@@@@@                 @@@@@@@                 @@@@@@@@@
          @######&   @!!!!@       @&&&&&&&&@   #@@@@@@@   &%%%%%%%%%@
        ######%%##%@ @!!!!@ !!!!@ @&&&&&&&&&&&#!!!!!!!@   &%%%%%%%%%%%@
       @######@   @  @!!!!@ !!!!@ @&&&&@ &&&&&@!!!@@@#@   &%%%%&  @%%%&
        @#######@    @!!!!@ !!!!@ @&&&&@ @&&&&@!!!        &%%%%& @%%%%&
          &######%   @!!!!@ !!!!@ @&&&&@ &&&%&@!!!!!!!@   &%%%%%&%%%%%#
           &#######  @!!!!@&!!!!@ @&&&&&&&&&&!@!!!@@@@@   &%%%%%%%%%@
          @&######@  @!!!!!!!!!!@ @&&&&&&&&@@&@!!!        &%%%%&%%%%%
       @#########&   @!!!!!!!!@@  @&&&&@      @!!!!!!!!!! &%%%%& @%%%%&
        %#####@@      @@@@@@@@@   @&&&&@      @@@@@@@@@@@ &%%%%&  @%%%@
          &#                      @@@@@@                           @%@

   #####@   #!@@                    @!&&&&&&&#@     @@@@@@
   %#####@ &######@     @@@@@@      @&&&&&&&&&&&&   @!!!!&
  @#######&#######@    @!!!!!!@@@   @&&&&&&&&&&&&&& @!!!!&
  @################@  @!!!!!!!!!!@  @&&&&&&@@%&&&&& @!!!!!@      @@@@
  &################& @!!!!!!!!!!!@  @&&&&&&@  @&&&& @!!!!!@  #&%%%%%%%%&&
 @###########!@#####@!!!!!!!!!!!!@  @&&&&&&@ @&&&&& @!!!!!@%%%%%%%%%%%%%%%&
 @#####&####&@ @#####&!!!!& &!!!!@  @&&&&&&@#%&&&&& @!!!!!!@%%%%%%%&&%%%%%%%&
@%#####@ ##&#   &####&&!!%  &!!!!!@ @&&&&&&&&&&&@   @!!!!!!@%%%%%%@  @%%%%%%%@
@######@  &    @&#####&!!!!!!!!!!!!@@&&&&&&&&&&&&%@ @!!!!!!!@%%%%%%   %%%%%%%@
@######@      @!&#####&%!!!!!!!!!!!@@&&&&&&@&&&&&&&&@!!!!!!!@%%%%%%%%%%%%%%%@
@#######@        @######@   @@&!!!!!!@&&&&&&@ @%&&&&&@!!!!!!!@@&%%%%%%%%%%%%&#
@#######@         @%##@       @!!!!!!!@&&&&&@  @&&&@ @@@@@@@@@  %%%%%%%%%%&@@
@&&&&&&&@          @          @&&&&&&&@@@@@@#    @               @&&@@

&&&&&&&&       &&&&&&&&#                     #&              %%%%%%%%%@@@@@
#########&     @!!!!!!!!!@                 @!!!!!@         %%%%%%%%%%%%@@
###########@  @!!!!!!!!!!!%              @!!!!!!!!&        %%%%%%%%%%%%@@@
#####  ######@@!!!!!!@@!!!!&           &!!!!!!!!@         %%%%%%  !%%%%%@@
#####  !#####@!!!!!!@  @!!!&    @&!@    &!!!!!!@          #&%%&    %%%%%@@@
#####  #####&@!!!!!!@ #%!!!@&&&&&&&&&&&#  &!!!!!!                %%%%%%@@@@
##########&  @!!!!!!@!!!!!!@&&&&&&&&&&&&&   &!!!!!!              %%%%%%@@@
##########& @!!!!!!!!!!!!!@&&&&&&&&&&&&&&    &!!!!!@      &%%%%@   %%%%%@
############&&!!!!!!!!!!!@&&&&&&#  @&&&&&@ @!!!!!!#       %%%%%&  !%%%%%@@
##############@!!!!!!!!!!!!@&&&&%@@&&&&&&@@!!!!!!@        @%%%%%%%%%%%%%@@  @@@
#####  #######@!!!@#@!!!!!!!!@&&&&&&&&&&&@!!!!!!@          %%%%%%%%%%%%@@@ !@@@
#####  ######@!!!!@   @&!!!@&&&&&&&&&&@ &!!!!!!@  @!!!@     %%%%%%%%%%#@@@@@@@
###########@!!!!!!@     @@    @@&&&&@     !!!!@   @!!!@      @@%%%%%@@@@@@@@@@
                                           #     #@#@#         @@@@@@@@@

ASCII Art is copyright Atom Edge!  Great work man!

Copyright Nintendo 1989
Written By Brian P. Sulpher
E-mail: [email protected]
Version 4.4
Dates Written: March 20th to June 13th, 2003

I dedicate this to the BIG AMERICAN PARTY!  Everybody disco dancing!  Lots
of fun, good time for all!  I'm having very good time!  Clerks the Animated
Series!  Thanks to Kaze Sama for being the first to answer my request for a
dedication!

Also, for Cougar, Howler, and Koonce.  I miss you, and I hope you are living
it up in the afterlife as you did in this world.  You will always be in my
memories, and you will never be forgotten.

