbles, but they
are shut off due to the switch) while keeping to the right, going down the
last green pipe to swim left over the Unagis, followed by dropping down
after they try to bite Mario, getting the third Star Coin.
Wait for the Cheep-Cheep to swim through the top passage that is over the
Unagi, followed by passing through while the Mega Unagi works over the
bottom half of the screen. Next up are more Cheep-Cheeps that are followed
by a vertical swim between two sets of two Unagis (swim up the Coin path to
stay safe), finding a pipe leading back to the surface. Here Mario will
find a solo Goomba on the steps ahead, protecting the flagpole, so squish it
en route to finishing the level!
o---------------o
| Level 4-Tower |
o---------------o
Climb past the Dry Bones to Wall Jump up the moving granite blocks to get
above the spot where the blocks stutter their movements, creating a ledge
for Mario to use to jump clear of the potential crushing. Raid the ? Block
on the left for a Power-Up, then head through the door on the right to
face rising lava. Jump to the fence above to start climbing upwards,
grabbing the Power-Up on the left if so desired, continuing to climb. When
a moving granite block on the left appears, run under it, get onto the fence
door above to flip around to the back, followed by dropping down to get the
Star Coin below.
Quickly climb upwards once more, finding more granite blocks to leap through
when they open, looking above this fence chunk on the right for the second
Star Coin. Next up are a couple spiked granite blocks guarding a Power-Up,
followed by passing the Dry Bones to reach the halfway point. Next is a set
of moving granite blocks that move back and forth quickly, so jump up
between their movements, fading over to the right side of the shaft to find
the third Star Coin before running to the left to continue the climb again.
Next up is a Red Coin Ring, so pass through it to collect 8 Red Coins while
climbing (no enemies to worry about, so just jump up quickly and be
efficient), gaining the Power-Up/1-Up from the challenge, followed by
passing through the large red doors to go after the boss!
Bowser Jr. will once again take on Mario, but this time he will try some
different tactics. If Mario attempts to clock him with a leap, he will
retreat into his shell. Instead, leap over his charges, drawing him into
throwing a green shell at Mario, which he should hop on to stop it, followed
by kicking it back into Baby Bowser to knock him onto his back, at which
point Mario should perform a Ground Pound to hurt the little beast. Repeat
this pattern two more times, and he will go down in defeat. Also note that
9 Fireballs will do him in, and they can hurt him at anytime during the
bout.
o-----------o
| Level 4-4 |
o-----------o
head right to find a Wiggler and a ? Block Power-Up, followed by a Red Koopa
Troopa, a gap, and a couple Wigglers, the second of which will be below a
Red Coin Ring (if triggered, use the SUper Jump off the back of the Wiggler
to reach the higher Red Coins). The next red Koopa Troopa that appears
should be stomped, followed by grabbing the shell before hopping down the
next gap while holding RIGHT, killing the Wiggler down there and obtaining
the Star Coin.
Wall Jump back to the area above, going right across the Donut Blocks to
find a rotating Power-Up, followed by busting the bricks to make a vine to
climb, moving left to hit the invisible block to the left of the brick and
? Block, a\making a new vine to climb to reach the Star Coin above. Now
continue on to the right, fighting the Red Koopa Troopa, throwing it through
the enemies ahead to clear a path, finding a portion with small pipes and a
Star Coin over a pit.
Jump towards the wall by the Star Coin, Wall Jumping after collecting it,
landing on the pipes once more, followed by going past the two Wigglers to
find a row of Green Paratroopa Koopas to bust up with one hop at a time,
earning a 1-Up if all are de-winged by your efforts. Head through the pipe
to jump off to the right to find the flagpole and end the level!
o---------------------o
| Level 4-Ghost House |
o---------------------o
Hit the ? Block for the Power-Up, followed by a series of Boos to avoid,
reaching a door, Inside Mario will need to hit the ?-Switch, dropping some
? Blocks down, so hit them if you wish, but be sure to get on top of one
before the ticker runs out, as they will lift Mario up to a high ledge in
the previous area, reaching the first Star Coin on the right. On the right
is a Balloon Boo, so face it while dropping down to run underneath it,
turning to leap upwards, followed by going left to hit the !-Switch, using
the now solid bricks to go through the door on the right.
Hit the !-Switch that is nearby, allowing Mario to Wall Jump up between the
red bricks to find the second Star Coin, followed by moving left to drop
down to the same area, letting the !-Switch reappear to let Mario bust it
once more. At this point a choice in paths occurs, so choose between the
Main Route or the Alternate Route.
==========
Main Route
==========
Run to the right, spotting a pipe to go through above, coming out near a
Balloon Boo, so head left, leaping up the ledges there to find some ?
Blocks, which are near a long ledge above (get onto here). Head right from
here to find the door that leads outside, taking Mario to the flagpole!
===============
Alternate Route
===============
For this exit to work Mario must have and use a Mini Mushroom. After eating
the Mini Mushroom, head right to the ledge below the pipe, followed by
hopping onto the red bricks and then onto the pipe (not into it). Now have
Mario jump high up the pipe, Wall Jumping off of it to reach a ledge on the
right side of the area, jumping up the remaining passage area to find a
door. Before using it however, Wall Jump up to get the third Star Coin
twinkling high above, followed by going out the door, leading outside to
where a single Boo will attack from the left, but just ignore it and go grab
the flagpole to end the level!
o-----------o
| Level 4-5 |
o-----------o
Head down the pipe to see a Bob-Omb in the area above, so hit it and the ?
