-------------------------------------------------------------------------------
---------------------------[Super Mario All Stars]-----------------------------
------------------------------[FAQ/Walkthrough]--------------------------------
----------------------------[by Ice Queen Zero]--------------------------------
--------------------[Super Nintendo Entertainment System]----------------------
-------------------------------------------------------------------------------

o---------------------o
      INTRODUCTION
o---------------------o
This combines Super Mario Bros, Super Mario Bros 2, Super Mario Bros 3, and a
formerly Japan only exclusive called Super Mario Bros Lost Levels aka Japan's
version of Super Mario Bros 2. The American version was released in Japan as
Super Mario Bros USA but it is really a hack of Doki Doki Panic.

o---------------------o
       DISCLAIMER
o---------------------o
Super Mario All Stars and its characters are trademarks of Nintendo and all 
copyrights belong to them.

This FAQ/Walkthrough is the sole copyright of Andrea "Azul Fria" Castillo aka
Ice Queen Zero and cannot be put on other sites or posted without my given 
permission nor can it be reproduced w/o proper consent.


=============================SUPER MARIO BROS==================================

o---------------------o
      INTRODUCTION
o---------------------o

The evil King Koopa aka Bowser has kidnapped Princess Toadstool and turned all
the other Mushroom Kingdom to blocks. These are the things you use as stepping
stools. As Mario or his brother Luigi in a 2-player game, you got through 32
levels which is really 8 levels divided into 4 and save the princess whom has
the power to undo the spell.


o---------------------o
       OPTIONS
o---------------------o

The only options you got are choosing a 1-player or 2-player game at the title
screen.

o---------------------o
       CONTROLS
o---------------------o

B button = Jump, stomp enemies, break bricks and hit question blocks above.
Y button = hold to run faster, shoot fireballs
Start = Pause the game, start the game
Select = switch option

left/right = move in that direction
down = go down special pipes

o---------------------o
       GAMEPLAY
o---------------------o

There are eight levels and each are seperated into four subsections. Each level
has their background settings. There is the Overworld (Day time), Underworld,
Underwater, Overworld (Jungle), Overworld (Night), Overworld (Bayside) and the
Castle itself.

Red Mushroom - makes you big
Fire Flower - can shoot fireballs
Star - Makes you invincible
Green Mushroom - Extra life.
Axe - dump Bowser in the abyss and complete the castle level.

o---------------------o
       ENEMIES
o---------------------o

American Name: Goomba
Japanese Name: Kuribo
Description: They are the second most common enemies in the Mario series, they
try to walk into you.

American Name: Green Koopa Troopa
Japanese Name: Midori Nokonoko
Description: They behave like the Goombas, they move into a straight line and
try to walk into you or place themselves in inconvenient spots.

American Name: Red Koopa Troopa
Japanese Name: Akai Nokonoko
Description: When they reach the edge of a platform they'll turn around and go
in the opposite direction.

American Name: Hammer Bros.
Japanese Name: Hammer Bros.
Description: They usually hang out where there is a set of bricks around so
they can hop up and down a level while tossing Hammers.

American Name: Buzzy Beetle
Japanese Name: Met
Description: They behave just like the Green Koopa Troopa except fireballs have
no effect on them. The have a new trick where they walk on the ceiling and drop
and spin at you when close.

American Name: Spiny
Japanese Name: Togezo
Description: They spiky shells protect them from being stomped on. That is if
you don't wear a Kuribo Shoe.

American Name: Cheep-Cheep
Japanese Name: Chikkoi Pukupuku
Description: Cheep-Cheeps in the water place themselves in bad spots but out of
the water, they leap out of the water.

American Name: Bullet Bill
Japanese Name: Killer
Description: They are fired out of special cannons. Stand next to the cannons
and they will not fire.

American Name: Blooper
Japanese Name: Gesso
Description: The Bloopers will swim towards you

American Name: Green Koopa Paratroopa
Japanese Name: Midori Patapata
Description: Hops forward in a straight line. Turns into a Koopa Troopa when it
is stomped.

American Name: Red Koopa Paratroopa
Japanese Name: Akai Patapata
Description: All it does is fly up and down and sometimes sideways. You can use
it for leverage to an otherwise hard-to-reach area.

American Name: Lakitu
Japanese Name: Jugem
Description: They continually toss down Spiny Eggs at you. If you kill him, he
will reappear after a few moments.

American Name: Piranha Plant
Japanese Name: Pakkun Flower
Description: They come out of some pipes and munch on anyone who touch them.
If you stand on or next to the pipe, they won't come out.

American Name: Pobodo
Japanese Name: Bubble
Description: In the lava stages, they continually pop out of the lava to catch
unfortunate jumpers.

American Name: Spiny Egg
Japanese Name: Paipo
Description: Tossed by Lakitus, the red ones hatch when they hit the ground and
turn into a Spiny. 

o---------------------o
         SCORING
o---------------------o

You score points by killing all enemies. There is a sequence where if you land
on a group of enemies, the points go from 100, 200, 400, 800, 1000, 2000, 4000,
8000, and 1-ups for each enemy thereafter. Some enemies are worth more points
when landed on.

o---------------------o
       WALKTROUGH
o---------------------o

                           *---------------------*
                                  World 1
                           *---------------------*

1-1: Run right and kill a Goomba, and get the Mushroom and kill three more
Goombas and enter the next pipe after the pair for a shortcut. Skipping the
pipe, you can get a 1-up. The shortcut leads to the end of the level. Keep
moving and you can get a flower and a star too.

1-2: Read the info in the warp zone info if you decide to warp. Otherwise just
stay above the level till you reach the up elevator and exit out the pipe
and on to the pole.

1-3: As you go right, the jumps here are tricky. On the way tp a platform
rising and falling, you would have encountered a red Koopa Troopa and a Goomba
already. Take the low path and get the power up then you have an option of
getting the four coins above before moving on. Get past a Koopa Paratroopa and
a Goomba and ride two side moving platforms to the right. Take out a Koopa
Paratroopa and another Goomba then ride the side-to-side platform and the end
of the level.

1-4: Run to the right and watch out for the firebar below the power-up question
block. Keep moving right to avoid the firebars and watch out for firebrath.
Eventually, you will reach one of eight Bowsers in the game but only the last
one is real. Use fireball to defeat Bowser and reveal who the faker is. In
level one, the faker is a Goomba. If you lack fireball, make your way to the
axe and drop Bowser into the lava pit.

                           *---------------------*
                                  World 2
                           *---------------------*

2-1: Go right and take care of a Goomba coming down the stairs then get a
power up from the middle block if needed. Dispose of the two Koopa Troopas and
there is an invisible coin block just to the left of te bricks above. Stand on
the block where the coin was and jump to reveal a 1-up. Proceed to the right
and there are two rowa of five question blocks. One has a power-up. Knock out
the Goombas and the Koopa Troopas in the way. There is a star in one of the
blocks to the right jua before the pirhana plant pipe. Run over everything
in your path and a secret pipe will be the next pipe you see. Once out, there
are three pipes with pirhana plants. Time your jumps to get past them. There
are more Goombas, Koopa Troopas, and Koopa Paratroopas on route to a spring
that vaults you above the wall and to the pole on the right.

2-2: You are now underwater. How in sam hell can Mario breath? Keep swimming
right and avoid the Bloopers and Cheep Cheeps. It is best to stay low unless
you have to swim over pink algae or swim over a wall. You'll eventually reach
a side pipe. It will take you to the mainland. Now proceed to the pole and exit

2-3: This is just a straight path to the right. Be sure to move slowly to avoid
the Cheep Cheeps and there are times where you

2-4: The Pobodos make their debut here. They are fireballs that leap from the
lava and pick off jumpers. They are invincible too. Wait for Pobodo to fall
before you move on. Avoid the firebars as usual. You'll encounter moving 
elevators which are of no importance. Avoid Bowser's fire and pump fireballs
into him to reveal him as a Koopa Troopa. The bricks above hinder your jump
attempt.

                           *---------------------*
                                  World 3
                           *---------------------*

3-1: The last pipe in the beginning sequence is a shortcut. Keep moving right
till you see a set of bricks above.  The leftmost star has a star. Blow past
everyone even the new Hammer Bros. Use the spring to get on top of the blocks,
the middle section is has a beanstalk that is another shortcut. Once down, here
is a 1-up trick. As the Koopa Troopa comes down the stairs, jump on it as it is
about to fall and leave the controller alone as you continually hop on the
shell and rack up lots of life. Go above 127 and the lives counter rests.

3-2: Assuming you still have fireballs, run right and shoot everything that
moves. Soon, there is a spot with a lone Koopa Troopa trapped in it. Kill it 
then get the coins in the brick and a star above, Now just run over everyone
while you still can and commence shooting everyone on the way to the pipe.

3-3: Carefully move through the side to side platforms and make it to a scale
that makes the other side rise when you stand on one side. Stay on it too long
and you will fall to your doom. It will take you to more side-to-side platforms
and some red Koopa Troopas and red Koopa Paratroopas. Another side-to-side
platform leads to another scale and the exit.

3-4: Move right and avoid the Pobodos and firebars. The middle question block
has a powerup. The next three sets of firebars are tricky as there are on top
and one on bottom. At the end is a group of Pobodos and jump over Bowser's
breath. The fake Bowser is a Buzzy Beetle who will make its debut later on.

                           *---------------------*
                                  World 4
                           *---------------------*

4-1: The new enemies here are the Latiku and the Spiny eggs it drops and turn
into Spinies. You can't jump on these. Take out Lakitu as fast as you can and
bolt for the exit. There are four spots to take him out and they all involve 
where you are high up including a hidden 1-up over four question blocks.

4-2: Take two careful hops across and kill two Goombas. Near the end of the
corridor, there is a hidden coin box in the bricks. Read the warp zone section
below for warp zone info.Otherwise, stay at the top of the level till the 
second down elevator and exit stage right.

4-3: Maneuver through red Koopa Troopas and red Koopa Paratroopas on way to a
scale. use it to get across faster. Then you have three more scales to trek 
through then a rising and falling platform before the pole.

4-4: Now this level is real tricky. Take the right path to proceed, the wrong
path lets you repeat that section. here is the solution: Take the high road,
then at the steps, there are three more paths, the lowest path is the one to
take and off to fight Bowser again. The firebar and Pobodo interfere this time.
The faker is a Spiny.

                           *---------------------*
                                  World 5
                           *---------------------*

5-1: Run across and shoot everything that moves and clear the pipes. You'll
get a star eventually. Now run over everyone. You'll pass a new enemy. Bullet
Bill. The first one is no threat, The second you need to duck. Like the
Pirhana Plant with pipes, stand next or on the cannon to be safe, Use the
cannon for leverage to the shortcut pipe above and the end of the level.

5-2: Take careful steps to the bullet bill cannon and head for the spring. It
is not really needed. There is a Hammer Brother here on the steps. Use fire
to get past it or say a prayer and blow past it. keep moving across the top and
you will come across the Hammer Bros. fave area of a level which is a three
level section to hop up and down. Smash the blocks below to kill them. Blow
past the Goombas, Koopa Paratroopas, and Buzzy Beetles to the pole.

5-3: The Bullet Bills come out randomly in this level so watch out for them. 
Take out any Goombas, Koopa Troopas, and Koopa Paratroopas in the way and touch
the pole.

5-4: Woah shit! That is one large firebar. Better move fast while avoiding
the Pobodos to get through this part. There are thankfully smaller firebars to
get through next. There is one elevator, use it wisely. Make it past a few more
Pobodos and firebars and Bowser breaths to face Bowser. Is fire all he does?
There is a Pobodo and a small moving platform above. The faker is a Lakitu.

                           *---------------------*
                                  World 6
                           *---------------------*

6-1: Go right and avoid or shoot the spinies and quickly take out Lakitu ASAP.
There are two areas to do so, The level is a short and sweet one so no need for
detail.

6-2: Nothing special here but some popes to maneuver through till you find a 
set of bricks with a beanstalk coming out of it. Jump off to the right and
reveal a hidden coin for leverage to the beanstalk. Just more Pipes to move
through till you reach a Koopa Paratroopa at the end. Take it out and proceed
to the pole.

6-3: Scenery? Where's the scenery? Oh there it is now. Aside from Mario and
the moving platforms, how about some color stupid? Just move through the
platforms and scales. Bullet bills appear in random spots. Avoid them on route
to a spring. Carefully land on the moving platform, then take the scale to
four falling platforms to the pole.

6-4: Nothing you haven't handled before. Just some trickier jumps between
firebars. Avoid the breath and this fake Bowser throws hammers. Gee, who is 
this faker? Roast him up to reveal him to be A BLOOPER?!!! WHAT THE HELL?!!!
I was expecting a Hammer Brother.

                           *---------------------*
                                  World 7
                           *---------------------*

7-1: There are a lot of bullet bills to avoid most of this level. The only 
other dangers are the Hammer Bros. The Koopa Troopas are nothing for you to 
worry about. There is a shortcut pipe after them. There is another set of
Hammer Bros and a Buzzy Beetle on the steps before the pole. Hey! Here's 
another 1-up loop. Do the same thing you did to the Koopa Troopa in 3-1.

7-2: Another underwater level. like last time, just swim to safety and avoid
or shoot the Bloopers and Cheep Cheeps on route to the pipe then onto the pole.

7-3: Just move slowly to the right and dodge the Cheep Cheeps, Koopa Troopas,
and Koopa Paratroopas on route to the pole.

7-4: Another "choose the right path" castle. The solution is low, middle, high,
high, middle, high. The fake Bowser is a Hammer Bros. this time and throws
Hammers. That Blooper in the last level was a throw off.

                           *---------------------*
                                  World 8
                           *---------------------*

8-1: Congratulations! You made it to the last world. Stomp the Buzzy Beetle and
kick it into Goombas and avoid the rebound. Move right as fast as possible
since the time runs out fast. Thre is a shortcut pipe before the two coins in
the air. Once out, take out two Koopa Paratroopas on the way to a star, and 
make a break for it. Be careful not to jump too fast or you'll fall at the
pipes. You should be invincible up to the second Buzzy Beetle. Take two careful
hops and shoot all that move and jump across the narrow walls and hit the pole.

8-2: A Lakitu, Spiny and two Koopa Paratroopas annoy you at the start. Blow
past them and the Lakitu leaves early. The spring lets you hit a 1-up and break
a block next to it to avoid chasing it. At the end are Bullet Bills. Take
careful jumps as you stand on narrow ground, run over a gap and take a leap of
faith. Hanf on there and you'll reach the pole.

8-3: Avoid the Bullet bills and shoot everything that moves. Hop across the
small walls to the pole.

8-4: I'll be brief, move forward to the 3rd pipe, then take the 5th pipe which
is in the air so you hit a hidden coin to get there. Avoid the cheep cheep on
the way to the 4th pipe which is after the pit. Swim to the end then when you
come out get past the Hammer Brother and the Pobodo and you now face the real
Bowser. Avoid his fire and hammers and wait for him to jump then run under him
and get the axe. You can also shoot him too. If you are Super Mario or Fire
Mario, just take the hit and grab the axe.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Warp Zones
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
World 1-2: Basically stay on top of the level as much as possible till you
reach the very end. You can warb to World 2,3, or 4.

World 4-2: Just do the same as above and you'll get to warp to level 5.

World 4-2: There is an area early in 4-2 where there are four blocks above.
Hit the two right bricks and stand on the one to the left and scoot to the left
and hit the brick second from the left and a beanstalk rises. Get on the
beanstalk and go through a little part of a new level and you can warp to World
6,7, or 8.

=============================SUPER MARIO BROS 2================================

o---------------------o
      INTRODUCTION
o---------------------o

When Mario opened a door after climbing a long stair in his dream, another 
World spread before him, and he heard a voice call for help to be freed from
a spell. After awakening, Mario went to a cave nearby, and to his surprise, he
saw exactly what he saw in his dream.


o---------------------o
     OPTIONS/HEROES
o---------------------o
This a one player game and before each level, you get to choose one of the
four characters.

Mario is an all around character in running, jumping, and carrying an item when
jumping.

Luigi is an excellent jumper who can leap very high and very far places this is
in part to his bicycle kicks as he jumps that propels him but his jumping
ability suffers when holding an item.