If you enjoy this FAQ and want to give back, you can click the Donate button
by my author name above, and send some money my way (via Paypal). I have no
set amount or minimum, so feel free to donate as little as you like (this is
simply a from the bottom of your heart deal). Thanks for your consideration,
now on with the FAQ!

-----------
Version 1.0
-----------

-Submitted guide on June 13th, 2003

-----------
Version 2.0
-----------

-Submitted guide on July 31th, 2003
-Added in some Bonus Pipes I missed (thanks to Nintendo Power for the
locations I missed)
-Fixed the Introduction at the "request" of Ryan Harrison


-----------
Version 2.5
-----------

-Submitted guide on November 22nd, 2003
-Did some format alterations
-Added in some content in a few areas

-----------
Version 2.6
-----------

-Submitted guide on February 17th, 2004
-Added in credits section (giving thanks to PegBoy for his diagrams as I
completely forgot to credit him before.  Sorry Dude!)

-----------
Version 3.0
-----------

-Submitted guide on April 5th, 2004
-Updated World 7-7 to include a missed 1-Up (thanks to Javier Dorantes
Hernandez for the e-mail on this)
-Altered the format & corrected some errors

-----------
Version 3.5
-----------

-Submitted guide on August 30th, 2004
-Fixed up my Para-Beetle info, as I have had tons of e-mails about them
(thanks to the masses for the correction)
-Fixed up the Card Solution game, once again thanks to a couple readers who
pointed out I had left and right switched in the directions

-----------
Version 3.6
-----------

-Submitted guide on 18th of October, 2005
-I added in Retronintendo and Honestgamers as sites allowed to use my FAQs
-Altered the format to make it easier on the eyes of the reader

-----------
Version 4.0
-----------

-Submitted guide on 12th of October, 2007
-Fixed up a mistake in the first Fortress in World Seven (thanks to Sarah
Zseleczky for the heads up)
-Added in a missed Power-Up in Level 3-7 (thanks to Talon Mulnix for this
contribution)
-Fixed an error in the Chain Chomp listing (thanks to Jonathan Miller for
this correction)

-----------
Version 4.1
-----------

-Submitted guide on 8th of January, 2008
-Fixed an error in the Card Game Solutions (thanks to Joe Follo for the
correction)

-----------
Version 4.2
-----------

-Submitted guide on 6th of January, 2010
-Corrected info on the Buzzy Beetle (thanks to David Moronez for the heads
up)
-Also added in a note about the 28 P-Wings you get for beating the game

-----------
Version 4.3
-----------

-Submitted guide on 15th of January, 2013
-Corrected Bowser misspelling in the introduction (thanks to Ben Brundage)
-Added in two missing 1-Up Mushrooms in the World 5 first fortress (thanks
to Megan Nicole)
-Fixed up the N-Spade card game information error (thanks to Erica Chestnut)
-Added a missing 1-Up Mushroom in World 7-5 (thanks to JD Shin)

-----------
Version 4.4
-----------

-Submitted guide on 2nd of December, 2014
-Added in a missed P-Switch in Level 3-3 (thanks to Michael C.)

----------------------------------------------------------------------------
-----------------------------Table Of Contents------------------------------
----------------------------------------------------------------------------

1) Introduction
2) Controls
3) Advanced Moves
4) World One
5) World Two
6) World Three
7) World Four
8) World Five
9) World Six
10)World Seven
11)World Eight
12)Enemies
13)Hammer Brothers and The Koopa Klan
14)Items
15)White Mushroom Houses
16)Card Game Solutions
17)Warp Whistle Locations
18)Coin Ship
19)Mario Brothers Battles
20)1-Up Tricks
21)Various Tricks
22)Credits
23)Final Word

----------------------------------------------------------------------------
----------------------------------Introduction------------------------------
----------------------------------------------------------------------------

1) Welcome to what is hailed as the crowning achievement of all of the NES
  games.  It is the third installment of the Mario series on the NES, and
  it so happens to be the largest and most loved of the series as well.
  Mario and Luigi have returned, and once again they are battling Bowser.
  However, it is not direct battle with Bowser until his never before
  mentioned kids Larry Koopa, Morton Koopa Jr., Wendy O. Koopa, Iggy Koopa,
  Roy Koopa, Lemmy Koopa, and Ludwig Von Koopa.  With some crazy new
  power-ups along with some classics, Mario and Luigi are prepped and ready
  to go do battle with Bowser and his brood to free the Mushroom Kingdom
  from tyranny!

  Keep in mind that I will refer to the character being played as Mario
  throughout the FAQ, but this does not mean that Luigi can not do the same
  as they have identical skills in this game.

----------------------------------------------------------------------------
------------------------------------Controls--------------------------------
----------------------------------------------------------------------------

2) This section will look at the basic controls for the Regular play and the
  Mario Brothers Battles.


                             o------------------o
                             | Regular Controls |
                             o------------------o

D-Pad...: LEFT and RIGHT will move Mario in the corresponding directions.
         UP is used to climb things like vines as well as entering doors.
         DOWN is used to descend down things like vines as well as causing
         Mario to duck.

SELECT..: No apparent use.

START...: Pauses/unpauses the game.

B Button: When held down, Mario will run.

A Button: Press this to jump.


                              o--------------o
                              | Map Controls |
                              o--------------o

D-Pad...: Moves Mario in the corresponding direction pressed.  This will
         also scroll your cursor through the Item Bar.

SELECT..: No apparent use.

START...: No apparent use.

B Button: Opens/closes the Item Bar.

A Button: Enters icons on map as well as inputting selection in the Item
         Bar.