Block from below, letting the Bob_omb clear the bricks to send the Power-Up
to Mario waiting below. Move on to find a Bob-Omb spewing pipe, so stomp
one of the black bombs to blow the wall apart, allowing Mario to pass
through to deal with a Red Koopa Troopa and a Buzzy Beetle from the ceiling.
Next are two Bob-Ombs contained in a small area, so hit one from below on
the right side of their room, allowing Mario to jump up on the left side of
their ledge once they blow to hit the bricks above, revealing a 1-Up
Mushroom for him to grab as he leaps across the gap ahead.
After passing the halfway point, pass the first two Bob-Ombs to find a
Bob-Omb in a bricked off room to stomp, blowing out the wall beside the Star
Coin, allowing Mario to grab it before crossing the first drawbridge. On
the second drawbridge have Mario clock the Bob-Omb close to the middle of
the drawbridge, blowing a hole there to let him leap up and get the second
Star Coin, followed by some Spinies on the roof.
When Mario arrives at a pipe that drops Bob-Ombs, stomp one and drop it down
between the drawbridge portions, landing it on the covered pipe below,
busting the blocks there to allow Mario to enter, locating the third Star
Coin... after doing some more Bob-Omb demolition of course. After heading
back through the pipe on the right, move onwards to avoid one more Spiny,
entering the pipe to go find the flagpole outside!
o-----------o
| Level 4-6 |
o-----------o
Mario is back into the poisonous liquid area, so do not take a dip or you
will be -1 in the lives department. Go right, killing the classic Super
Mario Brothers enemies, finding faithful Nessie ready to give Mario a lift
once more. Get the Power-Up off the first ledge before getting back onto
Nessie, riding her towards a Red Coin Ring, but you will want to skip it and
go onto the land to get the first Star Coin, which happens to be viciously
guarded by two Red Koopa Troopas!
Anyway, once Nessie emerges from underneath the island, jump onto her head
again, continuing to cruise ahead to find a Coin Block on the next island,
with the island after infested with Piranha Plants (bypass them to get back
onto Nessie). Hit the P-Switch that appears next to make grabbing the second
Star Coin go smoother, facing a gauntlet of Piranha Plants and Red
Paratroopa Koopas, but to make things easy jump between the first two pipes
to reveal a hidden Invincible Starman (ducking and leaping will get Mario
through if he did not get the Invincible Starman, just watch the range of the
creatures before reaching them to know where to move to avoid their
attacks).
After passing through this nasty portion of the level, wait for Nessie to
rise up, allowing Mario to hit the !-Switch above to make the dotted lines
ahead into bricks, letting Mario enter the pipe to slide down a slope
through the various foes, finding the third Star Coin! Now get the 1-Up
Mushroom from the nearby ? Block, heading down the pipe next to clobber a
Green Koopa Troopa and two Goombas to reach the pipe, which leads to the
flagpole, ending the leisurely ride upon the great sea serpent.
o-----------o
| Level 4-A |
o-----------o
Start out by performing the enemy kill and vine swing over the poisonous
liquid, doing this several times until Mario reaches a water paddle. To
make this object mover, go on the left side of the object, jumping up to the
next ledge that comes down as Mario sinks towards the liquid, thus keeping
himself safe and moving the contraption across the gap to the next portion
of land. Repeat this procedure to reach the halfway point, waylaying the
Red Koopa Troopas to get their Power-Up they guard in the ? Block, followed
by crossing another expanse of deadly liquid to reach a higher ledge.
The next water paddle will have a Green and red Paratroopa Koopa guarding a
Star Coin, so Super Jump off the Red version to grab it before continuing
across, finding a Green Paratroopa Koopa to Super Jump off of, grabbing the
vine above. Swing onto the ledge on the right, entering the pipe to climb
on top of the bricks, hitting the P-Switch to get the second Star Coin
below, also taking the time to kick a Koopa Troopa shell through the other
Koopa Troopas to gain a 1-Up and lots of points.
Head down the pipe on the right to find a leap across a gap to some pipes
(time it so the Piranha Plants are not out), followed by swinging across to
a triple set of Piranha Plant pipes, going down the pipe on the left,
finding the third Star Coin up for grabs via a Wall Jump. Back to the
surface goes Mario, continuing on to the right to pass through the pipe
ahead, using the vine to get to the high ledge, allowing Mario to get a high
position on the flagpole, ending the level!
o----------------o
| Level 4-Castle |
o----------------o
Use the swinging platforms to get across the lava, getting a Power-Up along
the way, taking note of the second swinging platform that has a Dry Bones.
After disabling the Dry Bones, take a running leap off the platform as it
swings towards the right, grabbing the Star Coin above. Drop down and
continue onwards, running at top speed to burn under all the Thwomps,
followed by Wall Jumping up the Coin path to reach a higher ledge near
another Thwomp. Head past the Dry Bones to find a Super Thwomp, baiting it
into destroying the three rows of blocks underneath it, allowing Mario to
drop down to snag the second Star Coin.
Grab the Power-Up while dodging through the Thwomps and Dry Bones, bypassing
the Super Thwomp to reach the halfway point and another Power-Up. Carefully
go past the Podoboo to find a 1-Up Mushroom in the ? Block, followed by going
after the third and final Star Coin by carefully leaping down when the
swinging platform is at one extreme end or the other. Continue across the
lava ahead via the swinging platforms, dealing with the Dry Bones on the
platforms and with the Podoboo attacks occurring from below. Once Mario
reaches the end of this gauntlet, go through the large red doors to reach the
boss fight!