Toad is a short guy that doesn't seem like a good character to play as but he
is the strongest of the four storywise and it shows whenever he picks up an
item. He lifts it up before you can blink. His jump ability doesn't go down
when holding an item.

Princess Toadstool takes a break from the damsel in distress to fight alongside
Mario, Luigi, and Toad. With her dress, she can float for a few seconds when
you are holding the jump button. This helps you get out of situations that can
spell the end for the other three heroes.

o---------------------o
       CONTROLS
o---------------------o

B button: Jump. The strength of the jump depends on how hard you press the Jump
button. Tap to do a small hop. Hold the Jump button for a higher jump

Y button: Pick up, throw, dig.

Start button: Start game, pause, unpause, choose character for the level.

Up: enter doors and passageways. Climb up vines and ropes.

Down: Crouch. Climb dopwn vines and ropes. Hold Down to power up. Go down the
vases.

Left/Right: move left or right

Hold Y and left/right: run left or right

Down + B: Crouch jump

Hold Down to power up then press B: Super Jump

o---------------------o
       GAMEPLAY
o---------------------o
There are twenty levels to complete total. If you manage to find the warp zones
then you can skip ahead two levels. There are four warp zones total but they
are found by going down certain jars in Subcon.

o---------------------o
    CHANGES FROM DDP
o---------------------o

The Mushroom in Sub-Con used to be a Heart Container.

The tune played in Sub-Con (SMB1 Overworld) was originally an Egyptian tune.

Potions were actually Magic Lamps.

Shells were actually heads.

Mushroom Blocks were masks.

No need to beat the game with all characters to see the actual ending.

1-ups were different.

o---------------------o
        ITEMS
o---------------------o

American Name: Vegetable
Japanese Name: Yasai
---
Pluck these out of the ground to toss at enemies. They have faces on them, so
you can tell if they are ripe. They come in turnips, carrots, and pumpkins.
---

American Name: Unripened Vegetable
Japanese Name: Chiisai Yasai
---
Small versions of vegetables. They don't have faces and they have a shorter hit
rang than the ripe ones.
---

American Name: Stopwatch
Japanese Name: Stopwatch
---
Pluck five Vegetables and the fifth one becomes a Stopwatch that freezes the
enemies for five seconds.
---

American Name: Potion
Japanese Name: Kusuri
---
Toss this onto the ground to reveal a door that leads to Sub-Con.
---

American Name: Mushroom
Japanese Name: Life-Up Kinoko
---
Found in Sub-Con, this will increase the maximum life by one bar (Four is the
maximum number of bars)
---

American Name: Coin
Japanese Name: Coin
---
In Sub-Con, pluck the weeds to get coins for the bonus area. This only works
twice per level. Any other time after that and only small vegetables will come
out instead.
---

American Name: Small Heart
Japanese Name: Heart
---
Restore any lost health by one. These appear after defeating five enemies.
---

American Name: Cherries
Japanese Name: Cherry
---
Collect five of these to make a Starman appear.
---

American Name: Starman
Japanese Name: Star
---
You'll be invincible for a set period of time.
---

American Name: Mushroom Block
Japanese Name: Kinoko Block
---
Use these as weapons or stepping stools
---

American Name: POW Block
Japanese Name: POW Block
---
Kill all on-screen enemies
---

American Name: Key
Japanese Name: Kagi
---
Use to unlock doors. Beware of Phanto.
---

American Name: Bomb
Japanese Name: Bakudan
---
Throw it and clear out before it explodes.
---

American Name: Shell
Japanese Name: Koura
---
Throw it at the enemies and it will kill them as it slides along the ground.
---

American Name: 1-Up Mushroom
Japanese Name: 1-Up Kinoko
---
Extra Life
---

American Name: Rocket
Japanese Name: Rocket
---
Takes you to another part of the level
---

American Name: Crystal Ball
Japanese Name: Crystal
---
Opens the Hawkmouth to exit the level.

o---------------------o
     BONUS ROUND
o---------------------o

At the end of each stage is a slot machine. As you collect coins, you are given
extra chances to earn extra lives. Below is the winning combinations and how
many lives you earn

X means the it doesn't matter as long as it's not a cherry

Cherry - X - X = 1-up
Cherry - Cherry - X = 2-up
Cherry - Cherry - Cherry = 5-up
Snifit - Snifit - Snifit = 1-up
Turnip - Turnip - Turnip = 1-up
Star - Star - Star = 1-up

o---------------------o
       ENEMIES
o---------------------o

American Name: Shyguy
Japanese Name: Hey-ho
---
They come in Red and Pink. The red ones will move in a straight line while the
pink ones move back and forth at the edges.
---

American Name: Beezo
Japanese Name: Tondaria
---
They come in two colors: red and pink. They carry pitchfork and like to attack
you directly. The red ones swoop down and the pink ones charge. You can not 
jump on them and stay on them since they are too slick but there is a cheap way
to right them. When you jump on them, press the D-pad in the direction they are
moving in and because you'd normally slip off behind it, but if you run in the
same direction it's going then you'll stay on it because its head keep you from
falling off.
---

American Name: Snifit
Japanese Name: Muucho
---
They come in three colors: red, grey, and pink. They all spit bullets but the 
red ones stay still, grey ones jump up and down and pink ones move back and 
forth.
---

American Name: Tweeter
Japanese Name: Riiton
---
They look like mumified birds with their red beaks sticking out. It bounces 
towards your character and like they don't turn around till they hit a wall or
fall to their death.
---

American Name: Ninji
Japanese Name: Hakkun
---
This star-shaped enemy either jumps up and down in one spot or run at you and 
jump at random times.
---

American Name: Hoopster
Japanese Name: Turpen
---
These look like lady bugs that crawl up a vine and then once it gets to the top
it will make a mad dash back down and repeat its pattern.
---

American Name: Pidgit
Japanese Name: Dodoriges
---
They fly around on a magic carpet and swoop down at you. You can jump on it an
steal it ride until the carpet disappears.
---

American Name: Phanto
Japanese Name: Kameen
---
Pick up the key and this guy will come to life. He will constantly chase and 
harass you as long as you are holding the key. He is invincible so don't get 
any ideas about using the key to kill it. Put down the key for a moment to get
it out of your hair for a while and when it safe, get the key to the locked 
door.
---

American Name: Trouter
Japanese Name: Totos
---
You'll see them jumping out of waterfalls and pits. Don't let them land on you.
In some levels, using them as stepping stones are required to pass the level.
---

American Name: Spark
Japanese Name: Spark
---
They skim all surfaces including objects.
---

American Name: Cobrat
Japanese Name: Garageero
---
Some will pop out of vases and spit bullets and others will pop out the ground
or quicksand and walk across it. At least these guys can be treated like an 
item. Throw it and it's gone.
---

American Name: Pokey
Japanese Name: Sanbo
---
A walking cactus that has four sections. To kill pokey in one shot, toss
something at it's bottom segment.
---

American Name: Panser
Japanese Name: Ponkey
---
They come in three colors: red, grey, and pink. Red ones can spit fireballs 
that arch at the character. Grey ones shoot them straight up and down and the 
pink ones behave like the red ones except they can walk too.
---

American Name: Ostro
Japanese Name: Daucho
---
A running ostrich that sometimes gives shyguys a piggy back ride.
---

American Name: Flurry
Japanese Name: Nakabon
---
These guys are relentless pursers. Luckily, they are only in the icy areas and 
they have a tendency to move past you and accidently fall to their doom.
---

American Name: Autobomb
Japanese Name: Turbomb
---
A rolling cannon that shoots out fireballs.
---

American Name: Porcupo
Japanese Name: Harimannen
---
He has spikes on his back so don't bother jumping on him.
---

American Name: Albatoss
Japanese Name: Tondor
---
A flying bird that can be used for a ride as well. Sometimes it will fly by and
drop Bob-ombs
---

American Name: Bob-omb
Japanese Name: Bob
---
A walking bomb that'll explode if you get nearby. Stay clear of it at
all costs.

o---------------------o
       BOSSES
o---------------------o

American Name: Birdo
Japanese Name: Catherine
---
comes in three colors: red, pink, and green. Pink ones shoot only eggs. Red 
ones shoot eggs and fireballs. Green ones shoot fireballs only.
---

American Name: Mouser
Japanese Name: Don Churuge
---
A giant mouse that hurls bombs at you. The bombs go off after a few seconds. He
dies after tossing three bombs of your own and blowing him up.
---

American Name: Tryclyde
Japanese Name: Gabucho
---
A three headed monster that constantly spits out fireballs. There are mushroom
blocks in the room you can use as offense and defense against him or is it 
them?
---

American Name: Fryguy
Japanese Name: Hibobo
---
He shoots fireballs while he is flying. The battle is not yet over
after you defeat him. You must take out the fires left behind too.
---

American Name: Clawgrip
Japanese Name: Chokky
---
He hurls rocks. Unlike most of the bosses minus Wart and the Second Mouser, you
need five hits to defeat him instead of the usual three.
---

American Name: Hawkmouth
Japanese Name: Mask Gate
---
At the end of 7-2 before you face Wart. It would seem the Hawkmouth would send
you on your way but instead it will come to life and attack you. Get in three 
hits and jump into it's mouth immediately.
---

American Name: Wart
Japanese Name: Mamu
---
The final boss of the game. He spits deadly bubbles and in order damage him, 
you must wait for a vegetable from the machine to come to you and time a throw
to hit Wart as he is opening his mouth to spit more bubbles.

o---------------------o
      WALKTHROUGH       
o---------------------o

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
World 1 - Grassland
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-------------------------------------------------------------------------------
1-1
-------------------------------------------------------------------------------
Fall straight to the bottom. The Pink Shyguys are no threat. Enter thendoor. 
Kill the Shyguys and Tweeters and climb up the vine. DUmp the Pink Shyguy
somewhere and pick up the potion on the very right and throw it down. There is
a mushroom inside. Grab it for three hit points maximum. and get three coins as
well. Get the POW block and use it in a good spot you feel is good. With Luigi
or thr Pricess, you can hop over the waterfall with ease but for Mario and Toad
you need to use the logs to get a cross. There is a 1-up mushroom next to the
second POW block. Go inside the cave and get past the Ninji. Climb up the vine.

From here you have two paths. Go right which is the normal path or hop the pit
on the left and take the shortcut to Birdo. Let's examine the left path first.
After you hop the pit, super jump up and toss the Pink Shyguy somewhere. Hold
the bomb for a few seconds and throw it down so it'll explode and destroy some
blocks and enter the door. Run across the top of the screen to the left and go
against Birdo.

If you decided to go the normal route, which Luigi can take a shortcut before 
even setting foot in the cave by superjumping to the top area which you'll end 
up after coming out of the cave. But first, let's do the cave bit for the other
guys. Hell, just exit the door to the right once at the top. Once outside, pick
up a potion and drop. The Mushroom is outside. Run to the vine on the right and
kill the Hoopster and climb. Jump the mountain and some of the Ninjis can give
a boost up the mountain. When you reach the cloud area. Climb up the vines and
get through the hoopsters. At the top, move right and fight Birdo.

---------
Boss Fight: Birdo (pink)

This fight is simple. Jump on an egg that Birdo spits out then pick it up. Run
up to Birdo and toss the egg. Do this three times to defeat Birdo.
---------

Pick up the crystal ball, enter the mouth and on to the bonus round.

-------------------------------------------------------------------------------
1-2
------------------------------------------------------------------------------- 
We chose Toad for this level because of how fast he picks stuff up and there
is one section where there is a shitload of coins to pickup in sub-con but more
on this later. Wait for the Pidget to swoop down and steal it's carpet. Watch
out for the Red Beezos coming down at you. When you reach the jars, pick up the
potion to the left of the first jar and throw it between the two jars where the
mushroom will be in sub-con.

Remember the strategy we mentioned about the Beezos if you want to take the
shortcut this is the place to utilize them as your "friend". Get at a high 
enough point to jump up the cliff and jump onto the Beezo and run right. When
in range, hop up the cliff and that eliminates the hassle of Phanto. 

If you decide to skip the shortcut and take the normal path then.... The left
jar has a 1-up at the bottom. In the right jar is the key. Drop the key and
wait for Phanto to leave then pick up the key and leave. Drop the key again to
make Phanto leave again. Kill a Ninji with the key for good measure. Now pick
up the key and enter the door. Hopefully you get enough cherries for a Star.
Use the bombs to blow up the blocks and get the last cherries to get the star
and get through the Gray Sniffit. Climb the ladder and destroy to blocks with
the bombs and pick up a potion and drop it near where the blocks were blown
away for the mushroom. Now just exit out the door pass the Ninjis. Once outside
get them coins that we spoke of earlier and then enter the door

---------
Boss Fight: Birdo (pink)

This is just like the first fight. Nothing changes here except for the layout
of the area.
---------

Pick up the crystal ball, enter the mouth and on to the bonus round.

-------------------------------------------------------------------------------
1-3
-------------------------------------------------------------------------------
We could have use Luigi or Princess for this level but we chose Princess for
the warp circumstance since she can zip through the level with help of her
hovering ability. If you decide to play the whole level then play as Luigi. OK
enough of the small talk.

Gather four cherries as you get past the Pink Snifits. Pluck the grass on the
right (next to the log) for the potion and immediately throw it down for a
nearby Mushroom. Hop across the two pits with Luigi or Princess or use the logs
if you have Mario or Toad and toss the Pink Shyguy somewhere. Pluck the potion
on the ground (1st one). Backtrack across the pit to the left while using the
logs if needed and toss down the potion. Super Jump to the Mushroom above. If
you want to warp instead take the potion to the very right and drop it near the
jar then when in Subcon area. Go down the jar to warp to level 4. Otherwise,
enter the door. 

Once inside, make your upwards trek to the door and avoid the Sparks. It does
not matter how you get there, just do it. Enter and pick up the key and drop it
to get rid of Phanto and try to kill the Spark with the key if you can. Take
the key out the door and drop it again to get rid of Phanto. Make your way down
use the key both as a way to keep Phanto from appearing and as a weapon too.
That is an effective way to kill the Gray Sniffit. Careful not to touch the
spikes at the bottom. Enter the locked door.

Try to get the cherries by going in and getting one (jump to one and pull back)
the exit reenter and repeat till a star appears. Use it to get past everyone as
fast as you can and make it to the crystal ball and enter the Hawk's mouth.

---------
Boss Fight: Mouser

Careful not to touch the Spark as you enter. First thing you do is blow away
the wall. If you want to save bombs, have the Mouser blow up the wall for you.
Pick up a bomb and hurl it to where you think Mouser is going to stand and let
it explode on him. Now for the other two hits, catch one of his bombs and run
to the right and toss it on the corner when Mouser is on the opposite corner
and he'll get blown up each time and die after three blasts.
---------

Nothing left to do but enter the door.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
World 2 - Desert
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-------------------------------------------------------------------------------
2-1
-------------------------------------------------------------------------------
Toad's digging ability is a major help in this whole world itself. Princess can
also get through this level by making over jumps on the outside to avoid some
of the Cobrat's bullets. Get to the first pile of sandy-looking blocks and the
potion is on the very left on top. Throw it down immediately for the first 
Mushroom. Watch out for the Red Panser and make a break for the Pyramid and
enter. Dig your way to the bottom but watch out for the Shyguys as they follow
you down as you dig. Try to get past the gray Sniffit quickly and climb down
the ladder.

---------
Boss Fight: Birdo (pink)

Stay close to Birdo since the is not much ground in this fight. Defeat him as
always.
---------

-------------------------------------------------------------------------------
2-2
-------------------------------------------------------------------------------
We played this level with Princess Toadstool. Watch out for the Red Beezos as
they come in for surprise attacks. This would be a good time to hitch a ride on
one. If you want the mushroom. The moment you pick up a Potion, move a little
to the right and drop it and get the mushroom. Get past the quicksand and go
inside an opening. Blow up the wall when you enter and get the potion and drop
it immediately for the Mushroom. Get past the Cobrats and the Pokey and climb
down the vine.

Dig your way down and get the cherries and the star to rid yourself of those
pesky red Shyguys and dig to the left till the Gray Sniffit passed by and then
go back up and dig to the right down to the door.