                         o------------------------o
                         | Mario Brothers Battles |
                         o------------------------o

D-Pad...: LEFT and RIGHT move Mario in the corresponding direction.

SELECT..: No apparent use.

START...: Pauses/unpauses the game.

B Button: When held down, Mario will run.

A Button: Press this to jump.

----------------------------------------------------------------------------
----------------------------------Advance Moves-----------------------------
----------------------------------------------------------------------------

3) This section will look at all aspects of every Power-Ups as well as
  general Advanced Moves that can be done in any Power-Up situation.


                              o---------------o
                              | Anytime Moves |
                              o---------------o

These can be done at any time with any Power-Up, unless the Power-Up
prohibits it.

Gap Dashing...: When the space between platforms are one space, you can hold
               the B Button to pass over the holes without falling through.

Flying Squat..: When you have to fly into a small space, Hold the B Button as
               you run to build your flying meter.  As soon as you hit the
               flying speed, press DOWN to go into a squat and then
               immediately take flight.  You can then fly in the squat
               allowing Mario to enter small spaces.

Shell Grabbing: After a Koopa Troopa or Buzzy Beetle have been retreated into
               their shells, Hold the B Button to pick their shells up.
               Then you will carry the shell till the B Button is released.

Slide Duck....: Sometimes the open space is only the size that Regular Mario
               could normally pass through, but Mario can run at the space,
               duck (press DOWN) just before he gets there, and then he
               will slide through to the far side.

Sliding.......: On a hill's slope, press DOWN to slide down the hill and
               kill enemies that are in the way.

Slope Jumping.: Sometimes the sliding down the hill will bring Mario to a
               bump at the end that he can jump off the end of to fly far
               into the air provided he timed it right.

Super Jump....: When you hop on an enemy, hold the A Button to fly farther
               into the air than a normal hop would bring Mario.


                             o---------------o
                             | Raccoon Mario |
                             o---------------o

Flying.....: Hold down the B Button to run, and when the flying meter fills
            up, press the A Button repeatedly to flap into the air with your
            tail.

Tail Attack: Press the B Button to swing your Raccoon tail at enemies,
            bricks, etc.


                              o-------------o
                              | Fiery Mario |
                              o-------------o

Fireballs: Press the B Button to throw fireballs at your enemies.  Up to two
          fireballs can be thrown at a time.


                             o---------------o
                             | Tanooki Mario |
                             o---------------o

Flying......: Hold down the B Button to run, and when the flying meter fills
             up, press the A Button repeatedly to flap into the air with
             your tail.

Tail Attack.: Press the B Button to swing your Raccoon tail at enemies,
             bricks, etc.

Statue Stomp: When Mario wants to become a statue, hold DOWN and B Button to
             turn into a statue.  However, this effect has a maximum time
             of five seconds before turning back into Tanooki Mario
             (although it can be reapplied repeatedly).


                              o------------o
                              | Frog Mario |
                              o------------o

Swimming: Mario can take strong strokes by pressing the A Button, but he can
         also use the D-Pad to steer about the water effectively.


                             o--------------o
                             | Hammer Mario |
                             o--------------o

Fire Repellant: Duck inside of the helmet to become invulnerable to fireball
               attacks.

Hammer Throw..: Mario can toss Hammers in this suit to kill many enemies he
               otherwise could not.  He can throw two hammers at a time.

----------------------------------------------------------------------------
------------------------------------World One-------------------------------
----------------------------------------------------------------------------

4) Welcome to Grass Land!  This section will give you the know all for
  getting through with ease.

______________________________
KEY                           |
                             |
S - Start Location            |
X - Level Location            |
F - Fortress Location         |
S - Spade House Location      |
T - Toad House Location       |
W - Wandering Hammer Brothers |
L - Locked Door Location      |
C - Castle Location           |
______________________________|


      G R A S S   L A N D

         X-----X--X---+
         |     |      |
         |     |      |
   --S---+     +--X---T
         L     |
         +--F--H
         |
         |
         |  T--+--W---C
         |     |
         X-----X


                       o-------------------------o
                       | Mushroom House Contents |
                       o-------------------------o

House #1: Random Distribution
Items...: Super Mushroom, Fire Flower, Raccoon Leaf

House #2: Random Distribution
Items...: Super Mushroom, Fire Flower, Raccoon Leaf


                      o---------------------------o
                      | Wandering Hammer Brothers |
                      o---------------------------o

Brother Set #1: Invincible Starman


                              o-----------o
                              | Level 1-1 |
                              o-----------o

A Goomba approaches Mario to start the level, which is a tribute to the
original Super Mario Brothers.  Hit the four ? Blocks to get three Coins and
a Super Mushroom before going right to pass a Pirahna Plant.  Stomp the Red
Koopa Troopa, kick it's shell right, and grab the Power-Up that comes out of
the ? Block.  Now the walkthrough splits up based on your Power-Up level.

                               ==========
                               OPTION ONE
                               ==========

If you are Raccoon Mario, start off by clearing the two Goombas and the
Para-Goomba out of the way, and then run back to the left till a block is in
your path.  Now run to the right until you are almost to the cliff, at which
point you should fly into the air along the coin trail to find some ledges
in the sky.  Grab the first three Coins, hit the block on it's right side so
the 1-Up falls left, and then go right to get more Coins.  Now head left so
you are on the edge of the cloud platform, and then run right to take flight
to go until you see a tall green pipe to land on and go into.  Inside are
Coins in the shape of a 3, and then you get outside, head left.