After the Goomba gets enlarged, stomp on the ?-Switch in the pit to make some
platforms appear to allow Mario to jump high enough to get above the Giant
Goomba, delivering a Ground Pound attack to hurt the monster. Keep at the
attacks from above, landing three total hits to take it down, ending the tour
of the poisonous waters of World Four!
~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~ World Five ~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~
_____________________
X - Start |
# - Level |
a - Extra Level |
b - Extra Level |
c - Extra Level |
O - Empty Space |
T - Tower |
C - Castle |
H - Ghost House |
W - Warp Cannon |
P - Pipe |
p - Pipe |
S - Star Coin Toll |
I - Item Toad House |
G - Green Toad House |
M - Mega Toad House |
|
_____________________|
+----2----+ P----+-----------H----O---------+
| | | | | | |
| | | | | | |
X----1----O P O----T--------O p W---+ c G----4----C
S | S S | | |
| | | | | | |
+----a----+ +----I +----b-----------OS---M p
o-----------o
| Level 5-1 |
o-----------o
Let the Snow Spike chuck his ammo, bowling over the enemies and running
along, jumping the gaps to find a snow drift to cross, grabbing the
Power-Up from the ? Block before crossing the drifts via those same ?
Blocks. head right past four Goombas to whack a Snow Spike, followed by
going after the Star Coin above by leaping off the ? Block to the right of
it. Another Snow Spike will attack, followed by the halfway point, a
Power-Up, and a gap to hop to find Mario facing a Green Paratroopa Koopa to
Super Jump off of the back of to reach the second Star Coin.
Cross the snow drift ahead by the brick ledges, killing the Snow Spike to
run down the slope ahead and leap up to get the Star Coin above, though if
you are Regular Mario, use the building blocks below to make a high enough
ledge to leap off of to reach it instead. Kill the Snow Spike while going
right, facing some more Snow Spikes and a snow drift, so bounce off the
enemies with a Super Jump to clear it, reaching the end of the area, letting
the snow fall off the trees before hopping onto the flagpole to end the
level!
o-----------o
| Level 5-2 |
o-----------o
Move down the pipe to walk underneath the Spike Tops in the bricks, whacking
the Spike Top patrolling the ? Block, releasing the Power-Up in the process.
Next are a bunch of Swoops that lead the way to a gauntlet of Piranha Plants
to go through, grabbing the first Star Coin from inside the brick case
ahead. As a fun challenge, Ground Pound the bricks just short of the
gauntlet to release a 1-Up Mushroom, followed by getting through the Piranha
Plants to snag it before the cliff appears to swallow the valuable Mushroom.
Head right to find a springboard to use to hit the Star Coin above (it is
the third Star Coin, despite it being the second one collected) when the
Spike Tops are not in the way, followed by picking up the springboard to
backtrack to the left, hopping the gap to drop the springboard underneath
the yellow pipe, followed by Mario going up and into that pipe. Head across
the icy platforms, following the Coinpurse to reach the pipe it rests
against, with a Star Coin twinkling above. Use a Super Jump to boost up to
the Star Coin (the second one in the level technically), followed by going
down the pipe to find more Spike Tops to ignore while moving right,
encountering a slew of Swoops, reaching a gap to span. Move right past more
ebemies, reaching a spot where a green pipe hangs from the ceiling,
indicating the branching of the path within this level.
==========
Main Route
==========
Head right, going underneath the ice chunk to cross a couple pipes, followed
by scaling the ice chunks ahead while dodging the Spike Tops, reaching a
pipe that leads back to the surface. Now Mario just needs to scale the
classic Super Mario Brothers staircase, jumping to the flagpole to end the
level!
===============
Alternate Route
===============
Get past the Spike Tops and head up the pipe when the Piranha Plant has
retreated, appearing outside. All Mario has to do from here is to use the
floating blocks to jump high up onto the flagpole, ending the level!
o---------------o
| Level 5-Tower |
o---------------o
This level will consist of Mario having to ride the wooden elevator ledge
upwards, so get ready to dodge or kill all incoming enemies. Leap the first
Spiked ball, followed by collecting the first Star Coin, followed by raiding
the ? Blocks on the left for a Power-Up. Next up is a Spiked Ball that will
hang around the wooden elevator, but it will destroy the Dry Bones that have
started to appear. A couple one roll through Spiked Balls are next,
followed closely by two more Spiked Balls that kill Dry Bones, at which
point the second Star Coin should be visible.
Avoid the two Spiked balls that are rolling around here, getting the ? Block
Power-Up, with the following ? Block set (the one on the right) holding a
1-Up Mushroom. Immediately after this portion get Mario towards the right
side of the ledge as a Giant Spiked Ball will destroy the bricks on the
left, signaling the point for Mario to start hopping up the ledges ahead,
keeping himself above the nasty implement. Keep hopping upwards, fading to
the right to get the third Star Coin on that side, followed by getting onto
the ledges to leap upwards as soon as ledges appear because that Giant
Spiked Ball will get back to the right side soon enough. Punch the bricks
on the right to gain one last Power-Up, followed by passing through the
large red doors to encounter the boss fight!
Bowser Jr. will return to his old tricks, simply trying to charge into
Mario, though he can also leap into the air if given enough time. Deliver
three stomps or nine fireballs or a combination of the two, beating the foe
quickly, but be wary of the icy platform, as it can make controlling Mario
precisely a difficult job.
o-----------o
| Level 5-3 |
o-----------o
Slide down the slopes here after grabbing the Power-Up, taking out multiple
enemies and getting a 1-Up or two for your efforts. Once Mario runs out of
momentum, jump to the ice block ledge on the right to take out a Red Koopa
Troopa, as he is guarding the first Star Coin. Jump down through a Coin to
reach a ledge, followed by moving right to pass Goombas and Green Koopa
Troopas, reaching the halfway point, which also has a nearby Power-Up to
grab from a ? Block.