---------
Boss Fight: Birdo (red)

This battle is more different than the pink Birdos you have been facing. To
defeat Red Birdo, carry a mushroom block to the top at toss it at Birdo. This
Birdo can spit fireballs too. It's better to run back and retrieve the other
Mushroom blocks than to pick up the eggs. For the record, Red Birdo spits in
threes. Whatever he spits is random.
---------

Off to the bonus round.

-------------------------------------------------------------------------------
2-3
-------------------------------------------------------------------------------
We decided to give Mario a chance. Climb the ladder and pick up the potion to
the right and carry it to the very left of the level and drop it for a Mushroom
and then go forward. The beezos can help you reach the upper area. Ride on then
jump at the opening. Get the potion and drop it for a mushroom. Get past the
Beezos and Cobrats and enter the opening at the end.

Fall down the right side to the bottom and pick up a POW block. Dig down until
you reach the door and enter. Pick up the key and kill the Spark with it. Exit
and drop immediately. Guide the key to the top and enter the locked door. Make
your way to the right through all enemies and gather the crystall ball and then
enter the Hawkmouth.

---------
Boss Fight: Triclyde

The mushroom blocks can be used as a shield or a weapon. When it is safe to get
one. Toss a mushroom block at Tricylde. Hmmm. What's a Tweeter doing in here.
Maybe he can be of some use. Actually there is. This trick worked in Doki Doki
Panic so it should work it. If you toss the Tweeter at Triclyde in a correct
way then you can kill Triclyde in record time.
---------

Enter the door and bonus round.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
World 3 - Mountain
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-------------------------------------------------------------------------------
3-1
-------------------------------------------------------------------------------
We'll let Mario have this one. Enter the opening at the very right. From here
you can fall down or climb up.

Fall down: You'll fall a few screens. Land in the middle and careful not to
slip down as you enter the opening. Pull up the 10th weed to the left for a
Potion. Get as many coins as you can. If you don't care for the coins, you can
run to the jar with the potion and drop it and then use the jar to warp to
world 5. If you decide not to warp, enter the door. Skip to climb up.

Climb up: Avoid or kill the Pink Shyguys as you hop your way up the clouds. At
the top, jump on a Pidgit and steal his carpet. Watch out for the red Beezos as
you guide the carpet up to the vine and climb it.Get past the Gray Panser's
fireball and jump onto that island with two weeds and get the potion and drop
it where you are standing. Hop to the Mushroom. Take the mushroom block and 
kill the Red Panser with it. Kill teh Pink Panser with the Pink Shyguy and
climb down the ladder for a potion, carry it to the left and drop it. In Subcon
climb the ladder and head for the Mushroom. Sacrifice a life point and enter
the opening.

---------
Boss Fight: Birdo (red)

Keep an eye on its third projectile and act accordingly. As a reminder, eggs
you jump on and fireballs you don't. There are two Mushroom Blocks but ignore
them.
---------

Bonus round time

-------------------------------------------------------------------------------
3-2
-------------------------------------------------------------------------------
If you play as Princess Toadstool then you have a very good shortcut on your
hands. Dispose of the Ostros and the Shyguys they carry and avoid the red
Beezos. Use a turnip on the Gray Panser and dispose of more Ostros n Shyguys
and pick up a POW Block. Get a running start and hover over the pit. Run past
the falling fireballs and climb down the ladder. Make it to another ladder
but don't climb up. Float off further to the left and pick up a bomb and time 
it to blow up the wall. There are Porcupos below at the end. Blow up the right
side of the floor and use the potion near it. A mushroom can be reach from that
spot. Now climb that ladder and enter the door.

---------
Boss Fight: Birdo (red)

Fight him like you fight the Red Birdos. Ignore the Mushroom Blocks behind him
they are of no use until after you beat Birdo.
---------

-------------------------------------------------------------------------------
3-3
-------------------------------------------------------------------------------
Pick Luigi for this Level. The Albatrosses drop Bob-Ombs. Get the potion and
head left and drop it for a mushroom. Get to the door safely. Throw a turtle
shell at the Ninjis. Carry the Potion to the ladder. Drop it and when in Subcon
climb up and get the Mushroom. Once out of Subcon, get the POW Block on the
left. Use it on either the Ninji or the Sparks and enter the door. Work your
way up to door at the top. It's best to keep running right and jumping as you
will ome out of the other side. Enter the door and carefully get the key. You
know the other part. Just work your way down and make it to the locked door
you saw earlier. Make your way through the sparks and use the chains to
avoid the Red Panser's fireballs. Get past the Gray Sniffit and enter the door.
To carefully get past the Sparks here, wait for the bottom Spark to pass by and
Super Jump onto the top of the middle wall when safe. Try to get the five
cherries if you can and get the star and get to the ladder and climb up. Use
the turtle shell to kill the Ninjis. Get the Crystal Ball.

---------
Boss Fight: Mouser Mk. II

The Spark may be a nuisance but you can make Mouser blow him up by accident.
The fight is like before except you need five hits instead of three.
---------

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
World 4 - Icy Land
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-------------------------------------------------------------------------------
4-1
-------------------------------------------------------------------------------
We chose Toad here. You can run and jump your way through the first part of the
level like it's nothing as you go past Trouters and Flurees. The state is real
slippery so be careful at the end of the icy area. Get the potion and drop it
and get the mushroom to the right in Subcon. Once out, go below and use the
rocket to get to the next area.

There is no boss on this level despite the music. All you do is make it to the
crystal ball and the end of the level. 


-------------------------------------------------------------------------------
4-2
-------------------------------------------------------------------------------
Princess Toadstool takes the spotlight. Climb the vine and get ready for a
tough sequence as the Beezos come in from all planes, you are better ducking
n sliding to skid under some and only squat jump over the low ones. You'll
encounter the Flurees along the way but make it to the door and you made it.

Go to the whale on the left and get the potion and drop it. The Mushroom is on
the tail. For the level it's safe to stand on the water coming from the whale's
spout not safe to touch the side. When you see three platforms with weeds. The
potion is on the top one. If you want to warp to level six then carry it to the
potion. Otherwise pick up the rocket at the end. Pick up the Shyguy and toss it
away then get the potion and grab the potion and ride the Autobomb over the 
spikes while crouching. Hover over the Porcupos and drop the potion and get the
Mushroom. Enter the opening.

---------
Boss Fight: Birdo (red)

The ground is slippery and that's all that's new.
---------

-------------------------------------------------------------------------------
4-3
-------------------------------------------------------------------------------
Climb the ladder and exit. Take the potion and go left and drop it. Super Jump
to the Mushroom. Now as for Birdo. Don't kill him. Use his egg to get across
the water. If you wanted some coins you can enter the cave and exit then carry
the potion to the island as you are riding the egg. Enter the door and work
your way up the ice and avoid the Flurries and don't land on the spikes and
enter the door at the top.

Pick up the potion and guide yourself across the top of the castles and drop it
onto one of the platforms high up for a mushroom. Drop down and enter the 
castle. Let the red Shyguy give you a piggyback ride along the spikes till you
reach a door. Doo the little key bit, till you reach the locked door below. Go
to the door and duck under the Beezo. 

---------
Boss Fight: Fryguy

The Fryguy moves in a wierd pattern, it will dip up and down as it flies back
and forth and spit fireballs. Stay between the fireballs and use the Mushroom
blocks to kill him. WHen he dies, it's not over yet. You must eliminate the
tiny fireballs left behind with the mushroom blocks
---------

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
World 5 - Cave
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-------------------------------------------------------------------------------
5-1
-------------------------------------------------------------------------------
Jump past the Ostro n Shyguy and then jump over the Red Panser between its
fireballs and then at the bottom, get past the fireballs anf go left to the
door. Use the logs to get across then you'll have to rely on the Trouters as
stepping stones in this level. If you managed to get over the ceiling at the
end of the passage, pick up the right Mushroom Block and then at the bottom
get the potion. The Mushroom will fall to the floor for you to collect. Now
just enter the opening.

---------
Boss Fight: Birdo (green)

He may appear to be gray but he's really green. The room makes his color look
different. Anyway, he'll strictly spit fireballs so utalize that Mushroom Block
in the room and hit him three times.
---------

-------------------------------------------------------------------------------
5-2
-------------------------------------------------------------------------------
Climb the ladder at the start. There are Hoopster galore in this level. Some of
them are needed for leverage. When you reach the first jar, go inside and use
the bomb to go to the bottom and carefully get the potion and exit the jar.
Throw down the jar and get the mushroom. With the Princess, you can utilize
your floating ability from here and reach the vine. Climb up and get through
the Gray Sniffits' bullets and climb all the way to top via the left vine and
enter the opening. Inside, pick up the POW block and as you fall, try not to
fall onto the spikes. The princess has it lucky if you miss the small platforms
because you can make her float a little bit and have a Trouter give her a boost
and then just enter the opening.

---------
Boss Fight: Birdo (red)

There is a Trouter during this fight. You can use it to help you in this battle
as a weapon.
---------

-------------------------------------------------------------------------------
5-3
-------------------------------------------------------------------------------
Pick Luigi. Climb the ladder and Super Jump up the top of the ledge and pick up
the potion and throw it down. In Subcon go down the jar and warp to Level 7.

Wanna skip the warp? In that case move forward instead and avoid the Bob-ombs
being dropped by the Albatrosses. If you are lucky enough you can have the
Bob-Ombs blow away blocks because once you get the potion and enter Subcon then
the Mushroom is free. Go down the ladder, Avoid the Bob-ombs and the Red Panser
and enter the opening. Avoid the Sparks and climb down then climb back up the
other side. As a shortcut, hold down as you ride a Red Shyguy to go through the
open spot then climb up and get through the Pink Pansers and enter the opening.
Get past the Pink Sniffit anmd steal the Pidgit's carpet and fly right till the
carpet vanishes. Steal another carpet as you go right. Kill the Red Birdo.

---------
Boss Fight: Clawgrip

THis fight may be tough for Luigi because of his high jump. We suggest that you
stand on the first step up and when Clawgrip throws a rock that looks like it
will roll over the gap, walk on it if it does and pick up and try to get a hit
in on Clawgrip. Repeat this pattern to defeat him. He dies in five hits. There
is a double hit trick you can use on Clawgrip too. If you hit the rock that
Clawgrip gets ready to throw and it will "kill" the rock but the two rocks will
bounce back and hit Clawgrip at least twice.
---------

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
World 6 - Desert 2
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-------------------------------------------------------------------------------
6-1
-------------------------------------------------------------------------------
Go down the first jar and get the potion. Throw it down when on the tumbleweed
and get the Mushroom before it completely sinks. Jump your way past the Cobrats
Pokies, and Shyguys and when you get the potion, get past the Pink Pansers
frieballs and get to the opening and throw it down. The Mushroom is on top of
the sand blocks. Once you get it, feel free to enter the opening.

Grab the Cobrat you see and toss it at the jar with the Mushroom Block on it
and kill the Cobrat that was under it. Enter the jar and dig to the bottom, a
1-up awaits you below. Go to the last set of jars then go three jars down and
duck into it. Carry the key and do the key bit and enter the door to the right
once you exit the jar.

---------
Boss Fight: Birdo (green)

This time the Birdo is green like it should be, you already know that it spits
only fireballs. Use the Mushroom Blocks to beat him
---------

-------------------------------------------------------------------------------
6-2
-------------------------------------------------------------------------------
Enter the opening and this level is a little simple since it's a ride along the
Albatrosses and watch for the Beezos. They appear green here. The Panser will
not bother you. On the first piece of land, get off the Albatross and get the
potion and Mushroom. Ride the Albatross back to the beginning and hold up the
pumpkin you should have picked up before boarding to kill the Panser on the way
back. Then do the whole thing over again. Hop over the three Albatrosses when
you get to them. Enter the opening at the end.

---------
Boss Fight: Birdo (green)

Utilize the blocks inside
---------

-------------------------------------------------------------------------------
6-3
-------------------------------------------------------------------------------
MAJOR SHORTCUT!

Go up the ladder. Sink inside the quicksand and try to move under the wall and
when you emerge, enter the door. Move along the clouds and onto the sand. Enter
the door and defeat the Red Birdo.

---------
Boss Fight: Triclyde Mk. II

USe the Mushroom blocks below as you move back and forth to avoid the fireballs
and just try to get in three hits.
---------


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
World 7 - Clouds
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-------------------------------------------------------------------------------
7-1
-------------------------------------------------------------------------------
ANOTHER MAJOR SHORTCUT!

Super Jump on top of the Albatross and ride it back to the rocket. Get the
cherries for a star and make it to the ladder and climb up. Watch out for the
Sparks in this level as you move up the clouds. Watch out for the Hoopster and
the Snifit bullets and enter the door.

---------
Boss Fight: Birdo (green)

One Mushroom Block is all you got at your disposal
---------

-------------------------------------------------------------------------------
7-2
-------------------------------------------------------------------------------
We chose the Princess to finish things off. Jump up to the ledge on the upper
left at the start then from there, you can make floationg jumps on route to the
castle.

Once you get past the Shyguys and Ninji, you got two paths: up or down.

We chose down.

Down: Time a floating jump low enough to clear the spikes and reach the chain.
Kill the Sparks or avoid them as you pick up Mushroom Blocks on the way down to
the door. Avoid the Sparks and enter the door with a potion and Mushroom inside
of it. Exit and reach the door. Climb up the chains. The Sparks can touch you
if you are in the middle of the chains and enter the door at the top. Get past
two more Sparks and climb the chain to the left. Now you go up through the
treadmill with enemies in the way. Make it past them and climb the chain. You
can defeat the Red Birdo if you want but if you time a floating crouch jump,
you can sail over his head and climb the chain. Get past the sparks and the
next door is locked. The door past it has a Birdo who guards the key. Kill it
and rid of Phanto and get the key to the locked door. Defeat the Hawkmouth as
we explained earlier in the boss description.

---------
Final Boss Fight: Wart

Avoid the bubbles he spits and grab a vegetable and when he opens his mouth to
spit more bubbles toss it at him. He dies in six hits. For most of the fight,
you are safe at the wall just below him and if a veggie pops up or a bubble is
going tio hit you, then move. You won
---------

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Secrets
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
I explained the warps earlier. Check 1-3, 3-1, 4-2, and 5-3. There was one in
world 6 but hell with it.

===============================================================================
Epilogue
===============================================================================
The winning character pulls up the cork and frees the Subcons. They say thank
you to the character but if all characters completed equal levels, they say
nothing. You then get a scene of Wart being carried away and all the levels
that each character completed. The contributor is the one who completed the
most levels indicated by the number of above. If more than one contributor is
named, it'll switch through the names. We see Mario asleep, he opens an eye and
goes back to sleep while the cast goes by. The end.


=============================SUPER MARIO BROS 3================================

o---------------------o
      INTRODUCTION
o---------------------o

This is the third installment of the Super Mario Bros series and the fourth and
final one in the Super Mario Advance series. As with the other games in the
Super Mario Advance series, you have an option of playing the original Mario
Bros game that lasts forever but you can play minigames with up to 4-players.

o---------------------o
         STORY
o---------------------o

The evil King Bowser (aka Koopa) and his Koopalings have terrorized the lands
surrounding the Mushroom Kingdom and the kids have stolen the wands of each of
the kings who rule that land and turned them into strange creatures. It's up to
you as Mario and Luigi to restore peace to the kingdoms.

o---------------------o
   ITEMS N' POWERUPS
o---------------------o

~Items~

Anchor
------
If you die on the fortress stages then using an anchor will prevent the airship
from moving anywhere.

Jugem Cloud
-----------
Is there a stage you just can't beat and you just want to skip it altogether?
This is the item you need. Just don't die on the level after that or you'll be
taken back to the last level you completed and the Jugem Cloud will be just a
waste.

Hammer
------
Use this to break rocks on the map to free up access to certain parts of the
map.

Music Box
---------
Hammer Bros. on the map as well as the piranha plants of World 7 will take a
snooze temporarily and thus you can avoid map encounters.

1-up
----
Grants you an extra life.

P-Wing
------
Functions like a Super Leaf except it give Racoon Mario/Luigi permanent flight
for the whole stage as long as you don't get hit.

Starman
-------
Temporarily allows Mario/Luigi to be immune to any and all damage that would
normally cause harm. It however, does not stop you from dying of time out,
falling into a pit or falling into the lava. You can also die of being crushed
along the side of the screen during scrolling stages.