                               ==========
                               OPTION TWO
                               ==========

Go through the two Goombas and Para-Goomba, jump the gap, and then walk
underneath the three Green Paratroopa Koopas on the ledge above to kill a
Green Koopa Troopa so you can grab the Power-Up from the ? Block.  Go past
the gap, up the wooden blocks to jump the next gap, and then make your way
past the gap there to find a Pirahna Plant and a Venus Fire Trap in two
pipes.  Go right past them.

                                ========
                                REJOINED
                                ========

Now you should stomp the Red Koopa Troopa on the right, and then kick the
shell to the left to break some bricks out of your path.  Walk underneath
the resulting overhanging bricks on the left, jump to reveal a P-Switch, and
stomp it to turn the Bricks into Coins!  You can reset this P-Switch by
flying into the pipe high above and then exiting to come back left to
collect once more.

Once you have had your fill of Coins, go right though the pipe to run right
and into the black segment to hit the card slot for your card to finish the
level!


                              o-----------o
                              | Level 1-2 |
                              o-----------o

Run up the hill, go past the pipe, and then down the hill to tangle with a
Goomba.  Hit the ? Block to get a Power-Up before going on top of the block
to hop onto the "T" Pipe.  In this next valley is a location for the
"Endless Enemy Stomp" 1-Up Trick, so read section 20 for more details on
this maneuver.

Head right past the Para-Goomba to hop a pipe before running down a hill to
duck and slide under the bricks, where you jump to reveal a P-Switch!  Hit
it and then use the recently made bricks on the left of the floating pipe
to make your way onto the said floating pipe so Mario can go inside to get
20 Coins.

When you reappear, go right down the hill to duck as you slide to jump and
make the P-Switch appear again.  Now climb the bricks back on top of the
floating pipe, which is where Mario should stand on the right side of the
pipe before jumping up to hit a brick off screen that holds a 1-Up Mushroom.
Now head right up the hill (kill the Goombas as you go), and then hit the
second Note Block to get a Power-Up.

Continue right to the next slope where you should press DOWN to slide down
the slope, killing two Goombas as you avoid the Venus Fire Traps fireball.
If you use the floating Note Blocs to cross the gap on the right, the third
Note Block will spit out an Invincible Starman for Mario to use!  Run right
through the Goomba, Venus Fire Trap, and the Para-Goomba with Micro-Goombas
to reach the dark segment of the level to hit the slot block for your card!


                              o-----------o
                              | Level 1-3 |
                              o-----------o

Start off by stomping the Green Koopa Troopa, followed by picking up it's
shell before running right at top speed to plow through the Boomerang
Brother.  Use the Not Blocks to get on top of the brick formation, stomp the
Red Koopa Troopa, and then kick it left into the brick formation to clear
out some of the bricks.  Jump into the resulting hole, jump onto the ledge
on the right, and then start hitting the Coin Block in the second brick to
the right of the hole.  Now go back down to ground level on the left, and the
first block to your right contains a Power-Up.  Now the level enters a
split, so the walkthrough will cover both routes.

                               ==========
                               OPTION ONE
                               ==========

Go to the bricks on the left, jump up to reveal an oddly-hued Not Block, and
then jump off of it to go to Coin Heaven.  Coin Heaven has five sets of 7
Coins as well as 22 Coins in the sky surrounding a brick containing a 1-Up
Mushroom.  After collecting the third set of Coins on the ground, fly to
the sky (if you are Raccoon Mario of course) to get the 1-Up and extra Coins
before covering the rest of the ground and head down the pipe.  When you
land, head left past the Para-Goomba with Micro-Goombas, a Green Koopa
Troopa, two Goombas, and then onto a white block to kick a Red Koopa Troopa.

                               ==========
                               OPTION TWO
                               ==========

Go right to fight a Green Koopa Troopa before hopping the barrier ahead to
kill a Goomba.  Now hit the top wooden block in the next barrier to make a
Power-Up appear, and then continue right to kill a Para-Goomba in the next
two segmented parts between wooden barriers.  Jump the last wooden barrier
to jump a small gap to fight a Boomerang Brother before continuing right to
jump another gap.  Head up the floating blocks to kick a Red Koopa Troopa
off of a white block.

                                ========
                                REJOINED
                                ========

If you want the Warp Whistle, duck down on the white block for five seconds
to fall behind the scenery, and then dash wildly to the right while avoiding
enemies.  If you are fast enough, you will slip behind the black segment of
the scenery at the end of the level to find a secret Mushroom House where
Toad gives Mario a Warp Whistle!

If you wish to finish the level normally, just head right past the various
members of the Goomba family to get to the box slot to get your card for
finishing the level!


                              o-----------o
                              | Level 1-4 |
                              o-----------o

This level is the White Mushroom House level, so go into this level trying
to collect all the Coins possible to win yourself a fabulous prize!  This
level requires you collect a minimum of 44 Coins to make the White Mushroom
House appear.

Jump to the brick ledge on the right, wait till you see a moving platform
move under three Coins, which is your cue to jump over and get the Coins
before the platform falls away (you jump to the next ledge on the right).
Grab the three Coins here, and then jump across the three fallaway platforms
as you aim for the lower ledge.  Jump up and hit the second brick from the
left to find a 1-Up Mushroom (hit left side of brick), and then go right to
use another fallaway ledge to reach a brick ledge where three more coins
await.