Jump the gap ahead an take a run at the small gap ahead, ducking to perform
a Slide Duck, passing through to find a Star Coin encased in breakable
bricks. Continue onwards, passing the gap to bounce the Snailicorns off the
icy platforms before they do so to Mario, reaching a spot where Coins lead
up the walls above. Wall Jump off the right wall, snagging the third Star
Coin, followed by going right once more, clobbering or avoiding the
Snailicorns, finding two Green Koopa Troopas to take out before leaping onto
the flagpole to end the level!
o---------------------o
| Level 5-Ghost House |
o---------------------o
Let the Broozer take out the bricks, allowing Mario to pop the ? Blocks
below with a Ground Pound, revealing a Power-Up. Climb the stairs to reach
a point where a Broozer will bust out of the wall on the right, drawing it
down onto the stairs before hopping through the hole it made, baiting the
enemy into destroying the bricks below. Head through that opening (kill the
Broozer first if you so desire), locating the first Star Coin above via the
Wall Jump.
Head back out to the first place the Broozer wrecked, going right to climb
upwards again until a door appears on the left. Take a run down the stairs
and leap to it, entering to immediately Wall Jump up the bricks before all
the Broozers bust their way to the middle of the area, getting the second
Star Coin while they disappear off the cliff below. Head back out to climb
right past more Broozers, finding a Power-Up before turning left to continue
climbing. At this point the way forward will split in twain, so choose
between the Main Route or the Alternate Route.
==========
Main Route
==========
Continue climbing the stairs, dodging the Broozers to find a possessed
elevator. It will buck and throw Mario around, so dodge the Boos and grab
the Coins, finally reaching the top, where a door leads outside, which is
where the flagpole happens to be.
===============
Alternate Route
===============
Continue until Mario reaches a three brick block platform, so jump onto it
to jump and reveal three hidden blocks. Get onto the central hidden block
and crouch before hopping (if you are small, no need to crouch obviously),
revealing a vine to climb upwards. Climb past the Broozer and let him break
through here, followed by dropping down to enter the door to find a spooky
elevator that will rock back and forth, trying to throw you off. Once it
free falls, get to the right side of it (upon landing on it again), holding
RIGHT to enter a path when it rises again, going past the Splunkins to find
the third Star Coin. Backtrack to hit the brick to make a vine appear,
climbing it to move left through the door, reaching the flagpole!
o-----------o
| Level 5-4 |
o-----------o
This level will scroll along, so the same rules apply for getting killed if
caught between the left edge of the screen and a solid object, but the extra
danger is getting scrolled into the pits below. Also note that the orange
toadstools sink here while the darker toadstools rise up when Mario gets
onto them. head right across the sinkers to get a Power-Up, finding a
rising toadstool as the first Bullet Bills appear from the right. After
passing the next set of toadstools (and a Green Paratroopa Koopa), look for
a Red Coin Ring, collecting the Red Coins by using the rising/falling
properties of the toadstools to get the award.
Next are the remaining toadstools, leading into a hop to a higher ledge to
get the first Star Coin, but the second Star Coin is only accessible by
someone with a Mini Mushroom (if you lack one, come back later to claim this
prize). Head right to reach a rising toadstool to ride upwards, finding a
Power-Up in the first ? Block, followed by leaping across the sinking
toadstools to reach the snowy ledge ahead. Crank the Green Koopa Troopa,
taking his shell to throw through the bricks ahead, collecting the 1-Up
Mushroom that pops out of the ? Block, followed by getting the third Star
Coin on the right. Now continue to the right, busting the Red Koopa Troopas
up as they appear, jumping off the last sinking toadstool to go after the
flagpole, ending the level by doing so!
o-----------o
| Level 5-A |
o-----------o
Here the toadstools in this level will expand and shrink, so get to the
middle portion (directly over the stem) to stay safe when the contracting
begins. Get the Power-Up and head right, passing over the first chunk of
toadstools to find a Red Coin Ring, which will require Mario to get the 8
Red Coins by carefully moving over the various toadstools in both the
expanded and contracted forms to get the reward that you seek. After this
is a Power-Up and the halfway point, followed closely by a lower toadstool
to get onto, going right to get the Star Coin.
After hitting the !-Switch, run left along the bricks to reach the safety of
the ledge, then head right once more, taking the high route to find a solo
brick to hit. When the higher toadstool is outstretched, get to the brick,
jumping to hit as the one toadstool you are on contracts, allowing Mario to
land on the one below while it expands. Follow this by climbing the vine to
reach a P-Switch to hit, using the springboard to land on the brick ledge,
grabbing the second Star Coin.
Now head down the hole to return to the normal portion of the level, going
right to find the third Star Coin over a low toadstool. Take a running leap
from it to reach the toadstool above, leaping off of it to hit the flagpole,
ending the level!
o-----------o
| Level 5-B |
o-----------o
Head right for a Power-Up, followed by facing off with a Goomba and
Snailicorn, letting Mario take out two More Goombas en route to using the
Green Paratroopa Koopa from the ledge above to boost that aforementioned
ledge to find some Coin Blocks. Next up are some more Goombas and a 1-Up
Mushroom on a slippery slope below, leading into a Star Coin on a small icy
ledge, so run to it if you are Regular Mario (from the left) or jump to it
if you are Powered-Up (from the right).