Whistle
-------
There are only three in the whole game. Use these to warp to higher levels in
the game. They are very well hidden.

P-Switch
--------
Turns coins to bricks and vice versa.


~Power Ups~

Super Mushroom
--------------
Turns Mario/Luigi into SUper Mario/Luigi. Now Mario/Luigi can break bricks from
below.

Fire Flower
-----------
Turns Mario/Luigi into Fire Mario/Luigi. Now Mario/Luigi can shoot fireballs at
the enemies. Some enemies cannot be harmed by fireballs though.

Super Leaf
----------
Turns Mario/Luigi into Racoon Mario/Luigi. Now Mario/Luigi can use the tail to
swat at enemies to kill them and this power can also be used to fly through the
air temporarily. Repeatedly pressing the Jump button will slow down your fall.

Frog Suit
---------
Turns Mario/Luigi into Frog Mario/Luigi. This suit is best for underwater areas
since you can swim by pressing in any direction. You also have the ability to
swim against underwater currents coming out of pipes.

Hammer Suit
-----------
Turns Mario/Luigi into Hammer Mario/Luigi. This suit launches hammers similar
to those of the Hammer Bros. These hammer can kill enemies that fireballs can't
kill such as Boo Didley, Hot Foot, Thwomp, Buzzy Bettle, etc. You can also duck
to protect yourself from the Venus Fire Traps fireballs.

Tanooki Suit
------------
Turns Mario/Luigi into Tanooki Mario/Luigi. This suit has the same abilities as
the Racoon Suit with the ability to change into a statue for five seconds of
invincibility.

o---------------------o
      MATCH GAME
o---------------------o

Everytime you earn  a certain amount of points a card will appear on the map
with a spade on it and an N

F = Flower
S = Starman
E = 1-up(extra life)
M = Mushroom
1 = 10 coins
2 = 20 coins

#1
FSEF2M
1M2EM1
SFSMFS

#2
EM1MFS
M1S22F
SEFMFS

#3
F1EFEM
SM2SM1
SF2MFS

#4
MF2M1S
FEM1E2
SFSMFS

#5
F2MSEF
EF1M2S
M1SMFS

#6
MFEFSS
2SM1EF
2M1MFS

#7
MF2F1S
2EM1EF
SMSMFS

#8
FSEFEM
1MFSM1
S22MFS

o---------------------o
       ENEMIES
o---------------------o

American Name: Goomba
Japanese Name: Kuribo
Description: They are the second most common enemies in the Mario series, they
try to walk into you.

American Name: Green Koopa Troopa
Japanese Name: Midori Nokonoko
Description: They behave like the Goombas, they move into a straight line and
try to walk into you or place themselves in inconvenient spots.

American Name: Red Koopa Troopa
Japanese Name: Akai Nokonoko
Description: When they reach the edge of a platform they'll turn around and go
in the opposite direction.

American Name: Hammer Bros.
Japanese Name: Hammer Bros.
Description: They usually hang out where there is a set of bricks around so
they can hop up and down a level while tossing Hammers.

American Name: Buzzy Beetle
Japanese Name: Met
Description: They behave just like the Green Koopa Troopa except fireballs have
no effect on them. The have a new trick where they walk on the ceiling and drop
and spin at you when close.

American Name: Spiny
Japanese Name: Togezo
Description: They spiky shells protect them from being stomped on. That is if
you don't wear a Kuribo Shoe.

American Name: Cheep-Cheep
Japanese Name: Chikkoi Pukupuku
Description: Cheep-Cheeps in the water place themselves in bad spots but out of
the water, they leap out of the water.

American Name: Bullet Bill
Japanese Name: Killer
Description: They are fired out of special cannons. Stand next to the cannons
and they will not fire.

American Name: Blooper
Japanese Name: Gesso
Description: The Bloopers will swim towards you

American Name: Green Koopa Paratroopa
Japanese Name: Midori Patapata
Description: Hops forward in a straight line. Turns into a Koopa Troopa when it
is stomped.

American Name: Red Koopa Paratroopa
Japanese Name: Akai Patapata
Description: All it does is fly up and down and sometimes sideways. You can use
it for leverage to an otherwise hard-to-reach area.

American Name: Lakitu
Japanese Name: Jugem
Description: They continually toss down Spiny Eggs at you. If you kill him, he
will reappear after a few moments.

American Name: Piranha Plant
Japanese Name: Pakkun Flower
Description: They spring out of pipes and try to catch you while you are coming
down from a jump. Green ones have shorter stems than the red ones.

American Name: Pobodo
Japanese Name: Bubble
Description: In the lava stages, they continually pop out of the lava to catch
unfortunate jumpers.

American Name: Spiny Egg
Japanese Name: Paipo
Description: Tossed by Lakitus, the red ones hatch when they hit the ground and
turn into a Spiny. The green ones don't hatch, they continue to bounce.

American Name: Paragoomba
Japanese Name: Patakuribo
Description: Goomba's with wings. Some drop Microgoombas. When stomped on, they
turn back into Goombas.

American Name: Microgoomba
Japanese Name: Mamekuribo
Description: They'll stick to you and lower your running speed and the height
of your jumping. You have to shake them off.

American Name: Piledriver Microgoomba
Japanese Name: Block Mamekuribo
Description: They pose as bricks and when you get nearby, they'll reveal them-
selves and hop at you. Stomp on the brick to kill them.

American Name: Kuribo's Goomba
Japanese Name: Boot Kuribo
Description: It uses a shoe to hop around. It will only appear in one stage of
the whole game (one stage in World 5: The Sky)

American Name: Grand Goomba
Japanese Name: Kyodai Kuribo
Description: Bigger version of the Goomba

American Name: Gargantua Koopa Troopa
Japanese Name: Kyodai Nokonoko
Description: Bigger version of the Koopa Troopa

American Name: Colossal Koopa Paratroopa
Japanese Name: Kyodai Patapata
Description: Bigger version of the Koopa Paratroopa

American Name: Buster Beetle
Japanese Name: Lift Met
Description: He is not fireproof like his cousin, Buster. He likes to hurl ice
bricks at you. He can be stomped once to be killed.

American Name: Para-Beetle
Japanese Name: Pata Met
Description: Use them to get a little ride. It will fly vertically when on its
back.

American Name: Boomerang Bros.
Japanese Name: Boomerang Bros.
Description: They toss Boomerangs that must be avoided even after they have
been killed already since the boomerangs do return.

American Name: Fire Bros.
Japanese Name: Fire Bros.
Description: They spit fireballs at you.

American Name: Sledge Bros.
Japanese Name: Himan Bros.
Description: They are like Hammer Bros. only bigger. They can shake the ground
and cause an earthquakes that stuns you if you are on the ground.

American Name: Venus Fire Trap
Japanese Name: Fire Pakkun
Description: They spit fire at you, green ones have shorter stems than the Red
ones.

American Name: Ptooie
Japanese Name: Fuufuu Pakkun
Description: They use their breath to balance a spike ball. Some will also walk
on the ground.

American Name: Piranhacus Giganticus
Japanese Name: Kyodai Pakkun Flower
Description: Bigger version of the Piranha Plant

American Name: Nipper Plant
Japanese Name: Puchi Pakkun
Description: Plants that hop around and some will jump to try to nip at you,
thus its name.

American Name: Muncher
Japanese Name: Black Pakkun
Description: Invincible plants that can be turned into coins via P-switch

American Name: Missile Bill
Japanese Name: U-Turn Killer
Description: They will turn around if they miss you.

American Name: Bob-Omb
Japanese Name: Bomb Hei
Description: The only enemy from SMB2 USA. When stomped on, they'll explode in
a few seconds. The ones in World 8 will explode on their own.

American Name: Chain Chomp
Japanese Name: Wanwan
Description: Held back by a chain, it will try in vain to attack you if its too
far away to get you. After 100 seconds, the chain will break and it will come
after you.

American Name: Fire Chomp
Japanese Name: Keronpa
Description: Has a fiery tail that will spit a piece of it at you. If its whole
tail is gone, it explodes.

American Name: Spike
Japanese Name: Gabon
Description: Hocks up spike balls and tosses them at you.

American Name: Firesnake
Japanese Name: Firesnake
Description: Found in the Desert, it continually leaps at you.

American Name: Angry Sun
Japanese Name: Taiyou
Description: After a while, it will come down from the upperleft and attack you
by spinning then swooping down.

American Name: Big Boss Bass
Japanese Name: Kyodai Pukupuku o->
Description: It will leap out of the water in an attempt to swallow you whole
and instantly kill you.

American Name: Big Bertha
Japanese Name: Kyodai Pukupuku o+
Description: She swims around and spits her child at you when close.

American Name: Baby Cheep
Japanese Name: Chikkoi Pukupuku
Description: Lives inside of Big Bertha's mouth and is spit out by her.

American Name: Spiny Cheep Cheep
Japanese Name: Togepuku
Description: A cheep Cheep with a new look.

American Name: Baby Blooper
Japanese Name: Kodomo Gesso
Description: Is tossed at you by Blooper Nannys.

American Name: Lava Lotus
Japanese Name: Switchuka
Description: Stays on the ocean floor and spits up magma balls that rise up and
rain down.

American Name: Jelectro
Japanese Name: Shibire Kurage
Description: Invincible jellyfish that appear in schools.

American Name: Rotodisc
Japanese Name: Cookie
Description: Red ball with a disc rotating around it.

American Name: Dry Bones
Japanese Name: Karon
Description: Skeletal Koopa Troopa that crumbles when stomped on and then it'll
repair itself after a few seconds.

American Name: Boo Diddly
Japanese Name: Teresa
Description: They float after you when your back is turned but halt in their
tracks when you face them.

American Name: Stretch
Japanese Name: Netchi
Description: Boo Diddlys that hide within white blocks.

American Name: Hot Foot
Japanese Name: Walk
Description: A candle flame that creeps up on you when your back is turned and
halts in its tracks when you face it.

American Name: Thwomp Trap
Japanese Name: Dossun
Description: When you get close, it will drop in an attempt to crush you. When
it falls, slowly retreat to its original position.

American Name: Rocky Wrench
Japanese Name: Puu
Description: Moles that pop out of manholes and toss wrenches at you. They are
only found on airships.

American Name: Cannon
Japanese Name: Taihou
Description: They shoot cannonballs constantly.

American Name: Rocket Engine
Japanese Name: Burner
Description: Koopa ships and airships use these to burn you.

American Name: Bowser Statue
Japanese Name: Laser Houdai
Description: When you get close, they will shoot a laser beam at you.

American Name: Boom-Boom
Japanese Name: Bunbun
Description: Miniboss who guards the Fortresses

o---------------------o
       WALKTROUGH
o---------------------o
                           *---------------------*
                             World 1: GRASS LAND
                           *---------------------*

+1-1+

Upon start up, you got Goombas to eliminate if you choose to do so. The fourth
question block in the level contains a Super Mushroom to transform you to Super
Mario/Luigi. Avoid the Venus Fire Trap's Fireballs and get on the orange block
and jump on the Red Koopa Troopa below. Kick the shell into the question block
on the right to reveal a Super Leaf. Grab it to become Racoon Mario/Luigi. If
you want, you can play around with the "white block" background trick just for
practice since you'll need it in 1-3 if you are looking to warp instead of just
playing the game straight through. Use your Racoon Tail to spin and knock out
the two Goombas and Paragoomba (or you can stomp them outright). Once you are
clear. Run back then run to the right till your P-meter flashes and fly up to
the clouds. The lone brick contains a 1-up. Now just collect the coins up top
and get a back n' forth running start to build up your P-meter and fly to get
the coins past the end of the cloud trail. Once you drop to the bottom, one of
the bricks has a P-switch inside. Swat it with your tail instead of using the
Red Koopa Troopa Shell for maximum coins and then clear a path and run and fly
to the top of a high pipe and go down. Inside is a bunch of coins set up in the
formation of the number 3. Get them and leave the bonus area. Proceed to the
right to exit the level.

---

+1-2+

The sideway pipes endlessly spawns Goombs. Get past them and there to get onto
the pipe at the top, use the question blocks for leverage. One of them has a
Super Leaf to make up for the one you may have lost earlier. On the other side,
the pipe will spew out more Goombas. Take this time earn lots of 1-ups by going
near the pipe but not underneath and stomping on the Goombas while wearing your
Racoon Suit and keep hitting the Jump Button to slow down your fall and land on
another Goomba. Repeat this process until you have collected all the 1-ups you
want. Once you got all the lives you need, go to the right and ignore the coins
you see and hit the brick on the right to reveal a P-Switch. Use it to turn the
coins to bricks and use those bricks to reach the pipe above. Be sure to avoid
the Venus Fire Trap by waiting for it to go down into the pipe and then go down
the pipe yourself. There is a load of coins inside to collect. You can repeat
this process for unlimited coins. There is also a hidden 1-up to the right of
the pipe. Your racoon suit should be able to help you find it. If you're ready
to proceed, go right and you can practice your slope sliding here. Move along
the musical blocks. One contains a Super Leaf and the last one has a Starman
which grants you temporary invincibility which is enough to last until the end
of the level.

---

+1-3+

At the start of the level you will be dealing with the Boomerang Bros. Beware
of the boomerangs on the return path. Use the music blocks to get on the
bricks and kick a red Koopa Troopa shell to the left and break away the blocks
until it goes away. Go down into the hole and jump up to reveal a orange music
block. Jump on it and it will boost you to a secret area with plenty of coins.
If you have your Racoon suit on, then you can fly up to the sky and collect a
1-up hidden in the bricks. At the end, go down the pipe but don't exit just yet
because there is a secret item to pick up. Go left till you reach a white block
and use that "white block" background trick I mentioned in 1-1 and run to the
right as fast as you can and you'll end up behind the exit and into a secret
Toad house with a chest containg a Magic Whistle.

---

+1-4+

This is the game's first auto-scrolling stage. In this level, you must collect
all 44 coins to make a white Toad house appear on the map (which contains a P-
Wing powerup). Collect the coins as you go while avoiding enemy contact. Beware
of moving platforms that drop as soon as you step on them. Some coins and 1-ups
are hidden inside of bricks. With the stage scrolling, you must be fast at hit-
ting the bricks to get the goods. At the end of the scrolling is a green Koopa
Paratroopa that floats up and down. Stomp on it for leverage if needed and then
get the last three coins before entering the pipe. Proceed to the exit.

---

+Fortress+

The games first fortress is here. There are two ways to finish this level. You
can play this stage normally and defeat Boom-Boom in the end or you can use a
simple trick that most of us probably found out after watching the movie called
"The Wizard."

At the start of the level, be careful not to fall into the lava or else it is
instant death for you. As you hop across the lava pits, stay clear of the Roto
Discs and the Pobodos popping out of the lava. There is also a Fire Flower in
this area if you want it. Once you get past all the pits, disable a Dry Bones
and quickly run back and forth to charge up your P-meter if you got your Racoon
suit on and fly up the left side and pull to the right and keep going right and
soon you will be in a secret area with a treasure chest that contains a whistle
and end the level.

If you decided to go on ahead instead, enter the door at the end and you will
be at a screen that has a spiked ceiling moving up and down. To avoid taking
damage, move into one of the safe spots (where the ceiling is raised) and wait
there until the ceiling rises again. Continue until you reach the end of the
line and enter the door when it appears. To defeat Boom-Boom, simply stomp on
his head three times or roast him with numerous fireballs. Collect the ? prize
he leaves behind to end the level and destroy the lock on the map.

---

+1-5+

Start off by sliding down the slope. This kills the Buzzy Beetles in the way as
you go down. Avoid the Cheep-Cheeps in the water and the upside-down Pirhana
Plants and take the high road. Before you jump out of the hole, jump along the
left side of it to make a orange music block appear. Use it to boost yourself 
to the secret area in the clouds. Once you are back on the ground, go right and
do not slide down. Use your fireballs (if you got your Fire Suit on) and kill 
the Venus Fire Trap and Piranha Plants and go up the pipe at the end and you
can exit stage right.