Get the three Coins as you hop to the next ledge, step down to lower brick
ledge, and go right until you reach the spot where the first block above is
directly overhead.  Nail the Coin Block, go left to get a Power-Up from the
block on the left, and then go up a ledge to head right to grab the Red
Koopa Troopa's shell and jump to the high ledge.  Kick the shell at the
brick on the end to get a 1-Up to appear, so be fast to get it before it
falls down into the depths below.

Use the fallaway platforms below your position to get the three Coins as you
climb in altitude to the next brick ledge, and then wait till the next
fallaway platform lines up with the big vertical Coin line (grab all of them
before jumping right to the brick ledge.  Get on the elevated part of the
ledge, jump to break a brick, and then keep jumping into the Coin Block till
it is finished.  Use the fallaway ledges to get to the last brick ledge, and
then jump past the Red Paratroopa Troopa to get the last three Coins in the
level, and then head down the pipe.

Run right to the slot box before the Boomerang Brother to your left can
throw his weapon at you so you exit the level!  If you were diligent in
your Coin collecting, a shiny new P-Wing will belong to you!


                       o-----------------------o
                       | World One Fortress #1 |
                       o-----------------------o

Run right from the start to jump across three lava pits (each with their own
Podoboo) to land on a platform where a Power-Up sits in a ? Block.  Jump the
lava pit to the right (again watching for the Podoboo), head right through
the enclosed area to enter a more open area with two Roto-Discs.  Head right
to jump another lava pit (two Podoboos here) to jump another lava pit to a
platform with a Roto-Disc, followed by one more lava pit jump (Podoboo in
here).  Now the walkthrough splits up into two paths.

                               ==========
                               OPTION ONE
                               ==========

If you would like to get a Warp Whistle, hit the ? Block for a Raccoon Leaf
(if you are not Raccoon Mario, you can not get this Warp Whistle), and then
stomp the Dry Bones as you go right to PASS the door.  Run left to get
flying speed, take off straight up in air (just to left of ? Block), and
when you see the wall to your right is tight against Mario, start pushing
RIGHT while flying.  If done correctly, Mario will end up on the roof off
screen, so go RIGHT till you can go further, press UP, and then you fall
into a room where the Warp Whistle awaits Mario in a Treasure Chest.

                               ==========
                               OPTION TWO
                               ==========

Grab the ? Block if you wish, stomp the Dry Bones, and go through the door
on the right.  Go right to get in the one part of the falling ceiling where
the spikes will not hit you, wait for the pikes to raise before jumping the
gaps on the right to take off for the far right.  Wait for the ceiling to
come down and then retreat back up so the door appears, which you go
through.

Run right to fight your first Boom-Boom!  Remember to jump on his head three
times, but wait for him to retract his spikes between hits before attempting
to hurt him.  Grab the ? Ball and head out of the Fortress!


                              o-----------o
                              | Level 1-5 |
                              o-----------o

You will slide down the slope through four Buzzy Beetles, collect the Coins,
and then head up the slope to go past some Pirahna Plants and a Buzzy
Beetle.  When the path forks, take the top path towards the surface, but
when the path cuts straight up, look for a discoloured splotch in the
background.  Jump up at it to reveal the off-hued Note Block, which when
jumped on will take you to Coin Heaven!

Once you land, walk right to jump over the hill to tangle with a Green Koopa
Troopa.  Go into the hole, wait at the top for the Venus Fire Trap below to
spit the fireball, and then run down the hill past it while it is in the
pipe.  Run past the Pirahna Plant to go up a pipe.

Run right to hit the box slot to exit the level!


                              o-----------o
                              | Level 1-6 |
                              o-----------o

Head right across the platforms to kill two Red Koopa Troopas, followed by
grabbing the Power-Up from the ? Block.  Jump to the right to use the lift
to reach a Note Block bounce to a green hill.  Jump past the Red Paratroopa
Koopa onto the grass to take out a Green Koopa Troopa.  Hit the left bricks
for a Coin, and then do a running slide under the right brick to hit a Coin
Block, followed by getting the 1-Up Mushroom from the set of bricks above
Mario.

Head right to fall down the hole to the small wooden block below before
jumping to the lift on the right.  Ride the lift right, jump the Red
Paratroopa Koopa, and then jump to the wooden block ledge.  Jump to the
right to the moving ledge, and then onto the lift before hopping past
another Red Paratroopa Koopa to the ground.  Run right to jump to the slot
box while dodging the Green Koopa Troopa to finish the level!


                           o-----------------o
                           | Larry's Airship |
                           o-----------------o

Go past the two Cannonball launchers, then a Bullet Bill cannon, and then
two more Cannonball launchers (one on the floor, one on the ceiling).  Get
next to the Bullet Bill cannon, wait for the Cannonball launcher to shoot,
and then jump over the barrier to grab a Power-Up from the ? Block.

A rotating Cannonball launcher is next, followed by a walk to the right to
find a Cannonball launcher and a Bullet Bill cannon.  Once you pass this
set-up, just time your jump up the stairs around a Cannonball launcher and
head down the pipe to find the Koopa Kid's Chamber!

His room looks like the following:

   | |                           | |
   | |                           | |
   | |                           | |
   | |                           | |
   | |                           | |
   | |      _____                | |
   | |_____|   | |_______________| |
   | | | | |   | | | | | | | | | | |

Larry Koopa only has the ability of shooting his three smoke rings at Mario,
so dodge them as you stomp on his head three times or feed him ten fireballs
for victory.  Grab the Magic Wand and fall down to the throne room to
receive a letter from Princess Toadstool.  She gives you a P-Wing as you
head off to the Second World, Desert Land!