Move right to leap past the halfway point, fighting a Snailicorn to snag the
Power-Up, followed by grabbing the next Red Koopa Troopa to throw through
the Red Koopa Troopas ahead for a 1-Up (jump the gaps to keep up with the
shell), with Mario arriving at a Power-Up ? Block. Leap to the left and hit
the P-Switch, carefully crossing the now open gaps to get the second Star
Coin, followed by turning around to return to the right, going down past the
Red Koopa Troopas to find a branch in the paths.
Take the lower path, knocking the Snailicorn to the right, reaching the
third Star Coin, followed by going back up to take the upper path, finding a
divergence in the paths.
==========
Main Route
==========
Head right to reach the flagpole, jumping to the higher ledge to take a run
at the higher areas of the flagpole if so desired. Either way, the slippery
level will be done with!
===============
Alternate Route
===============
if you are Shell Mario (or have a Blue Shell in reserve), Wall Jump up the
Coins on the wall here, reaching the ledge off screen and move left, finding
some bricks to Shell Dash to pieces. Head through the pipe that is on the
far side of the ice, arriving at a place where the Shell Dash will clear one
brick, allowing Mario easy access to the very top of the flagpole, ending
the level to gain access to a pipe on the overworld!
o-----------o
| Level 5-C |
o-----------o
Move down the pipe to locate a Buzzy Beetle, followed by a Broozer and a
Power-Up. Bait the next Broozer into opening the way for Mario, followed by
getting past him to bait him into attacking the bricks below the first Star
Coin, opening the prize up to collection. Move right past the raining Buzzy
Beetle shells, finding a Goomba before crossing the elevator, looking in the
ceiling for a 1-Up Mushroom on the far side.
_ _ _ _
ELEVATOR|_|_|_|_|
^
|
IN HERE
Now ride the elevator downwards, taking the lower path to grab the Buzzy
Beetle when it falls off the roof (stomp it and pick up the shell), throwing
it into the Star Coin over the pit to make the snag. Head back up to the
top and move right past the halfway point, taking out the Broozer that comes
down the slope ahead. Now jump onto the bricks above, breaking the brick
above left-most brick in the ledge you are on, followed by hitting the
right-most brick in that ledge from below to make a beanstalk climb off
screen, allowing Mario to climb it to find a Broozer and a P-Switch.
Hit the P-Switch to make a ledge below for the Broozer when he falls down,
followed by baiting him into breaking the bricks on the left to open the way
to the third Star Coin. Now drop down and jump to the right, hitting the
flagpole to end the level. Note that if you failed to get this easy way out
of the level, Mario will be forced to cross a large gap with a !-Switch
making the path appear of Mario, which is destroyed while he takes it by
Broozers. This is not a particularly fun way to do things, and besides, the
Star Coin is on the route recommended anyway!
o----------------o
| Level 5-Castle |
o----------------o
Head right across the conveyor belt and get the Power-Up, followed up by
bypassing a Dry Bones and the Piranha Plants. When the conveyor belt
leads down to a ledge and a Piranha Plant is attacking from above, go low to
get the Star Coin, followed by leaping away to the right to escape the
carnivorous plant, leading Mario to face a series of Dry Bones and gaps,
arriving at a Power-Up. A Venus Fire Trap appears here, spitting fireballs
while Mario goes by, finding a series of Dry Bones to jump over while
staying stationary just to the right and below the ledge where the second
Star Coin twinkles, waiting for a springboard to come down the conveyor
belt, which is used to launch Mario to said Star Coin.
Next up are a Piranha Plant to pass to get to the halfway point, followed by
more Piranha Plant fun and a rotating Power-Up block (get the Mini Mushroom
if you intend to take the Alternate Route), leading into a meeting with a
Super Piranha Plant (let it fall to the floor below, then jump across the gap
to the conveyor belt above it's head). Next up is a ? Block to hit, so after
doing that, take a running leap from the right to land on the block, allowing
Mario to leap into the small opening above, Wall Jumping to get up onto the
ceiling, heading right over everything to find a Power-Up and the third Star
Coin. Now head through the large red doors above, entering into the Boss
Fight!
==========
Main Route
==========
Petey Piranha will make his appearance here... yes, the Super Mario Sunshine
stand out will attack Mario, looking for some revenge! Petey will start off
by flying into the air, trying to divebomb Mario (move out of the way as he
attacks), which will dizzy him, allowing Mario to hit him with a jumping
attack. After this Petey will bounce up and down through out the room, so
dodge these attacks so he will take off into the sky once more, allowing
Mario to repeat the dance two more times to finish off the beast and the
World, gaining access to World Six!
===============
Alternate Route
===============
Petey Piranha will make his appearance here... yes, the Super Mario Sunshine
stand out will attack Mario, looking for some revenge! Petey will start off
by flying into the air, trying to divebomb Mario (move out of the way as he
attacks), which will dizzy him, allowing Mini Mario to use a Ground Pound on
his head. After this Petey will bounce up and down through out the room, so
dodge these attacks so he will take off into the sky once more, allowing
Mario to repeat the dance two more times to finish off the beast and the
World, gaining access to World Seven!