---

+1-6+

Proceed to the right as you start the level. If you are already in Super Mode,
then the first question block will contain a Super Leaf. Get on the platform
that is moving along a railed path and jump on the music blocks to the right
and get onto safe ground. To the right is a green Koopa Troopa. Stop on it and
kick it away to clear some blocks and get 10 coins out of the brick to your
right. There ia also a 1-up hidden in the brick above in the same area. Get on
the high platform ahead and get a running start back and forth to build your
P-meter and at the end of the platform to your right and fly to collect your
coins and land on the solid platform. Jump on the two platforms to the right
and move on to the end of the level.

---

+Airship+
Boss: Larry Koopa

This is a hint of things to come in future airships too. The ship is full of
Bullet Bills and cannons coming from all directions. There is a Fire Flower in
a question block that can help against Larry Koopa. There is a rotating cannon
past it so time your movements to get past it. Get past two more cannons and
Bullet Bill Shooters and enter the pipe leading to Larry Koopa. Avoid Larry's
laser rings from his wand and stomp on his head. Avoid the lead he makes while
in his shell and then stomp him again when he comes out. Stomp on him once more
to defeat him and change the king back to his normal form.

---

Hammer Brother: Gives you a Starman upon victory.

Toad House 1 and 2: Super Mushroom, Super Leaf, Fire Flower

White Toad House: P-Wing (must get 44 coins in 1-4)

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

                           *---------------------*
                               World 2: DESERT
                           *---------------------*

+2-1+

At the start, you'll be ambushed by Piledriver Micro-Goombas. Avoid them then
stomp on them. With your Racoon suit on, get a running start to build up your
P-meter then take off just before the music blocks and you'll see a pipe that's
surrounded by bricks. Clear away enough bricks to allow you to enter the pipe
and go down. This pipe serves as a shortcut (warp) instead of a bonus area. In
this case, the Firesnakes will be of no threat to you. Make your way to a pipe
and watch out for the Piranha Plant. Go down after it does.

---

+2-2+

To make the White Toad appear on the map, you need to get at least thirty coins
in this stage. It will give you an anchor. This is also the first stage in the
game to contain quicksand. If you sink too far, you'll die. Stay out of it at
all costs in this level because there are Venus Fire Traps lurking within them.
Bump the wood block for a power-up and get the three coins. Don't fall into the
pit now. Avoid another quicksand and you'll reach some water. Don't ride the
platform. Instead, get all the coins n' hit the second brick to make a P-switch
appear. Go back and ride the platform. Hit the P-switch on the way and collect
all of the coins that used to be bricks. There is enough for a White Toad house
to appear on the map.

---

+Fortress 1+

Get past some Dry Bones then when you get near the Thwomp Traps let them fall
then go past them as they rise back up. Just past the second one is your first
encounter with the Boo Diddlys. Remember, he will stay still when you face him
but when you turn your back, he will give chase. Get past him and go up the
pipe. Stay off the spikes and avoid another Thwomp Trap then jump right over
the next set of spikes. Ignore the Boo Didley and make a break for the door.
The Thwomp Traps will fall and miss their target as you run. Enter the door at
the end. Avoid the spikes as they rise and fall and avoid the Boo Didleys as
well. When the door appears, enter it immediately. The boss fight with BoomBoom
is just ahead. Stomp him three times to win. He is slightly faster this fight.

---

+2-3+

There are three pyramids made out of orange platform blocks. Each one is being
guarded by Firesnakes. Avoid them and get the prizes at the top. If you are in
your Racoon suit then you can swat them to get them out of your hair. The 2nd
pyramid has a Starman in one of the question blocks. With the Racoon Suit on,
stay at the bottom of the thrid pyramid and make a dash to fill up your P-meter
and fly up to a set of blocks with one containg a P-switch. Drop down for a 
shitload of coins. There is also a 1-up within the coins too. If you see bricks
that didn't change then those are Piledriver Microgoombas who got their cover
blown. Avoid or kill them and climb up a stack of bricks and kick a Koopa shell
aside to clear bricks and provide entrance to the pipe below and enter. Exit
stage right.

---

+Desert+

Notice that angry sun in the upper-left hand corner. It will stay there for the
first part of the level. Stay out of the quicksand because there are Venus Fire
Traps in it. Grab a Koopa Shell shortly after the third quicksand pit, and do a
high jump to get over the tornado. The Angry Sun will come to life but with the
Koopa Shell in your hands, you can knock it out early. Just proceed to the end
of the level.

---

+2-4+

This is an easy level here. With your Racoon suit on, go right until you reach
a "wall" then run left to fill the P-meter and fly up the very left side and
clear away the blocks. From this point you can stay on the high road and when
you reach the music blocks, just jump and float to the exit.

---

+2-5+

This level is fairly short. However, the chain chomps are something you should
worry about. Avoid them at all costs or kill them with Koopa Shells or Racoon
tail swats. Grab a Koopa shell when you see a set of blocks that zigzag and it
will clear away some blocks that releases a vine. Climb to the top and hop on
the clouds to the left and enter a pipe. Get the goods and exit. Once out, get
the question block treasure and exit to the right.

---

+Pyramid+

Enter the door and get the Super Leaf at the top of the steps. But, if you were
small Mario/Luigi at the beginning, you'll find a Super Mushroom. In this case,
exit after getting the Mushroom then re-enter. Use the Raccoon Suit to break
the blocks on the higher road. When you reach the pipe, take the upper path to
the left and at the top, go right. Break the bricks and just past the pipe that
hangs upsidedown, jump up to reveal a hidden coin. Use it for leverage and go
up the pipe. This secret area has a P-switch and is full of bonus coins. Get
the coins and leave. You'll come out near the end. There are Buzzy Beetles that
are on the ceiling that drop and spin at you when close. Get past them and swat
away the bricks and go up the pipe at the end. Before you exit, go up the left
and hit the P-switch and collect the silver coins. Proceed to the exit.

---

+Airship+
Boss: Morton Koopa Jr.

Avoid the Bullet Bills and cannons and reach a Fire Flower. You'll come across
some crates and a trick Bullet Bill pattern. Survive this by using the crates
to avoid the Bullet Bills and use the fireballs to kill the Rocky Wrenches. Get
past two more Bullet Bills to face Morton Koopa Jr. He fights like Larry except
he tends to be more trigger happy with his wand. As with Larry, stomp him then
avoid his shell then repeat the process two more times for victory.

---

Hammer Brother 1: Gives you a Hammer upon victory.

Hammer Brother 2: Gives you a Music Block upon victory.

Hammer Brother 3: Gives you a Whistle upon victory.

Toad House 1 and 2: Super Mushroom, Super Leaf, Fire Flower

Toad House 3: Frog Suit

White Toad House: Anchor (must get 30 coins in 2-2)

                           *---------------------*
                              World 3: OCEANSIDE
                           *---------------------*

+3-1+

At the start of the level, swim to the bottom and to the right for a powerup if
you need it. Swim back up and as you go right, avoid the Cheep Cheeps while you
stay clear of the currents coming out of the pipes. There is a secret area near
where the first upside-down pipe is. Swim up and above it and you will be off
the screen. Move to the right and get a Power-up the move above the screen and
come out through the right. You can stay on the high road and maneuver through
the Bloopers or you can take the low road and deal with the Music Blocks and
the Fire Lotus. The low road leads to a 1-up. Go up the pipe at the end and the
exit is ahead.

---

+3-2+

Beware of the Cheep Cheeps in this area. They like nothing better to do than to
jump out of the water and crash into you. Stay above the water as much as you
possibly can. Just past the Donut Lifts is a wall, bump the side of it to make
the first Starman appear. If you are lucky, then you can grab the other two
Starmen in this stage for total invincibity throughout the stage. There is a
1-up near the exit pipe. Get it and swim to the block on the right while you
avoid the Cheep Cheeps and get into that exit pipe and before you proceed to 
the end of the stage. Use the Racoon Suit to fly up and to the left to a wood
platform moving along a path. There is a hidden 1-up within the area. Get it
then you can leave.

---

+3-3+

Watch out now. This level rises and sinks. That's not the least of your worries
because it the Big Boss Bass that you got to watch out for. He has the ability
to leap out of the water and swallow you whole and thus you instantly lose a
life. Unless you got a Fire Suit on, don't even think about going for any items
because it's too risky. Carefully land onto the spinner as it comes to the end
of its spin to land on the next platform. Use an ice block to make the P-switch
appear on the left and use the P-switch to provide a platorm of bricks that use
to be coins and provide you a safe heaven as the music is playing on route to
the exit pipe. But wait, don't go in just yet. If you still got your Fire Suit,
kill the Big Boss Bass and swim to the very right for a 1-up and swim back and
kill the Big Boss Bass again on the way to the pipe then enter. Time to go.

---

+Fortress+

This fortress is tricky. There are so many doors in here. The wrong door leads
to a dip into the flooded basement. There is a shortcut to Boom-Boom. Get past
the first Thwomp Trap and enter door #3. Rapidly press the up button to warp
straight to Boom-Boom's room. If you don't feel like warping, here are some
notable doors to enter: Door #4 leads to a 1-up. Door #6 leads to the right of
the door leading to Boom-Boom and the last door leads to lots of coins. The
Boom-Boom here sprouts wings. Defeat him as before.

---

+3-4+

Are you ready to slip and slide? This level is full of slopes. Use the slide
to eliminate enemies. At the second slope, get a good slide and then jump at
the very end to vault over the water pond. It's tricky but with enough practice
you can make it. Lakitu arrives and he drops green Spiny Eggs. Unlike the red
Spiny Eggs, they continue to bounce when landing instead of turning into Spinys
and that is trouble. Knock him off with a Koopa Troopa Shell and just break for
the end of the stage. Lakitu will return so get as far to the right as you can
before he comes back.

---

+3-5+

This is really the first stage where you would use a Frog Suit. Use the D-pad
to swim around. Just like her mate Big Boss Bass, be wary of Big Bertha. She
won't try to swallow you but she will spit her child, Baby Cheep, at you if she
sees you. Your Frog Suit allows you to swim against the currents coming out of
the pipes. One of those pipes leads to a secret area containing a huge question
block containing three 1-ups. When you come out, carefully get past the fish
enemies and exit through the pipe on the right then finish the level.

---

+3-6+

It is easy to fall to your doom here. Don't stay on the Donut Lifts too long
and most of all, don't jump on the Rotary Lifts too soon or you'll be spun off
of it. Stay on higher ground until you reach a spot below with two Donut Lifts
and 3 ice blocks.  Go down there and pick up the Ice block on the right and
smash it into the brick to the right to reveal a P-switch. Hit the brick above
to make a 1-up appear then jump on the P-switch to turn the bricks to coins and
you can snag the 1-up easier. Get past the next Rotary Lift and proceed to the
end of the level.

---

+3-7+

Get the Super Leaf out of the wood block and beware of Spikes (enemies that'll
toss spike balls at you). As you kill them, look for a pattern of bricks that
look like this

  *  #
  ####

 #    #
 ######

Hit the brick which I indicated as the star and a vine will appear. Climb it
to reach the clouds. Use the clouds to get a running start to the right and fly
as far right as you can and land on another set of clouds. Jump straight up
from the middle cloud to make a orange Music Block appear. Jump on it and vault
to the clouds in the sky. At the end of the scrolling, is a brick containing a
Jugem Cloud and thus the level ends right there.

---

+Fortress 2+

This Fortress level takes place underwater. In addition to the Cheep Cheeps,
you will have to swim through Roto Discs and a new enemy called Strech. You'll
need to swim carefully to avoid bumping into them. Once you get past them, you
will face another winged Boom-Boom. There are two blocks in the area which will
not hinder your jumps if timed right.

---

+3-8+

This level is almost the same as 3-3 except the level sinks even deeper and yes
the Big Boss Bass is back and he is meaner than ever especially when the stage
sinks deeper. Grab a Koopa shell to kill hit a block that frees a vine. You'll
need these vines throughout the level to stay even safer. Have a Fire Suit on
hand if needed since it will take out Big Boss Bass temporarily but buy you
time to finish the level. To make the white Toad House appear, you need to grab
44 coins in this level. This is why the Fire Suit is necessary because, it will
be easier to grab the coins nearby where the P-switch.

---

+3-9+

There is somewhat of a shortcut in this level. It's not really a shortcut but
you will be invisible underwater and able to proceed unharmed. Start of with
avoiding the Bullet Bills. Soon there will be some bricks you'll need to swat
away some bricks. Do so then backtrack to a white platform and squat until you
go through it. Quickly and carefully head to the pipe and enter. Now you are
underwater and invisible. You can still fall to your death though. Just swim
to the end and you'll become visible near the exit pipe. The levei will be over
shortly.

---

+Airship+
Boss: Wendy O. Koopa

Be careful in this level because if you don't keep your eyes peeled then you
could get crushed on the side of the screen. This more that likely will happen
on the NES version. When you reach a high pole that you can't cross from above
without a P-wing, you are supposed to go below it. Watch out for cannons as you
do so. Survive the onslaught of cannons, Bullet Bills, and jet flames to face
off against Wendy O. Koopa. Unlike her brothers before her, she shoots candy
rings that bounce around the room. Watch the trajectory of the rings to avoid
them and stomp her three times to defeat her.

---

Hammer Brother 1: Gives you a Hammer upon victory.

Hammer Brother 2: Gives you a Starman upon victory.

Toad House 1: Frog Suit

Toad House 2, 3, 4: Super Leaf, Fire Flower, Frog Suit

Toad House 5: Super Mushroom, Super Leaf, Fire Flower

White Toad House: P-Wing (must get 44 coins in 3-8)

                           *---------------------*
                              World 4: BIG LAND
                           *---------------------*

+4-1+

No you did not shrink. The stage is just bigger and so are the enemies. Get
past the waterfall and knock out three blocks with your tail, get a running
start and fly to the left and swim up the top waterfall to a secret area with
a lot of Big Berthas and a couple 1-ups. Get past the Koopa Paratroopa and work
your way to the end of the stage.

---

+4-2+

The Cheep Cheeps are out in full force in this level. Beware of the Piranhacus
Gigantcus. They are bigger versions of Piranha Plants and those things are very
scary. Use an Ice Block to reveal a Super Leaf in the giant question block.
Bump a wood block to make a P-switch appear. Hit it and grab all the coins and
the Starman. This will buy you some time to get the coins remaining after the
P-switch wears off. You'll need all 24 coins in this level to make the White
Toad House appear on the map. Once you are done, feel free to end the level.

---

+4-3+

Quickly dispose of the Sledge brothers. They're stomps can stun you. Once they
are gone, enter either pipe to go underground. In this level, the Spinys will
behave like the Buzzy Beetles in a sense that when they are crawling upsidedown
then they drop when you get close and spin towards you. Once you have a clear
path from the level's 5th question block, fly to the top and get some coins up
there then drop down. Get past the enemies here and get on the wooden block.
Break the brick in the middle then break the one on the left to get the 1-up
and stay along the high road there. Carefully get past the small platforms and
end the level from there.

---

+Fortress+

If you thought Boo Didley was bad, check out the Hot Foot. These are the flames
of candles who try to sneak up on you when your back is turned to them and stop
when facing them. Proceed with caution when maneuvering through the two Thwomp
Traps that move sideways. After the second one, go down the middle white pipe
to enter a shortcut special area witho only the Dry Bones to worry about. Jump
up to reveal two hidden coins to get out. Now run straight on to Boom Boom.
Defeat him as before but there is a couple blocks obstructing you. That should
not hinder your progress though.

---

+4-4+

Time to start feeling froggy again. Dive into the water and swim to the bottom
and enter the pipe. Currents won't hold you back while wearing the Frog Suit. 
Go in the pipe for lots of coins. Once out, swim like you never swam before.
Lakitu will be tossing Spiny eggs into the water. This is what makes the Frog
Suit so crucial since you maintain your velocity. Go on and finish the level.

---

+4-5+

This level introduces the Missile Bills. They function just like Bullet Bills
except that when they pass you, they'll turn around and attack you again just
like a guided missile. You'll need to stomp on them to get rid of them. At one
point, you will see a brick that is normally out of reach but to hit it, stomp
on a Bullet Bill and use it as leverage to hit the brick and uncover a vine. Do
it again to reach the vine and climb up. There is a pipe that leads to a secret
area containing a Tanooki suit. With your Tanooki suit on, you can become a
statue by pressing down + B and have total invincibility for up to 5 seconds.
Now all you got to do here is proceed to the end of the level without much
trouble.