----------------------------------------------------------------------------
------------------------------------World Two-------------------------------
----------------------------------------------------------------------------

5) Welcome to Desert Land!  This section will give you the know all for
  getting through with ease.

______________________________
KEY                           |
                             |
S - Start Location            |
X - Level Location            |
P - Pipe Location             |
F - Fortress Location         |
R - Rock Location             |
H - Spade House Location      |
T - Toad House Location       |
W - Wandering Hammer Brothers |
L - Locked Door Location      |
C - Castle Location           |
______________________________|


                D E S E R T   L A N D

         H--+--X   +---+  T---+--X---+R---T
            |  |   |   |      |      |    |
         +--+  |   |   X--W---X      W    |
         |     |   |   |      |      |    |
         X     F---+---+--P   |  C   |    +--W
         |             |      |  |   |       |
         |  T--P       +R-+   X  +---X       |
         |     L          |   |      |
   --S---+-----+          H---+------+


                       o-------------------------o
                       | Mushroom House Contents |
                       o-------------------------o

House #1: Random Distribution
Items...: Super Mushroom, Fire Flower, Raccoon Leaf

House #2: Random Distribution
Items...: Super Mushroom, Fire Flower, Raccoon Leaf

House #3: Set Distribution
Items...: Frog Suit


                      o---------------------------o
                      | Wandering Hammer Brothers |
                      o---------------------------o

Brother Set #1: Music Box

Brother Set #2: Hammer

Brother Set #3: Warp Whistle


                              o-----------o
                              | Level 2-1 |
                              o-----------o

Go right to kill two Pile Driver Micro-Goombas before hitting the ? Block
for a Power-Up.  Continue right to fight four more Pile Driver Micro-Goombas
and a Red Koopa Troopa before hitting the ? Block on the right for an
Invincible Starman.  Go right killing the Pile Driver Micro-Goomba and
Firesnake before using the Note Blocks to hop on top of the structure on the
right.

Kill the two Goombas as you move right, fall into the hole on the right, and
then head left to break into the structure.  Kill the Firesnake with your
tail attack if you can, and hit the brick by the four Coins to get a 1-Up
Mushroom.  Then get on the right of the structure, run left and take flight
into the air to break bricks to gain access to a pipe that leads to some
Coins.

Mario will be deposited on the second odd structure, so go left while the
P-Block is still in effect, fall through the Coin to the inside, and then
collect the Coins as the P-Switch wears off (Careful of the Firesnake).
Continue right to kill off two Pirahna plants and a Pile Driver
Micro-Goomba, and then head down the last pipe if you wish to hit a P-Switch
and come out to collect the just turned into Coins between the two pipes
(repeat as much as you like for Coins).  Head right into the black segment
to hit the slot box for a card while dodging the Pile Driver Micro-Goomba
located underneath the slot box.


                              o-----------o
                              | Level 2-2 |
                              o-----------o

This level is the White Mushroom House level, so go into this level trying
to collect all the Coins possible to win yourself a fabulous prize!  This
level requires you collect a minimum of 30 Coins to make the White Mushroom
House appear.

Go up the hill to deal with a Goomba before jumping the quicksand pit where
a Venus Fire Trap lives to go up the slope to bump the wooden block to
reveal a Power-Up.  Get the Coins as you jump to the pipe, head down the
short slope to jump the quicksand pit that has another Venus Fire Trap to
arrive at a wooden platform that will start right when you step onto it.

As you head right, collect the Coins, duck and hit the two bricks for a Coin
and a P-Switch (which you do not touch), and then get the Coins and hit the
invisible block with the 1-Up in it.  Now swim left past the Cheep-Cheeps to
get back to the wooden platform to start right once more.

When you come to the P-Switch ledge, step foot onto it, wait for the wooden
platform to start to the right ahead of you before finally hitting the
P-Switch.  Now jump right to the wooden ledge, collect the Coins that the
bricks became, and once you have finished the Coin collecting in sight, take
a running leap right to fly through the four Coins to the right (you need to
get at least three of them).

Go through the pipe on the right to appear at the end of level black
segment, so run right to hit the slot box for your card as you leave the
level.  If you were diligent in your Coin collecting, a shiny new Anchor
will belong to you!


                       o-----------------------o
                       | World Two Fortress #1 |
                       o-----------------------o

Go right to stomp the first Dry Bones, followed by going right to see two
more Dry Bones.  Draw them back towards the first Dry Bones before using the
"Endless Enemy Stomp" 1-Up Trick, so read section 20 for more details on
this maneuver.

Head right to pass by a Thwomp, then two Dry Bones, and another Thwomp.
When you do this, a Boo Diddly will give chase to Mario whenever his pack
his turned.  Continue right (quickly so Boo Diddly does not catch up) to
jump a Dry Bones before heading up the pipe.

Head right to jump a gap of spikes while landing short of a Thwomp, and then
jump right over yet another set of spikes.  You can run and slide under the
brick here for a Power-Up (careful of the Boo Diddly), and then run right at
full speed to pass underneath the Thwomps to arrive at a door which Mario
will go through.

In this room, you have the option of going underneath the spikes when the
platforms raise in the air, or you can jump across the safe spots on the
spike beds on top of the platforms.  However, this must be accomplished
while dodging the attacks of two Boo Diddlies.  Wait to the left of the
platform with all spikes on the top and bottom of it for the door to come up
from the floor to go through to the next area.