~~~~~~~~~~~~~~~~~~~~~
~~~~~~~ World Six ~~~~~~~
~~~~~~~~~~~~~~~~~~~~~
_____________________
X - Start |
# - Level |
a - Extra Level |
b - Extra Level |
O - Empty Space |
T - Tower |
C - Castle |
H - Ghost House |
W - Warp Cannon |
P - Pipe |
S - Star Coin Toll |
I - Item Toad House |
G - Green Toad House |
M - Mega Toad House |
|
_____________________|
1---------+ G M I 5---------+
| | | | | | |
| | S S S | |
X----O I O----2----T----3--------4----T----O G 6----C
S | | S | |
| | | | | |
+----a----+ +----B----+
o-----------o
| Level 6-1 |
o-----------o
A Bullet Bill cannon will lead things off, but in this area they have an
additional ability of turning around to focus extra firepower on Mario when
he moves on by. Head right to go get a Power-Up, followed by passing some
more Bullet Bills to find a cliff to sidestep across. While on these cliffs
Mario can walk along them or hang off them, allowing him to avoid the Bullet
Bills that will be after him. Once across jump to the higher ledge and Wall
Jump for the first Star Coin, followed by going on the low path to find a
new Wall Jump challenge, this one leading to a Power-Up.
After going right to Wall Jump through the halfway marker, leap to the left
to get the second Star Coin, then raid the Power-Up on the right, and then
continue onwards to face another Wall Jump, this one precariously done
around a Red Paratroopa Koopa. Get the next Power-Up to likely get
Firepower, which will help Mario cross the next narrow cliff area by jumping
and shooting each Green Paratroopa Koopa while crossing, arriving at a
gauntlet of Bullet Bill launchers to contend with.
Carefully maneuver through the barrage to find a cliff, getting across it
quickly to pass another set of launchers, followed by a second cliff to
cross, but remember to drop down briefly to get that third Star Coin. Mario
will now be at the flagpole, so he can use a Bullet Bill to Super Jump off
of, landing high on the flagpole to end the level!
o-----------o
| Level 6-2 |
o-----------o
This area takes place on the shorelines of a body of water, and the water
will continually shift it height, going fairly high into the air and then
retreating. To further complicate this, Spinies will be deployed through
out the level, floating in the water during high tide and walking around on
land during low tide. Run right to pass a couple Spinies via the ledges,
hitting the ? Blocks to find a Power-Up, eventually finding a red pipe to go
through to the next area.
Head right to find a tree where Mario should hop around, revealing a hidden
block to the right of the ? Block, followed by leaping up off the hidden
block to reveal another hidden block, this one containing a vine. Climb up
to locate a couple ledges, hitting the P-Switch that hides in the brick,
followed by leaping right across the winged ? blocks to hustle across the
now solid Coins to find the first Star Coin.
Fall down to continue on to the right, collecting the contents of the ?
Blocks while avoiding/killing the Spinies, going down the second green pipe
that appears so Mario can be launched over the wall ahead. When the tide
reaches a high point on this side, the next cavern holds the second Star
Coin, so nsag it before continuing on to the right, Wall Jumping if
necessary along the green pipe, reaching another drop.
Get the rotating Power-Up below, followed by swimming right to raid a ?
Block for the Invincible Starman it holds, at which point Mario should run
right to drop down to the ledge below, heading left at full speed through
the Spinies (gaining a 1-Up or two in the process) to find the third Star
Coin waiting. Backtrack to the right now, dealing with a final few Spinies
before entering the yellow pipe, finding some ledges to leap across to reach
the flagpole, ending the level!
o-------------------o
| Level 6-Tower One |
o-------------------o
The Piledrivers return, but this time they are... HORIZONTAL! Anyway, start
the climb by passing the firsts et of piledriovers, taking careful leaps to
get between the closely positioned Piledrivers' spiky exteriors, also
making sure to snag the Power-Up from the first ? Block that Mario
encounters. When Mario reaches a point where he needs to jump left to a
solid brick ledge, keep going left to get the first Star Coin, followed by
hiding in a small depression below to allow the Piledriver to slam by,
meaning Mario can continue his climb after that on the right.
When a Super Dry Bones is found, the halfway point will be breached, so
Super Jump off the Super Dry Bones to hit the ? Block for the Power-Up,
followed by continuing to climb, passing the four Piledrivers to find a
springboard to use to get past the dual Piledriver threat. Once Mario
reaches the door, enter to jump up the ledges to the top, letting the
Piledrivers slam forward and then retreat, allowing Mario to jump over to
the left to get the second Star Coin.
Head up and through the door to continue onwards, finding the large red
doors. However, before passing through said doors, Mario will need to be
Mini Mario (easiest way) or use the Dry Bones to Super Jump up off of,
Wall Jumping to reach the ledge above, entering the pipe to grab the final
Star Coin. Now head through the door to find Baby Bowser!
Bowser Jr. is again trying to charge and leap into Mario, so use the usual
attacks of three stomps or nine fireballs or a combination of the two will
take out the enemy. However, this time Bowser Jr. has an extra trick up his
sleeve, which is the platform that will tilt as Mario and Bowser Jr. move
around, so be careful to not fall into the spikes below.
o-----------o
| Level 6-3 |
o-----------o
Hit the moving ? Block when it is safe, grabbing the Power-Up, followed by
passing the Venus Fire Trap to use the swinging ? Block to reach the first
Star Coin. head right to go down the red pipe, running across the floating
logs and collecting the Red Coin Ring for the reward (they are easy to get),
followed by heading back up the surface. Go down the second green pipe,
snagging the Star Coin inside, followed by resurfacing to go right and down
the last pipe.
Again run across the spinning logs quickly, carefully maneuvering past the
Piranha Plants to reach the pipe at the end, going back up to the surface.