---

+4-6+

In this level, you can decide if you want to play it with normal-sized enemies
or super-sized enemies. Everything changes by going inside the doors throughout
the level. Within the blocks at the start is a Starman if you are in the normal
sized area and a 1-up within the super sized area. Fly to the clouds above and
to the right for some coins in the air and to make things easier, float your
way as far right as you can. There is a 1-up next to the pipe before the magic
door. Whether you want to finish the level big or small is up to you.

---

+Fortress+

Try to avoid falling into the lava while making your way across the Donut Lifts
and watch out for Pobodos.There is a Fire Flower during your journey. At some
point after the lava pit is a brick with a P-switch inside. Hit it to reveal a
secret door marked by silver coins. It leads to a secret area full of pipes and
directional platforms. There is nothing special here but when you reach the top
then you enter another special area with a 1-up accessed through hidden coins.
Enter the pipe for yet another secret area. There is a couple 1-ups in the big
question block. Fly up the left side to find a secret stash of coins. Drop back
down and enter the pipe on the right to go back to the main area. Get past the
RotoDisc and head on to Boom-Boom. The platforms here can help you stomp on him
three times.

---

+Airship+
Boss: Iggy Koopa

This is a tough airship to get through. In addition to Bullet Bills, you got to
deal with vertical jet burners. You can take the high road or low road. The low
road requires you to wait for the jets to recede. The high road requires you to
jump on the Bolt Lift several times to stay above the jet burners. Once you get
through all this, get the powerup next to the pipe then go down. Iggy is faster
than his siblings, so be quick on beating him yourself.

---

Hammer Bros 1: Jugem Cloud

Hammer Bros 2: P-Wing

Hammer Bros 3: Starman

Toad House 1: Tanooki Suit

Toad House 2 and 3: Mushroom, Super Leaf, Fire Flower

Toad House 4: Super Leaf, Fire Flower, Tanooki Suit

White Toad House: Anchor (must get 24 coins in 4-2)

                           *---------------------*
                              World 5: THE SKY
                           *---------------------*

+5-1+

Use a Koopa shell to kill the Chain Chomp at the start then run back and forth
until you built your flight meter to the max then fly to the upper left and go
into the pipe. Get a running start and do a ducking slide in the small gap and
jump while sliding to flying while ducking and get through the gap. This will
lead to a Music Box and the level will end right there.

---

+5-2+

Enter the pipe and fall straight down to land on the Music Block. Stay at the
top and go up to enter a secret area. In this area, go down the first pipe you
come across for a lot of 1-ups. Once out, go up the pipe at the end for a short
end of the level. 

If you were unfortunate enough to fall to the bottom at the beginning, you'd
have to deal with the Buster Beetles who toss Ice Blocks at you. It's tough but
you can use the Ice Blocks on them your self.

---

+5-3+

Go down the pipe and this time you'll find yourself having to travel left. This
level introduces the Kuribo's Shoe. Bop a Goomba wearing one from below then
get in it. With the shoe on, you can jump on enemies you could not jump onto
before like any Pirahana Plants or Spinys. With a Fire Suit, you can also shoot
fireballs while in the shoe. You can even walk on the Munchers, which you need
to do to collect a 1-up. Go down the pipe at the end, then go right. There may
be no problem completing the level from here.

---

+Fortress+

Carefully avoid the Pobodo and RotoDisc and you jump over the lava pit. Watch
out for the Thwomp Trap just past the pit. Once it rises back up, get a running
start and fly through a brick and work your way upwards to a pipe. In this area
you will see a formation of coins shaped like an up area. That is your cue to
fly up and hit three invisible blocks that contain 1-ups. Once out, avoid the
Thwomp Traps and RotoDisc and head for Boom-Booms room and beat him as you did
before.
---

+Tower+

Get past three of the RotoDiscs and go up the pipe. Get past the Two Thwomp 
Traps and go up the pipe at the end. There are some Piledriver Microgoombas at
the start, take them out first then use your Racoon Suit to swat a brick that 
reveals a 1-up. There is another 1-up in this same area but you need a P-wing
to get it. Fly over the wall to the other side to get the 1-up and fly back and
enter the pipe. Once you pass the Thwomp Trap and RotoDisc, you can work your
way to the top and enter the upsidedown pipe. GO to the lower clouds and hit
the brick to reveal a vine. Enter the pipe to end the level and go to the sky
part of the level.

---

+5-4+

There are Rotary Lifts galore in this level. With A Racoon or Tanooki Suit on,
or if you got a P-Wing, run then fly to the top onto the clouds. Stay along the
top until the then on try to fly after the third cloud by running on the second
one then slow down for a small hop and build up speed again to get enough of
the P-meter to fly to the right. Once you start coming down, you should have
enough height to float down to the exit pipe. At the end, Lakitu arrives and
starts dropping Spiny Eggs, let them hit the ground and hit the exit block to
turn every enemy into a coin and end the level.

---

+5-5+

This is unsafe ground that you are walking on. The only places that is safe to
stand on are the wooden blocks and pipes. Most of the level's surface is made
out Donut Lifts. You also got the Green Koopa Troopas to contend with as well.
To get a White Toad House on the map, you must get at least 28 coins in this
level. Doing this is kind of tricky since you must get a coin and stay on top
of a Donut Lift to get the coin as it goes down then jump off. A Tanooki Suit
is hidden in this level. To get it, use your Racoon Suit or a Koopa Shell to
destroy the bricks covering the pipes and go into the second pipe. The Tanooki
Suit is in the giant question block. There is a drawback for those who want to
get the White Toad House. Going out the exit pipe from the Tanooki Suit area
will place you further ahead in the level and you'll have to backtrack to get
the other require coins. This level also has Super Leaves hidden everywhere.

---

+5-6+

The ParaBeetles are hear to give you a helpful stepping stone as long as you
land on top of them. They can hurt you if you hit the side of them. This level
scrolls to the right so stay on your toes. Standing on a ParaBeetle will make
it dip down. That's you cue to jump to the next beetle. The only other enemy to
watch out for is the Fire Chomp. It spits fireballs at you as long as one is
part of its tail. Once its fire tail is gone, it will explode. A P-switch is
located just before an area where the coins are underneath some bricks but have
nothing underneath them.

---

+5-7+

Got a Starman in your inventory? Good then use it to start the level. As long
as your invincibility is active then another Starman will be available in most
of the question blocks thus giving you total immunity for the whole level.

---

+Fortress+

Pobodos are relentless in this Fortress. They pop up and down from everywhere.
Be on your toes as you hop from platform to platform across the lava pits. A
Starman will be located in the rightmost question block. If you are fast and
careful enough, you can kill Boo Didley while still invincible. Make it through
the stage to face Boom-Boom. This one has wings.

---

+5-8+

Run for your life. Lakitu is on the prowl once again. Don't stop for anything..
well except for a few Koopa Troopas in the way but they are the least of your
concerns. If you can kill Lakitu, take that opportunity for temporarily relief.
At the end, Lakitu is still harassing you, hit the end marker to turn him and
his Spinys into coins and end the level.

---

+5-9+

This level scrolls diagonally upward and to the right. With a P-wing this level
is easier since the jumps are hard because of the way each platform will move
either vertically or horizontally. The Fire Chomps make things even tougher as
you dodge fireballs while jumping. When the screen stops scrolling jump into
the upsidedown pipe and exit.

---

+Airship+
Boss: Roy Koopa

Cannons and Bullet Bills are coming in from all directions. There is a point
where you may have to cross between a series of eight cannons but to avoid that
you can stomp on a cannonball and cross above them. The boss fight is ahead.
Roy Koopa is heavy. Whenever he jumps, don't be on the ground when he lands or
you will be temporarily stunned. Jump on him when he is landing to avoid the
shock and get in a shot of your own. Three hits and he is done.

---

Hammer Bros 1: Starman

Hammer Bros 2: P-Wing

Hammer Bros 3: Music Box

Toad House 1: Tanooki Suit

Toad House 2: Super Leaf, Fire Flower, Tanooki Suit

Toad House 3: Mushroom, Super Leaf, Fire Flower

White Toad House: P-Wing (must get 24 coins in 5-5)

                           *---------------------*
                              World 6: ICED LAND
                           *---------------------*

+6-1+

Ignore the Fire Flower at the start. Clear a path so you fly up to a door high
in the sky. The secret room harbors a P-switch and lots of coins. Getting to
the coins is not easy. You must make a good ol' ducking dash to reach them in
time. When you exit, you'll fall from the sky. Use the Racoon or Tanooki Suit
to float down to the question block which contains a Starman. Get it and make a
mad dash to the exit.

---

+6-2+

The screen is scrolling to the right. Not only do you have to keep up with it
but you have to careful jump onto some icy clouds to stay alive. There are some
high pillars of blocks and bricks that can crush you if you do not move fast
enough. There are some ice blocks blocking a 10-coin brick. Get rid of them and
bash the brick as fast as you can. Enter the pipe at the end. Before you exit,
get on white hill and at the very right, jump to reveal a hidden coin. Use that
as leverage to reach the very top where two hidden 1-ups await you.

---

+6-3+

Get on the moving platform and duck under the ice pillar. Wait for the Koopa
Troopa to get out of the way and stomp on it once you are on the floor. You can
decide to kick it away or take it with you to hit the question block. Run over
the gaps and hop on the Koopa Troopa at the end and grab its shell to kick it
at the brick to make a vine rise. Climb the vine and enter the pipe to get a
Tanooki Suit. Once out, there is a 1-up you can get by waiting for the platform
to be under it then after getting it, duck under the ice. From here, you will
need to hop on the Koopa Paratroopa to get to the end.

---

+Fortress+

Stay on the moving block and be wary of the Pobodos. Ignore the question block.
Near the end of the ride, watch out for the RotoDisc and hop off while you hole
right and you should enter the opening. Avoid more RotoDiscs as you get the
Starman. Now if you are small Mario, you have a distinct advantage as you don't
have to worry about sliding up the low gap. Either way, if you are fast enough
you can kill Boom-Boom in one shot if you make it to his lair while you are
still invincible.

---

+6-4+

Take careful steps as you stay on the high ground. The Rotary Lifts are tricky
in this level. When you reach a platform moving along a path, wait for it to
pass underneath the ice then get on quickly and jump directly to the right of
the ice and ride the platform to the end of its path. On the return trip, hop
on the Orange Music Block to go into the sky for coins. Once dumped out, stay
away from the twirl of the Rotary Lifts as you head for the exit.


---

+6-5+

You can only exit this level with a Racoon Suit, Tanooki Suit, or a P-wing and
also, you need to have a Koopa shell handy. The Buster Beetles continually like
to heave the Ice Blocks at you, wait for their supply to run out then attack.
You can enter the 2nd pipe anytime you like. It contains a power-up to help you
beat this level. Upon clearing the second set of ice bricks. Stomp on a Koopa
Shell, get some run and fly to the of the area before the real bricks and kick
the shell to the right to kill the Nipper Plants and clear away the blocks and
thus being able to get out of here.
---

+6-6+

I suggest having a Fire Suit handy for this level. Take the low road and get
the Starman so the Cheep Cheep won't be a pain and no will the enemies for a
while. Swim carefully through a school of Cheep-Cheeps. Near the end of the
swim is a set of pipes with Piranha plants. Burn them up and  run down a little
gauntlet of the Spikes (the enemy) while shooting the fireballs. Kill or let
the Cheep Cheep go by you then enter the pipe at the end. The level will be
over shortly.
---

+6-7+

You'll need 78 coins in this level for a White Toad House which carries another
Anchor for your arsenal. It is very tough as those Donut Lifts are no joke. You
have to jump off of them at the right moment to get all the coins and then stay
alive. This goes especially for that tricky jump you must make to enter the
pipe at the end. Stay on the Donut Lift and leap off to the right at the right
time. To fuffil your goal, you need your Fire Suit to melt the ice around the
coins and melt them. Exit, stage right.
---

+Fortress 2+

You should've picked up a Hammer Suit in of the Toad Houses by now. With this
weapon, Boo Diddly and the Thwomp Traps are no match for you. Your Hammers will
kill them outright. The only other strategy I got for you is to not fall into
any bottomless pits. The fight with Boom Boom is a slippery one but if you are
on the platform, launch hammers at him to kill him instantly.

---

+6-8+

Use your ice bloks to uncover the Super Leaf, but honestly, I think a Fire Suit
is more suitable for this level as none of those enemies including the Buster
Beetle (unlike its cousin Buzzy) are a match to your awesome display of fire.

---

+6-9+

Got a P-wing, Racoon Suit, or Tanooki Suit? If you do, you'll finish this level
in record time. Instead of going down the pipe. Just fly over the ice wall and
this level is yours.

---

+6-10+

I don't feel like giving any strategy for this level. I'll just say that there
are Munchers that are frozen in this level. They are invincible but if you free
the ones over the pipe, you can run back and hit a vine is to the left of where
some ice blocks used to be. Take an ice block from below the brick and launch
it at the brick to sprout it. Climb the vine to the top and hit the P-switch.
Ignore the coins and head for the pipe where the Munchers you freed were, then
get the coins and go down the pipe. A Hammer Suit awaits you. Once out, work
your way through the Buster Beetles and Koopa Troopas while getting past the
rotary dial and end the level.

---

+Fortress 3+

Hopefully you still got your Hammer Suit left from last level. Use it to kill
the Boo Diddlys and the Thwomp Traps. Watch out for the RotoDiscs and carefully
navigate through the stretches and the conveyor belts and do not land into the
spikes (obstacles). Stretches die from the hammers too. Another easy Boom Boom 
fight is at the end.

---

+Airship+
Boss: Lemmy Koopa

Start with a leap of faith over the pit when the opportunity comes. Don't use
the Bolt Lifts at all. Get past those burners when safe. After you make it past
them, you fight Lemmy. He tosses star balls all around. You can actually leap
on them without taking damage. Get three hits on Lemmy to win.

---

Hammer Bros 1: Hammer

Hammer Bros 2: Jugem Cloud

Hammer Bros 3: Starman

Toad House 1: Hammer Suit

Toad House 2: Hammer Suit

White Toad House: Anchor (must get 78 coins in 6-7)

                           *---------------------*
                             World 7: PLANT MAZE
                           *---------------------*
+7-1+

You'll go into a series of pipes as you work your way to the top. After the
first curved pipe, you can do a curvy jump onto the question blocks above and
get a hidden 1-up. Drop down go into the pipe on the left. Jump onto the White
Music Block and get onto the sideway pipe. Another 1-up is in one of the bricks
above it. Keep moving up as you avoid the piranha plants. At the very top, a
1-up is hidden to the very left of the exit pipe. Get it and end this level.

---

+7-2+

You need 46 coins in this level for a White Toad House. To get this one, Frog
Mario is need to get all the coins fast enough. Start off in a Frog Suit and go
past the Nippers. Enter the second pipe to go to a lower level. Get the coins
on the very left and then jump on the P-switch. Quickly get a move-on to snag
all the coins needed for the house. Go back to the surface and watch out for
the Venus Fire Traps who relentlessly attack. At the end, go down the lowest
pipe to go down a level then enter the pipe in that area and make a hasty exit.

---

+7-3+

This is another one of those stages where you can beat the level by maintaining
your invincibility so that the next one can be available. 

---

+7-4+

You have two options. You can use the Frog Suit for when you get ready to swim
through the Jelectros later on in the level or you can use the Fire Suit to get
rid of the annoying fish enemies especially the Blooper Nannys and Big Berthas.
The screen is also scrolling so you got to move fast. You need to swim very
cautiously to avoid touching the Jelectros.

---

+7-5+

It is easy to get lost in this level. Some of the pipes leading to pipes with
hidden coins that block you path. Here is the solution. Go up the pipe at the
start then in the new area, go up the third pipe which comes before the ice
blocks. Go to the very right and use your Racoon or Tanooki Suit to break the
brick. Run and duck under the low ceiling then take the high road. Use your
tail to float the gap then go down at the very right. Get a well-timed jump and
float across the next gap to the exit pipe. If you fail to make it the first
time then you will end up making a bridge of hidden coins. Work your way back
around and you can end the level from there.