Run right to fight Boom-Boom!  Remember to jump on his head three times, but
wait for him to retract his spikes between hits before attempting to hurt
him.  Grab the ? Ball and head out of the Fortress!


                              o-----------o
                              | Level 2-3 |
                              o-----------o

A Fire Snake and a Red Koopa Troopa inhabit the first pyramid stack in this
level, so use the Red Koopa Troopa on the bricks above to get yourself a
Power-Up (or bust the bricks from below).  The next pyramid block contains
two Fire Snakes guarding an Invincible Starman.  The final pyramid block
contains a Power-Up guarded by a Fire Snake and a Green Koopa Troopa.

If you are Raccoon Mario, use the bottom of the third pyramid block to take
flight to find a brick ledge where a P-Switch can be tripped, followed by
diving down to the multitude of Coins below (before they revert to bricks).
Otherwise you need to go over the brick formations mentioned above while
fighting the Pile Driver Micro-Goombas and Green Koopa Troopas.

Now climb the brick stairs (use your Raccoon Tail on the bricks to get
Coins) to fall into the hole to stomp and kick the Green Koopa Troopas so
they will clear the bricks away so Mario can go to the pipe below.  You can
also risk the ricocheting shell for a Coin Block that is beside the pipe.
Just run to the right to hit the slot box for your card.


                               o--------o
                               | Desert |
                               o--------o

You will notice The Angry Sun in the top left of the screen right from the
start here, but it can be ignored... FOR NOW!  Anyway, jump the quicksand
pits (they have Venus Fire traps contained within them) as you dodge the Red
Paratroopa Koopa and the Green Koopa Troopa.  You may want to grab the Green
Koopa Troopa shell before running right to jump through the tornado (if you
mistime your jump you will be carried back to the left).

NOW The Angry Sun attacks in swooping motions, so use a Koopa Shell (even
the one you brought with you) to kill it off or just dodge it as it attacks.
Now continue right to deal with two Green Paratroopa Koopas (good shells to
use as well) before jumping the next two quicksand pits.  Now run right to
find the slot box for your card and to end the level.


                              o-----------o
                              | Level 2-4 |
                              o-----------o

This level has two paths, and this walkthrough will cover both.

                               ===========
                               NORMAL PATH
                               ===========

a dark Para-Goomba greets Mario as he goes right, and then two Red Koopa
Troopas on high posts (kick them at the ? Block below to get a Power-Up).
Continue right to retreat a Red Koopa Troopa to it's shell, grab the shell,
and then kick it at the ? Block for a Power-Up before killing a Boomerang
Brother.

Go right to fight a Green Paratroopa Koopa, followed by a Red Koopa Troopa
before hopping a hole.  Now hit the ? Block to get a Power-Up, go past the
Venus Fire Trap, and deal with a Boomerang Brother before collecting 12
Coins.  Now go right to find the slot box guarded by a Boomerang Brother.

                               ===========
                               FLYING PATH
                               ===========

Take care of the dark Para-Goomba on the right before running to the left to
take flight and bust through the brick line to find a path above the regular
one!  go right collecting all the Coins over the water before going into the
water to hit the third brick to the right from the hole to reveal a P-Switch
(collect the Coins).  Now go right to collect the Coins from the ledge as
well as hitting the brick ledge for Coins.

Now go right past the Red Paratroopa Koopas to collect Coins from the set
ahead as well as revealing a P-Switch to get more Coins from the bricks.
Now jump down the Note Blocks to the right to reveal a Power-Up before
landing on the ground to go right to find a Boomerang Brother guarding the
slot box and the end of the level.


                              o-----------o
                              | Level 2-5 |
                              o-----------o

Go by the first Chain Chomp (go into the ? Blocks for a Power-Up if you
wish) to use the pyramid blocks to go past another Chain Chomp.  Kick the
Red Koopa Troopa to the left to bust a brick so you can fall down to hit a
wooden block to reveal a Power-Up.  Now head right over a gap to dodge a
Chain Chomp and a multitude of Goombas on the pyramid blocks to jump a small
water gap to fight some Red Koopa Troopas.

Go past their to find another Red Koopa Troopa for Mario to kick left to
reveal a vine leading to the sky to go left on some clouds to find a bonus
room with lots of Coins and a P-Switch to collect the bricks.  Fall down
from the sky blocks to go right into the dark area to get the slot box and
end the level (watch out for the Chain Chomp).  If you do not use the vine,
go right past the Red Koopa Troopas to the dark area to get the slot box and
end the level (watch out for the Chain Chomp).


                              o---------o
                              | Pyramid |
                              o---------o

Go up the pyramid to enter the door to find a small staircase leading up
past a Buzzy Beetle to another Buzzy Beetle you should kick out of the way
so Mario can get a Power-Up.  Now head right to jump to the second level
ahead, bust the wall (if you are not Raccoon Mario, bring a Buzzy Beetle
shell along), and then continue right to the Pirahna Plant to jump up a
level to the left.

Take out the Buzzy Beetle, jump up a level to the right, and bust the wall.
Now go right under the pipe to look for an obvious discolouration in the
background, and jump to reveal an Invisible Block which will allow Mario to
get to the pipe.  Go inside to get Coins, a P-Switch, and a 1-Up Mushroom
(look above the top row of bricks off the screen for this one).