Hit the ? Block when safe for the Power-Up, followed by leaping to the left
off of it to clear the pipe, grabbing the third Star Coin, followed by Wall
Jumping back out to the area Mario entered from.
Now follow the Coinpurse across the gaps, destroying it by the pipe for the
Coins and 1-Up Mushroom it contains, followed by going past the ? Blocks and
Piranha Plants to find the flagpole. If you feel daring, get onto the
swinging ? Block to go high onto the flagpole, but the gap below makes that
a fairly dangerous proposition.
o-----------o
| Level 6-4 |
o-----------o
Grab the Power-Up before running under the Firebar, followed by Wall Jumping
up to the higher ledge to continue climbing, reaching the first Star Coin.
Head right to find a gauntlet of Firebars, situated over a cliff, so use the
top for walking and the bottom for hand-over-hand movement, getting through
the set to reach a Power-Up, followed by a couple more Firebars (the last
of which is incredibly fast). Grab another Power-Up before blowing past the
small Firebars to Wall Jump upwards between two more Firebars, finding yet
another Firebar to Wall Jump past, jumping to the left for a Star Coin
before moving right to pass the halfway point.
The next area is a bunch of cliffs and ledges, so jump carefully (remember,
your jump is far weaker off of a cliff) to pass through this challenging
section, remembering to take the high cliffs to reach a pipe. Inside Mario
will find some Firebars to shimmy over, reaching the third Star Coin,
followed by him hanging off the lower cliff to get past the same Firebars,
heading through the yellow pipe to enter the green pipe that Mario appears
near. Head right and leap onto the flagpole, ending the level!
o-------------------o
| Level 6-Tower Two |
o-------------------o
Jump up past the Dry Bones to get the Power-Up, followed by going left to
Wall Jump up to the conveyor belts above. Head right when a conveyor belt
with spikes sticking out of it appears, grabbing the Star Coin on the right,
at which point Mario will go left past another Dry Bones to reach the
halfway point. Now go up the stepped conveyor belts, grabbing the Power-Up
from the high brick on the right, followed by continuing to climb, jumping
the Dry Bones and Super Dry Bones as they come along.
Once the two green pipes are reached, enter the one on the right, holding
LEFT to find the ledge where Mario will need to duck to go through the
narrow opening (wait till the Spike Tops take off), busting the bricks to
get the second Star Coin. Climb upwards to find a Coin Block and a ? Block
Power-Up, followed by grabbing the rope above, scaling to the right to drop
down to get the third Star Coin, followed by ducking to ride the conveyor
belt to the right, leaping upwards to the ledge, entering the large red
doors to take another crack at Bowser Jr.
Bowser Jr. will have reverted to his entering of his shell when Mario draws
near, so leap over his charge, forcing Baby Bowser to chuck a shell at you.
Stomp the shell and pick it up to hurl back, allowing Mario to land a leap
to the underside of the small Koopa. Complicating this is the tilting
platform and the lava below, so be careful to keep stable footing through
out the battle. Note that Bowser Jr. can also be smoked by 9 Fireballs if
you have the Firepower at any time, so feel free to roast him quickly!
o-----------o
| Level 6-5 |
o-----------o
Head down the pipe to find another watery gauntlet to swim through, facing
Cheep-Cheeps (the orange fish) and Deep-Cheeps (the green fish), which will
chase you (unlike the Cheep-Cheeps). Swim to the right to find a Power-Up
in a ? Block, leading into a wider area where the first Deep-Cheeps attack
from. Swim closer to the ceiling, watching for the first Star Coin, but
bait the Deep-Cheeps into diving down at Mario before going after it, as
they make it tough to get without being hit.
Next is a Red Coin Ring, but due to the positioning of the Red Coins and the
Deep-Cheeps, so avoid it as it is not worth the risk. Immediately after
this is a vortex in the ground, trying to suck Mario down into the depths
below, so swim through strongly and get the nearby Power-Up, followed by
raiding the next several ? Blocks for the Invincible Starman they hold,
blasting through all sort of foes. Once Mario reaches a yellow pipe, enter
to find a ton of Deep-Cheeps to swim through to the center of the room,
locating the second Star Coin, followed by going back through the pipe.
Swim right through the vortexes ahead, dodging Deep-Cheeps, reaching a
vortex surrounded with bricks, which you should get sucked down into, as the
area below holds the final Star Coin for this area. Head up the pipe to
swim up through two Mega Deep-Cheeps to go up the next pipe, finding some
fall away ledges to leap up to land high on the flagpole, ending the level!
o-----------o
| Level 6-6 |
o-----------o
use the springboard to reach the ? Block above for the Power-Up inside,
followed by using the same springboard to clear the Chain Chomp while moving
left, finding another springboard to launch of to drill down through the
bricks on the right, locating a Power-Up at the bottom. Launch up once
more, aiming straight up to find another springboard, going to the left off
of it to drill through a vertical row of bricks, finding a P-Switch. After
hitting the P-Switch, move left to get the second Star Coin before the Coins
turn back into bricks.
launch off the nearby springboard and go right, finding a ? Block with a
Power-Up inside, from which Mario will use the nearby springboard to go up
and to the left, locating the second Star Coin, which rests on a Chain
Chomp's post. After that send Mario to the right, finding the halfway
marker, facing a long drop down to find a Power-Up in a ? Block, followed by
Ground Pounding through a row of bricks to a springboard. launch up and
left, bouncing the off the Red Paratroopa Koopa to hit the P-Switch,
followed by going down and right to bounce off the red Koopa Troopa to reach
the pipe.