---

+Piranha Plants+

Wait until the Piranha Plant to recede then wait for the Venus Fire Trap to do
the same. You will see a set of Munchers rising up and down the small pipes. Be
sure to watch the rhythm of how they move so you can move along with their
pattern safely. Wait for the upsidedown Piranha Plant to pull back then leap
across the pit and wait for the other two plants to do the same and enter the
next pipe after the Venus Fire Trap. A P-wing awaits you.

---

+Fortress+

You can stay to get coins galore but to end this level quickly, start with a
P-wing and enter the door. Fly to the top and enter the pipe. Kill Boom Boom
(this one has wings) as you did before.

---

+7-6+

Avoid the spikes (obstacles) as you use the Directional Lifts to transcend your
way upwards. Try to stay away from the Piranha Plants sprouting in and out from
the sides.

---

+7-7+

Yet another one of those maintain the invincibility levels and this time it is
a definite must because the level is full of Munchers and if your invincibility
wears off, you can cancel Christmas.

---

+7-8+

You will meet every plant you've face in the game with the exception of the
Piranhacus Giagantus. The Nipper Plants even shoot fireballs.

---

+7-9+

This is a wierd maze. Run to the Music Blocks and go up as high as you can then
go left and remove the ice blocks. Go up the crack to be at the very top and go
right. At the Music Blocks, go left, up the crack, left again, and drop down.
Go to the very right and go upwards. At the top, go right and zigzag as far to
the bottom as you can and go right. The exit pipe is not to far away.
---

+Fortress 2+

Just about every pipe in this fortress has a Piranha Plant or a Venus Fire Trap
in it. This makes getting past the Thwomp Traps and Boo Diddlys even tougher.
If you got a Hammer Suit then there is no worries about this level except for
the RotoDisc. The Hammer suit protects you from fireballs when you are in a
crouching position. There is also a Starman that will make this level a little
easier at the start. At the end, you will have to time a curving jump to get in
the pipe or else you'll be killed instantly by the lava below. The fight with
Boom-Boom is the same ol' same ol'.

---

+Piranha Plants 2+

All you will get is a lowsy mushroom so if you got a Music Box in your arsenal,
use it and you won't have to worry about this level since the plant on the map
will go to sleep.

---

+Airship+
Boss: Ludvig Von Koopa

Ignore the Bolt Lifts and just safely cross through the pit via the bottom as
you avoid the jetfire. With a Racoon Suit this airship is easier to jump over
the pits when navigating through the short Bolt Lifts. The boss fight against
Ludvig Von Koopa is a tough one. Just like Roy, he can shake the airship and
temporarily stun you. He can also stun you when he's spinning after he gets
stomped. Three hits still defeat him.

---

Hammer Bros 1: Hammer

Hammer Bros 2: Jugem Cloud

Hammer Bros 3: Starman

Toad House 1: Hammer Suit

Toad House 2: Hammer Suit

White Toad House: P-Wing (must get 46 coins in 7-2)

                           *---------------------*
                             World 8: DARK CASTLE
                           *---------------------*

+Tank Level+

This level takes you through many tanks that shoot lots of cannonballs and lots
of Bob-ombs. If you got a P-Wing then this level is nothing to worry about. All
you got to do is equip it and fly off-screen and to the right during the entire
level then come down when you reach the pipe. Kill the Boomerang Brother for a
Starman and the end of the level.

+Ship Level+

Another level that can be passed easily via the easy way out. All you have to
do here is survive the first ship then swim underneath the other two. Once you
are past ship #3, jump out and go down the pipe. Defeat the Boom-Boom here.

~Note~
he next three levels are random. You can choose to play them if you have not
been pulled down yet.

+Hammer Bros Trap+

You face off against the whole Hammer Bros. clan. First up is one of the Fire
Brothers. Get past it and take on one of the Boomerang Brothers. Just ahead are
the traditional Hammer Bros. and the last enemy is one of the Sledge Brothers.
At the end, you get a Super Leaf item.

+Pobodo Trap+

Don't be in a such a hurry here. Just take your time and make it past the lava
while avoiding the Podobos popping out of it. There is a Super Leaf waiting for
you at the end.

+Cheep-Cheep Trap+

You'll have to be on your toes here. The Cheep-Cheeps here are real tricky and
they can bump you (and possibly kill you) out of nowhere. I suggest that you
open this level with a Starman item to make it easier on yourself. Once again a
Super Leaf is at the end. You'll notice some coins near the end shaped in this
formation -> ^^

+Airship+

To hell with this level. I hope you have a P-wing left because this level is
stupid. The airship moves super fast and it has a lot engine fire that can
burn you alive if you aren't careful. The Monty Moles are no help either. Just
use your P-wing and stay at the top of the level until the end. You will fight
Boom-Boom in the end. He will take flight after the first stomp so stomp him
again the moment he recovers from the first stomp to avoid dealing with flying
Boom-Boom.

+8-1+

This is the first action stage of this level. There are a lot of Bullet Bills
and cannons firing at you and there are also some tricky jumps to maneuver if
you don't have Racoon or Tanooki suit on you.

+8-2+

This level harbors a major shortcut. Just sink into the quicksand at the start
of the level. You will not die but you'll end up in a hidden area with a pipe
on each side. The left pipe will just have a small passage and the right pipe
is full of coins. Once you exit the right pipe, you'll be in-between two Venus
Fire Traps but you are close to the end of the level. Get past them and go up
the hill. Slide down the other side of the hill and hop across the music blocks
to solid ground and the end of the level. Thanks to this shortcut, you do not
have to deal with the Angry Sun.

+Fortress+

Go past the RotoDiscs and enter the door in the upper right. If you play your
cards right then this should be the only door you enter prior to Boom-Boom's
room. Go left and get a Super Leaf if you don't have it already and keep on
pushing to the right as you break blocks in your path. Stay on your toes as you
go through some conveyor belts and Thwomp Traps. At the end, avoid the Thwomp 
Trap and drop down and go left. Hit the right block to bring up a P-switch and
hit it to make a door appear in the upper right. Defeat the Boom-Boom while you
are battling him on the conveyor belt that moves.

+Super Tank Level+

This is the same as the previous tank level with more cannons and Bom-ombs to
deal with. At the end of the level is the final battle with Boom Boom. This one
also sprouts wings after the first stomp.

+Bowser's Castle+

Congratulations on making it this far. Are you ready to take Bowser down? Are
you ready to save princess Toadstool? Are you ready to show the world who is
the number 1 hero? Let's go.

At the beginning, make a run for it because those statues spit lasers at you.
Ride the platform upwards and go right. Stay on the donut lift as it fall until
you see an opening on the right and leap to safety. Avoid the Roto Discs as you
go up the "stairs" and down the other flight of "stairs." Work your way up to
the top as you avoid the Pobodos. Don't stay on the donut lifts too long unless
you don't mind a lava bath. Once at the top, stay up there and enter the door.
This shortcut provides a path leading to Bowser. Get past the laser statues and
the fire breaths and enter the door at the end. It's Bowser time.

The best way to defeat Bowser is to let him defeat himself. If you got a Fire
Suit or a Hammer Suit then  you can kill him outright. Othereise, avoid his 
fireballs and stand on any red bricks that hover over the pit. He will leap in
the air and try to crash down on you. Move out of the way and he'll break away
some brick. Avoid his fireballs again and get away from his next stomp. If he
lands in the same spot three times then he will take a dive into the bottomless
pit and die. Enter the door and save the princess.

=======================SUPER MARIO BROS LOST LEVELS============================

o---------------------o
      INTRODUCTION
o---------------------o

The evil King Koopa aka Bowser has kidnapped Princess Toadstool and turned all
the other Mushroom Kingdom to blocks. These are the things you use as stepping
stools. As Mario or his brother Luigi , you go through 32 normal levels and 20
bonus levels which is really 13 levels divided into 4 substages and save the 
princess whom has the power to undo the spell. Basically the same story as the
first game its just Super Mario Bros. with a facelift.

o---------------------o
       OPTIONS
o---------------------o

Unlike the first game, this is only a one player game where you choose to play
as Mario or Luigi. Luigi is a much better jumper than Mario so most players 
will find themselves using him more often but he has the ability to skid a lot
so that's the price you got to pay for jumping longer distances.


o---------------------o
       CONTROLS
o---------------------o

B button = Jump, stomp enemies, break bricks and hit question blocks above.
Y button = hold to run faster, shoot fireballs
Start = Pause the game, start the game
Select = switch option

left/right = move in that direction
down = go down special pipes

o---------------------o
       GAMEPLAY
o---------------------o

There are eight normal levels and each are seperated into four subsections. 
Each level has their background settings. There is the Overworld (Day time),
Underworld, Underwater, Overworld (Jungle), Overworld (Night), Overworld (Snow),
Clouds and the Castle itself.

If you beat level 8 without using warp zones you go to Level 9 which is mostly
underwater. To get to Level A-D. You must beat the game 8 times.

Red Mushroom - makes you big
Poison Mushroom - makes you small or kills you
Fire Flower - can shoot fireballs
Star - Makes you invincible
Green Mushroom - Extra life.
Axe - dump Bowser in the abyss and complete the castle level.

o---------------------o
       ENEMIES
o---------------------o

American Name: Goomba
Japanese Name: Kuribo
Description: They are the second most common enemies in the Mario series, they
try to walk into you.

American Name: Green Koopa Troopa
Japanese Name: Midori Nokonoko
Description: They behave like the Goombas, they move into a straight line and
try to walk into you or place themselves in inconvenient spots.

American Name: Red Koopa Troopa
Japanese Name: Akai Nokonoko
Description: When they reach the edge of a platform they'll turn around and go
in the opposite direction.

American Name: Hammer Bros.
Japanese Name: Hammer Bros.
Description: They usually hang out where there is a set of bricks around so
they can hop up and down a level while tossing Hammers.

American Name: Buzzy Beetle
Japanese Name: Met
Description: They behave just like the Green Koopa Troopa except fireballs have
no effect on them. The have a new trick where they walk on the ceiling and drop
and spin at you when close.

American Name: Spiny
Japanese Name: Togezo
Description: They spiky shells protect them from being stomped on. That is if
you don't wear a Kuribo Shoe.

American Name: Cheep-Cheep
Japanese Name: Chikkoi Pukupuku
Description: Cheep-Cheeps in the water place themselves in bad spots but out of
the water, they leap out of the water.

American Name: Bullet Bill
Japanese Name: Killer
Description: They are fired out of special cannons. Stand next to the cannons
and they will not fire.

American Name: Blooper
Japanese Name: Gesso
Description: The Bloopers will swim towards you

American Name: Green Koopa Paratroopa
Japanese Name: Midori Patapata
Description: Hops forward in a straight line. Turns into a Koopa Troopa when it
is stomped.

American Name: Red Koopa Paratroopa
Japanese Name: Akai Patapata
Description: All it does is fly up and down and sometimes sideways. You can use
it for leverage to an otherwise hard-to-reach area.

American Name: Lakitu
Japanese Name: Jugem
Description: They continually toss down Spiny Eggs at you. If you kill him, he
will reappear after a few moments.

American Name: Piranha Plant
Japanese Name: Pakkun Flower
Description: They come out of some pipes and munch on anyone who touch them.
If you stand on or next to the pipe, they won't come out. The red ones however,
still come out if you are not directly on the pipe. They also come from above
pipes too.

American Name: Pobodo
Japanese Name: Bubble
Description: In the lava stages, they continually pop out of the lava to catch
unfortunate jumpers.

American Name: Spiny Egg
Japanese Name: Paipo
Description: Tossed by Lakitus, the red ones hatch when they hit the ground and
turn into a Spiny. 

o---------------------o
       SCORING
o---------------------o

You score points by killing all enemies. There is a sequence where if you land
on a group of enemies, the points go from 100, 200, 400, 800, 1000, 2000, 4000,
8000, and 1-ups for each enemy thereafter. Some enemies are worth more points.



                           *---------------------*
                                  World 1
                           *---------------------*

1-1: This guide assumes you are playing as Luigi like we are since he has 
better jumping. At the beginning is a chance to build up to 127 lives. Get past
the green Koopa Troopa and there is a red Koopa Troopa encased in an area. Hit
the second block to uncover a Mushroom then bump it over the wall without
hitting the Koopa Troopa and wait for it to come back to you and get big. Break
the first and third block without hitting the Koopa and it should be marching
back and forth on te forth block. Break the first three blocks up top then jump
against the side of the fourth top block and let go. Mari/Luigi will bounce
continuously against the Koopa Troopa shell and rack up 1-up after 1-up. Once
you're done, go right and avoid the Pirhana Plant on the ground. On the lower
level is a multicoin block. Take the high road now and kick the red Koopa
Troopa to the right and it will ricochet and kill the enemies at the bottom. At
the end of the path is two pipes. Go over the second one but don't go too far.
Jump back to the second pipe and go down, You get a few coins. Do not get the
Poison Mushroom on the far left hidden block. Once out, go right and hit the
flagpole.

1-2: Jump past the Koopa Paratroopa and hop the gap. Jump over the pipe or
stand on it when the Pirhana Plant is down and kill or get past the Goombas 
then run across the high road. Mario has to hop across the falling platforms
to get across. Sucks to be Mario, while Luigi can stay on top, Mario has to get
past a series of pipes with Pirhana plants. There is an elevator of platforms
going up. Mario can use this to get to the top of the screen or stay low. 
Luigi can come down to exit the pipe on the right. Once out you can touch the
flagpole. You could have stayed on top and use the warp in 1-2 but there is a
special surprise for defeating Bowser in World 8 without warping. More on this
later. We'll reveal the warp zones in the end of this guide too.

1-3: Run right and hop on a palm then use a scale to proceed. Take out the
Koopa Troopas or avoid them and watch for the Blooper which is outside its
natural habitat. Hop on the side to side moving platform. Use the scale then
take the high or low road and there is two stones in the air in the center to
take you to the next palm tree, Get the powerup, use the side to side moving
platform, a scake and hop on two palm trees and hit the pole.

1-4: Avoid the firebar at the beginning. Hop over the pits carefully. Luigi
skids a lot and jumps high enough to hit the ceiling. Avoid the firebars. Small
Mario/Luigi can avoid the top ones easily. Watch for the Koopa Troopa in the
way and avoid the Fire Breaths and when you face bowser, wait the right moment
and run or jump over him andget the axe or shoot fireballs at him.

                           *---------------------*
                                  World 2
                           *---------------------*

2-1: Run right and dodge or kill five Koopa Paratroopas. The Power-Up is in the
second block. Hop the water and there is a star in the middle brick. Hop on the
second pipe and hop left to go down a special pipe. The bonus area has a small
gap so run across it instead. Once out, hop across te two pipes and a big palm
tree. Hop on the side to side platform and use the spring to get over the pit.
At the end of the set of bricks where there is a green Koopa Paratroopa in the
area, hit the top blocks and find a beanstalk. Once down, avoid the mushroom on
the left block. Use the spring and vault over the huge pit and kill all enemies
on route to the exit.

2-2: Run past the Green Paratroopa, kill the goombas and avoid the pirhana on
the floor. Get rid of the Koopa Troopas. Hip over the gap and onto the block,
then hop on the pipe and then head forward and make a hard jump to the right
onto the high blocks then make a series of long jumps. There is a thin wall 
with a star in it, When you reach a place where there is a Green Koopa Troopa
and two blocks above it, the pipe before it is a special one. Go down and do 
not jump at the far left because there is a hidden mushroom there. Once out,
jump on it. Jump and hit a hidden coin and Luigi can jump onto the pipe easily
but Mario must hit another hidden coin. Get past the Koopa Troopas and Goombas.
Use the Koopa Paratroopa for leverage if you are mario. Hop to the right and
stomp or avoid the Goombas and hit the flagpole.

2-3: As you go right, there are Koopa Troopas, Koopa Paratroopas, Cheep-Cheeps
and bloopers in the way. Use careful steps and the broken bridges. After a
couple palm trees after the last broken area, then the flagpole is ahead.

2-4: Run right and jump up the narrow passage before the Koopa Troopa comes
then jump on it and kick it to the right and it will knock out more enemies up
to a 1-up. Watch for its ricochet off the firebar block. Avoid the firebar and
stand on the block and hop across the lava. Run across the gaps avoiding more
firebars. The Pobodo appears for the first time here. There is a hidden block
before the next set of firebars. After the last two firebars, you meet Bowser.
Fry him or run under him since the blocks stop your jump and get the axe.