Once inside, use the springboard to go high into the cavern, allowing Mario
to fall down on the right side of the chasm to collect the third Star Coin,
followed by taking the yellow pipe to the outside. Now use the green pipes
here to keep climbing, reaching a ledge with multiple green pipes. Ignore
these and run to the right, finding the flagpole to end the level!
o-----------o
| Level 6-A |
o-----------o
Grab the Power-Up from the ? Block, followed by killing Lakitu immediately
(use Firepower is possible). Head right to find a vortex to jump into,
launching Mario up so he can move right to find the Star Coin up there,
remembering to continue floating to the right to land again. The next
landmark to look for are two solid rock sets holding quicksand, so ride the
quicksand downward, finding a hidden area. As soon as Mario appears, Wall
Jump back up to the Star Coin once he just falls past it, followed by
climbing through this room that is eerily reminiscent of one of the 8-2
bonus room choices in Super Mario Brothers 3.
Once Mario is back outside, raid the nearby Power-Up and then go right,
passing the halfway marker, jumping across the small platforms to find a
series of pipes, so look for the yellow pipe at the tail end of this set,
entering it to take a running leap over the Super Piranha Plant to get the
Star Coin (though Firepower makes this tons easier to collect), followed by
going out the red pipe on the left. Head right upon exiting, taking a long
running leap over the gap ahead (below is the pipe you entered), clearing
the gap or else Mario will need to go back down into that same pipe due to
the invisible blocks that will prevent him from going to the right.
Continue moving right, ignoring the Lakitus while you keep moving, entering
a pipe to find a flagpole. If you wish to go after the higher area of the
flagpole, jump straight up from the bump in the sand, revealing two hidden
blocks, followed by Wall Jumping to that ledge to leap onto the flagpole.
o-----------o
| Level 6-B |
o-----------o
Go down the pipe on the right, launching upwards to go right, crossing the
next two gaps via the swinging poles. Avoid the upcoming enemies, swinging
across another gap, finding a Red Koopa Troopa there to de-shell, picking it
up and throwing it at the Star Coin to the right (get it in sight before
tossing), collecting it before swinging across the gap to collect a Power-Up
from a ? Block. Next up are some tilting toadstools and Green Paratroopa
Koopas to deal with, followed closely by a green pipe to launch up out of,
Super Jumping off the back of the Green Paratroopa Koopa to get the second
Star Coin.
Launch up out of the pipe again, going right to leap the Piranha Plants to
find a long slope to go down, passing the enemies there, reaching some
tilting toadstools to continue down and to the right across. Mario will
quickly come across a rotating Power-Up box, which is guarded by Green
Paratroopa Koopas, so get them out of the way while collecting, leading to
the right to pass a Goomba producing pipe to take the first green pipe that
appears.
Upon regaining control of Mario, use the swinging poles to cross the gap
ahead, landing on the high ledge to slide under the low wall, grabbing the
third Star Coin. head right to slide down the hill and across the gaps
ahead, getting up once across to go right to leap onto the flagpole to end
the level!
o----------------o
| Level 6-Castle |
o----------------o
Use the moving ledge to get across the first lava pit, followed by getting
over the next pit by leaping from one moving ledge to the next, finding a
? Block over the lava to hit with a Red Koopa Troopa shell. Next up for
Mario is a Star Coin floating over the lava, so use a Koopa Troopa shell to
hit it, collecting it in the process, continuing on to the right afterwards
to cross more moving ledges, watching for a second Star Coin down below.
Use the moving ledges to get down to this Star Coin, grabbing it before
leaping back up to the areas above, moving right to find a Red Koopa Troopa
and a leap past two Podoboos and a lava pit. Head right to find a Red Koopa
Troopa, a Power-Up, and the halfway marker, followed by going up onto the
ledge above via the block below. Head right to Super Jump off of the Red
Koopa Troopa to get onto the granite block on the right, moving right to
locate the third Star Coin.
Now backtrack to jump between the two moving granite blocks, finding a
narrow hallway where granite blocks will push up from below in an attempt to
push Mario into the spikes above. Head right through this area, entering
the door at the end, finding a series of leaps to make upwards, going from
moving ledge to moving ledge, locating the large red door, which leads to
the Boss Fight!
The Monty Mole Tank will fire off Bullet Bills, swinging the turret around
to try and hit Mario. To further complicate this, Monty Mole will pop out
of the tank periodically to throw a Bob-Omb into the mix, but this is also
happens to be the time to go after the malicious Mole, leaping onto him
before he can chuck the Bob-Omb. This will cause Monty Mole to lose control
of the tank temporarily, which will fire off Bullet Bills in various
directions until he regains control, at which point the cycle begins over.
However, each new round of attacks will have an additional cannon added to
the tank, meaning Mario will have to scale the barrels of the weapons to
stomp Monty Mole. Three hits will scrap the tank and Monty Mole, moving
Mario onwards in the game!
Alternatively, you can let him chuck his Bob-Omb out to try and hurt Mario,
but Mario should hop on the Bob-Omb and quickly chuck it back into the
Monty Mole, causing him to enter into the third and final phase of the
fight after just one hit!
~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~ World Seven ~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~
_____________________
X - Start |
# - Level |
a - Extra Level |
O - Empty Space |
T - Tower |
C - Castle |
H - Ghost House |
W - Warp Cannon |
P - Pipe |
S - Star Coin Toll |
I - Item Toad House |
G - Green Toad House |
M - Mega Toad House |
|
_____________________|
M I G +----G---------+
| | | | |
S S S | |
X----1----H----2----3------------T----4----5----A----O----C
|