                           *---------------------*
                                  World 3
                           *---------------------*
3-1: Go right and hit the Hammer Brothers from below to get rid of them. Hop
the gap and avoid the poison mushroom in the last coin block. Hop on the brick
then you hit the first coin block for a power-up. Luigi can hop over the large
gap. 

Optional: Go down the grey pipe. Watch out for the bullet bill here and you are
out. You have a free trip to the warp zone that takes you back to level 1.

Get past the Bullet Bills and use the Koopa Paratroopa for leverage to the pipe
and hop across the

3-2: The object of this level as with the other underground levels is to stay
low to the ground and never coming up unless it is necessary. in order to move
on. There are red and blue Cheep-Cheeps and Bloopers in this level. You'll also
encounter a Koopa Paratroopa who doesn't belong in the water is only harmed by
fireballs. Same with the Koopa Troopas. Hell, all enemies can't be stomp on
in the water. After some tricky swimming, you'll come out through a side pipe
and be back on dry land and on the way to the flagpole.

3-3: Kick the Troopa shell into a slew of other Koopa Troopas for a possible
1-up. Wait for the Pirhana Plant to go down and then use the scales to proceed,
wair for the two pirhana plants to go down and move to the catapult and spring
over the scale and land next to the palm tree with a Koopa Toopa. Run across
the falling platforms then jump on the shell on the small steps in the air.
Jump over the Koopa Paratroopa or use it for leverage to get a high score on 
the pole.

3-4: This is one of those castle levels where you need to take the right path
to proceed, the wrong path makes you try again. Take the low path first then
the lowest path again but you'll need to be small. Next, stay at the highest
path and avoid the firebars and take the highest path again. Jump carefully and
jump right to face Bowser if you're Luigi or under him if you're Mario and take
the axe.

                           *---------------------*
                                  World 4
                           *---------------------*

4-1: The red pirhana plants and the Lakitu n' Spinys make their debut here.
Move right and avoid the Spinys if you aren't Fire Mario or Fire Luigi. Lakitu
will leeave when you reach coin blocks. The last block has a power-up. To get
across the water, do a running jump on the spring and push forward till you
are safely across. Lakitu reappears. Do not touch the poison mushroom next to
the pipe. The beanstalk is the lone brick above the pipe. When you come down,
you'll be brought back to the mushroom area before Lakitu reappeared. This time
ignore the beanstalk and head for the pole.

4-2: Watch out for the Bullet Bills and get a Power-up. Grab the star from the
brick next to the two question blocks and trudge your way to the right. Time
your jumps to hop over the first Hammer Brother then take the low road and run
past the red Pirhana plants when they are down and jump right. The pole is 
close by.

4-3: Use the scales, side-to-side platform, and falling platform to the right
and land on a Paratroopa to land safely on the next platform. Get the power-up
if needed then continue right. Watch out for the bullet bills as you use the
falling platform and scale to move right. Use the Koopa Paratroopa for leverage
to the stones and reach the pole.

4-4: There is a large firebar. Get past it then kill three Goombas. Get past
another long firebar and a short one. Then wait for the Koopa Troopas to fall
then hop up the block when the firebar is out of the way. Mario needs a running
jump to do this. Hop past the Hammer Brother and take the low road. Defeat the
Goombas and Koopa Troopas and watch for the fire. When you reach Bowser, watch
for the Pobodo first then the firebar then run under Bowser the first chance
you get an grab the axe.

                           *---------------------*
                                  World 5
                           *---------------------*

5-1: Get rid of the Buzzy Beetle and watch for the overhead red pirhanas. Move
right then at the steps, the wind blows you to the right, time your jumps to
land safely. After the fourth jump, the wind stops. Time your jumps past the
two red pirhanas. Safely make your way to the right till you reach a small step
on the ground, Use it to reach other steps then hop over the Koopa Paratroopas
or use them for levrtage. The beanstake has a lot of coins and leads to level
6 but ignore the beanstalk if you like and reach the pole at the end.

5-2: If you are Big Mario/Luigi, the key point to finishing this level is
getting to the top and staying there until either you drop down and exit or
keep going to reach the warp to level 7. Otherwise, watch for the overhead
pirhana plants and this level is yours. A mushroom or Fire Flower is in an
invisible block at the start.

5-3: Stay on the moving platform until you see two Koopa Paratroopa and use
them to reach the pipe and go down. When you exit, hop across a pipe, scale,
and a big palm tree and watch for Bullet Bills. Hop over the Blooper and land
on a side to side platform and then jump on a Koopa Paratroopa to reach the
palm tree. Use the falling platforms to reach the palm tree after that. After
a scale and small blocks in the area, the pole is ahead.

5-4: Use the falling platforms and get through two Pobodos. Watch for the
firebar in the next corridor. As Luigi, take the high road since you can reach
it easily if he is small. Just watch for the Pobodo. Come down when the firebar
is out of range then watch for the Pobodos afterwards. Avoid the firebars and
take the low road if you're small and you'll be untouched. Hop right carefully
and get through a Pobodo and a long ass firebar and now you got fire breath to
get through. Take the low road again if you are small and get ready to face
Bowser. Nothing changes here.

                           *---------------------*
                                  World 6
                           *---------------------*

6-1: Get the power up where Buzzy Beetle is and ignore the Koopa Paratroopa.
Move through the enemies and try to kick a Koopa Troopa shell into the Hammer 
Brother and hit a hidden coin near the pipe for leverage. Hop onto the Bullet
Bill Cannon and hop right. Avoid the Pirhana plants and bop the Hammer Brothers
from below but try to reach the pipe in the corner. It's a shortcut that takes
you to close to the end.

6-2: Another underwater level. This one is a little harder than the others. Be
careful while swimming high or low. THe enemies are out in full force.

6-3: Cheep-Cheeps and Koopa Troopas and Koopa Paratroopas everywhere. Both
powerups are in a coin block and brick.

6-4: Another maze castle. Take the low road under the long firebar. After the
pipe, get past the Hammer Brother and take the top path, now take the bottom 
path next under the pipes and use the side to side platform at the bottom. Stay
low and get past Bowser. He throws Hammers this time.

                           *---------------------*
                                  World 7
                           *---------------------*

7-1: The wind blows early but it helps a little to get you across the first
pit. Maneuver through the pipes and run across the gaps. Watch for the Bullet
Bills and Cheep-Cheeps and get the star. Now it's time to rampage through the
level. The exit will not be far ahead once the invincibility wears off.

7-2: Use the moving platform and get a Power-up and bounce off two Koopa
Paratroopas and go down a high pipe. You should have fireballs now after
getting the flower from the bonus area. Shoot everything in sight then avoid
the firebars and use the two falling platforms to reach safe ground then use a
Koopa Paratroopa to reach the next falling platform and a pipe. The pole is a
leap to the right.

7-3: The wind blows early. Watch out. Start off jumping from spring to spring.
When you land on safe ground, get a mushroom and start moving from spring to
spring again. Watch for the firebars and the exit is shortly after the wind
stops.

7-4: General tip. Stay away from the top of level. Once you go up there, you
won't come back down and will have to die of time out. This is the hardest of
all castles. Avoid the firebars and get a hidden mushroom on the wall before
the elevators and before the firebar touches you. Get acroos the elevator and
don't go up there. Go down and zigzag past the firebar. Kick the last Koopa
Troopa into the swarm of Buzzy Beetles and get a 1-up. Carefully sacrifice
your power-uo in the first firebar and use the invincibility to get past the
second one quickly. Get past the fire breath and Pobodos and run under Bowser
and avoid the hammers and dump him.

                           *---------------------*
                                  World 8
                           *---------------------*

8-1: Kick the Buzzy Beetle aside and get a Mushroom which you know you need
since you sacrificed it in World 7-4. The wind blows. Use the Koopa Paratroopas
for leverage to get across. Watch for the Hammer Brothers here and take the
high road or low road to avoid the next one. Be careful and the exit is just
ahead.

8-2: This level is tricky because the exit is elsewhere. Use the falling
platform to reach a brick with a mushroom. Use the spring to get on the wall
then jump onto some steps. keep moving and go past the Koopa Paratroopa but
don't scroll past it. Stand on the brick on the right and let the Hammer
Brother fall to its death then bounce off the Koopa Paratroopa and reveal a
beanstalk that leads to  the flagpole. If you mess up, go to the end and go
down the bonus pipe and try again.

8-3: Kill the Lakitu and jump to the clouds and as Luigi, you can jump off the
edge of the clouds and land on the falling platform. Get rid of the Lakitu and
Koopa Troopas and start jumping past the Hammer Brothers hammers when safe but
watch for a Poison Mushroom hidden block that messes you up when jumping past
the second Hammer Brother. Use the spring to hop onto the Koopa Paratroopas and
get past the second set of Hammer Brothers. Use two hidden coins to reach the
scales and the exit is straight ahead.

8-4: Curve your jump to get below then hop across the lava pit. Get past the
Pobodo and firebar and use the Koopa Paratroopa for leverage then get in the
pipe below the blocks. Swim your way carefully to the exit pipe. Curve your
jump to  get on the right pipe but watch for the Pirahana plant then go down.
Hop to the right and avoid the Posion Mushroom in the thrid coin block. Use the
side to side platform below and stay low and hop over the long firebar and at
the end of the corridor, wait for the Koopa Paratroopas to be one down and one
right and hop on them to get through. There is a Mushroom above the exit pipe.
Run under Bowser then get past the Buzzy Beetle and Pirhana plant to face the
real Bowser. Get past him to save the princess and she'll recite a poem.

Peace is paved
The kingdom is saved
Hurrah to Mario/Luigi
our only hero
This ends your trip
of a long friendship

100000pts added for each player left in the FDS version.

                           *---------------------*
                                  World 9
                           *---------------------*

9-1: Go down the pipe and swim through an underwater version of the overworld.
The enemies here are mostly from the overworld and you can only kill them with
fireballs.

9-2: Another underwater level. Juke and jive through Pirhana plants and Lakitu
n Spinies and that's it.

9-3: What the hell? Bowser outside of his castle? Stay at the very top of this
level to complete it

9-4: This is a short level, you'll notice the walls are shaped funny. We'll
they are Kanji characters aka Japanese letters that spell arigatou which means
"thank you" in English.

                           *---------------------*
                                  World A
                           *---------------------*

A-1: There is a Mushroom hidden in between the blocks, and once you get rid of
the green Koopa Troopas, check the bricks above for a beanstalk and get coins
in the clouds. Once down, there is a 1-up in the block next to you. Kick the
top Koopa Troopa to the left to get rid of other enemies and a 1-up as it
zigzags down. Get past the hammer brothers and the Koopa Paratroopas and the
Pirhana Plants. Get rid of the Koopa Troopas on the thin walls and the exit
is ahead.

A-2: Use the spring to reveal a 1-up and move right but slow down so it can 
catch up to you then catch it as it falls. Get to the top of the level ASAP
and stay there, its hell making it to the exit via bottom. You can drop down
and go to A-3 or keep moving and warp to World B-1

A-3: This is an easy level. The wind blows temporarily. All you have to worry
about are the Cheep Cheeps landing on you and that's it. The other enemies are
no real threat.

A-4: Avoid the Pobodo and firebars especially the long one that can get you if
you are on the coin block containing a power-up. Avoid two more firebars and a
Pobodo and hop a pit. Go up the steps and kick a Koopa Troopa shell and what's
this? Pobodos aren't invincible after all as you'll find out. Watch for the 
gang of Pobodos then some Bullet Bills and fire breath and now its time to
dump hammer-throwing Bowser.

                           *---------------------*
                                  World B
                           *---------------------*

B-1: Get the coins and leap on two pipes carefully. A power-up is the 3rd loose
coin block. Now the general rule us to stay on top of the level as much as you
can to beat this level easily.

B-2: This is an underwater level. Nothing fancy here. Just be careful. There is
a long firebar in this level and a Koopa Paratroopa at the end.

B-3: This level is simple until you get to the spring. By this time, the Bullet
Bills appear and the jumps are trickier. But we think you'll still make it out
of here with hardly any trouble.

B-4: Avoid going down all pipes. If you want to warp to level D (there is no
penalty for doing so), go down the fifth pipe from the start. Otherwise, just
keep going till you face and defeat Bowser.

                           *---------------------*
                                  World C
                           *---------------------*

C-1: Maneuver through pirhana plants and Koopa Paratroopas and you'll be fine
for the first part. Just watch for the overhead pirhana plants the most. Luigi
can make it over the pit almost but almost doesn't count. Use the Koopa
Paratroopa to get by. Get past a Hammer Brother and use the Koopa Paratroopa
for leverage. The exit is a little ways ahead.

C-2: Juke and jive through Cheep Cheeps, Bloopers, and Koopa Paratroopas for 
the first part. Jump carefully across two loose stones and a palm tree, leap
onto a Koopa Paratroopa to get across safely. Watch for Bullet bills and this
level is over.

C-3: This is World 7-3 all over again. Only difference is that there is a
Lakitu that throws Spinies and that's it. Refer to World 7-3 for more info.

C-4: Another case of dejavu as this is a remake of World 7-4 with a couple
added obstacles. Like before, stay away from the top of the level because once
you go up, you ain't getting back down.

                           *---------------------*
                                  World D
                           *---------------------*

D-1: The Hammer Brothers arrive early and their pattern is hard. Try to bop
them from below if you are lucky enough. Otherwise, creep slowly and wait for
the top one to arrive first and approach then jump past it. Then deal with the
second one by any means. Use the Koopa Paratroopa to make it across. Go down
one pipe and get bonus coins and when you come out, a mushroom is near the 
river. The Hammer Brothers arrive later on again. The wind blows temporarily
but stops as you near the pole.

D-2: Kick a Koopa Troopa shell down the gap. Watch for overhead Pirhana Plants.
Hop onto the top area from the Bullet Bill Cannon if you are Luigi. You can go
down the pipe. Use the stone to reach the stone and pole.

D-3: Watch out for the Bullet Blls here. Get the powerup and use the hidden
coin to avoid the Hammer Brothers. Spring over the wall, get past another
Hammer Brother. Get past more bullet bills and Hammer Brothers and the exit is
after the last set of cannons you'll need for leverage.

D-4: The beginning is just like World 8-4 except you keep on going instead of
going down the pipe below the blocks. At the end is a pipe leading to the
Overworld. Stay on the pipe until you can safely leap over the Hammer Brother.
The wind blows shortly. Go down the pipe when it is safe to jump. Its a bonus
area that leads back to the Castle. Run under Bowser, get past the Hammer 
Brother and Bowser is not too far. Beat him and you survive the ultimate
challenge that Nintendo was afraid to bring to the US.

o---------------------o
       WARP ZONES
o---------------------o
There are 10 Warp Zones in all.

World 1-2: Hit one of the blocks above the second pipe from the start of the
level to create a beanstalk. It leads to World 3

World 1-2: Get to the top and go past the exit and go down the pipe. Go to
the far right as you can and use the two invisible blocks before the lava to
get to the top and reach the warp to World 4

World 1-2: Same as getting to World 4 except instead of going down the pipe,
you just keep going till you reach a warp to World 2

3-1: The are two ways to get to this warp. Go down the first pipe or spring
over the flagpole. This leads back to World 1

5-1: Climb the beanstalk near the end and it leads to World 6

5-2: Hit the hanging block near the up elevator to reveal a beanstalk that
leads to World 8

5-2: Stay on top of the level and get past the exit pipe and it leads to World
7.

8-1: Go into the first pipe after the fifth upside down pipe and it leads to
World 5.

A-2: Stay on top of the level and go past the exit to warp to World B

B-4: Go down the fifth pipe you see and it leads to World D.

o---------------------o
        SECRETS
o---------------------o
To play level 9, you must beat Level 8 without using any warps zones throughout
the game.

o---------------------o
        CREDITS
o---------------------o

Nintendo - created the game
GameFAQs for hosting
You for reading.

o---------------------o
       CONTACT ME
o---------------------o
azulfria[at]hotmail[dot]com 
[at] = @ and [dot] = .
Don't want any email bots.

Thank you for reading

-Ice Queen Zero