Back in the main level, go down the hill past two Buzzy Beetles, jump the
gap, and then climb the hill to face Buzzy Beetles on the roof (they fall
down and spin at you as Mario nears them).  Bust the wall down, go past the
Pirahna Plant, up the pipe, and then past a Boomerang Brother to the slot
box to finish the level!


                     o----------------------------o
                     | Morton Koopa Jr.'s Airship |
                     o----------------------------o

Go right to use two Bullet Bill cannons to climb to a higher ledge, and then
continue right past a Cannonball launcher and four Bullet Bill cannons to
find a Power-Up.  Go right to fall through the crates when the screen has
scrolled down enough, go right, and immediately jump straight up to the top
of the crates before the Bullet Bill cannons ahead make Mario into swiss
cheese.

Head right to fight three light Rocky Wrenches (they will keep reappearing),
followed by two Bullet Bill cannons guarding the way to the pipe to the
Koopa Kid's Chamber!

His room looks like the following:

   | |                           | |
   | |                           | |
   | |                           | |
   | |                           | |
   | |                    _______| |
   | |      _________    |   |   | |
   | |_____|   |   | |___|   |   | |
   | | | | |   |   | | | |   |   | |

Morton Koopa Jr. only has the ability of shooting his three smoke rings at
Mario, so dodge them as you stomp on his head three times or feed him ten
fireballs for victory.  Grab the Magic Wand and fall down to the throne room
to receive a letter from Princess Toadstool.  She gives you a Jugem's Cloud
as you head off to Water Land!

----------------------------------------------------------------------------
-----------------------------------World Three------------------------------
----------------------------------------------------------------------------

6) Welcome to Water Land!  This section will give you the know all for
  getting through with ease.

______________________________
KEY                           |
                             |
S - Start Location            |
X - Level Location            |
P - Pipe Location             |
F - Fortress Location         |
R - Rock Location             |
H - Spade House Location      |
T - Toad House Location       |
W - Wandering Hammer Brothers |
L - Locked Door Location      |
C - Castle Location           |
B - Bridge Location           |
N - Canoe Location            |
______________________________|


                        W A T E R   L A N D

     T---+----X  TB-+B-+--X----X---+           ---T
         |    |     |  |  B        |
         X    |     X--+  X----H---F
         |    |     |  |           L     H--T
         |    F-----+  |           P     |
         |    |     |  |              ---T--H
         X    +LP   X--+R-------N                         B C-----P
         |    |
   --S---+RHR-+-P


                       o-------------------------o
                       | Mushroom House Contents |
                       o-------------------------o

House #1: Pre-Determined
Items...: Frog Suit

House #2: Random
Items...: Fire Flower, Raccoon Leaf, Frog Suit

House #3: Random
Items...: Fire Flower, Raccoon Leaf, Frog Suit

House #4: Random
Items...: Fire Flower, Raccoon Leaf, Frog Suit

House #5: Random
Items...: Super Mushroom, Fire Flower, Raccoon Leaf


                      o---------------------------o
                      | Wandering Hammer Brothers |
                      o---------------------------o

Please note that where the Hammer Brother group stands will determine if you
fight on land or if a small layer of water will interfere (only interferes if
you are Regular Mario)

Brother Set #1: Hammer

Brother Set #2: Invincible Starman


                              o-----------o
                              | Level 3-1 |
                              o-----------o

Thrown right into the swimming aspect of Water Land, hug the left side of
the screen to go down to find a Power-Up before returning to the above area
to go right.  Go past the air blowing pipe, past the Blooper, and then past
one more air blowing pipe to reach a choice in paths.

                               ==========
                               OPTION ONE
                               ==========

If you would like a Power-Up and the ability to skip most of the level, take
this route.  Go right to the wooden block wall, swim to the top, and then
hop out of the water to go on top of the wall.  Head right to find a
Power-Up in a small cubby hole before continuing right to land back in the
water.

                               ==========
                               OPTION TWO
                               ==========

Head down the corridor below while on the right side (avoiding a Blooper) to
turn right and swim past a pipe, a Lava Lotus, and then another pipe.  Go
right to collect 6 Coins and get a Coin from a ? Block as well as a Power-Up
(provided you want to risk the Lava Lotus attacks).  Head upwards.

                                ========
                                REJOINED
                                ========

Head right along the top of the water to pass a couple Bloopers (one With
Kids) to see a pipe by a Wooden Block wall to go to the exit.  If you wish
to find some extra Coins and a 1-Up, go down through the holes in the floor
to fend off a lava Lotus while navigating through Note Blocks.  Just head up
the opening to the right to reach the exit pipe.  Run right to hit the Slot
Box to finish the level off!


                              o-----------o
                              | Level 3-2 |
                              o-----------o

Jump across the two lifts to the right, fall to the lower ledge on a Donut
Block, and collect the Power-Up.  Set foot onto the lift to your right
(position yourself on the left side), run and jump to the Wooden Block
platform above (knocking an Invincible Starman loose), and then get the
Starman before rejoining the moving platform.  Now hit the second ? Block
you see (preferably on the left half of the block) to reveal another
Invincible Starman, followed by another ? Block with an Invincible Starman
waiting on a two Donut Block ledge.

Take the next lift right while dodging the attacking Cheep-Cheeps while
continuing right to hit the third block from the left to reveal a P-Switch.
Hit the P-Switch to make a ledge near the pipe with the Venus Fire Trap so
you can get onto it easier.  However, you do not need to do this as you can
jump from the platform to the pipe as well (it is more difficult).

Once Mario comes through the pipe, avoid the Cheep-Cheep to go right and hit
the Slot Box to finish the level!  Also note that you can take to the air
here to fly up and find a 1-Up and seven Coins if you are Raccoon Mario (not
likely you are though as it was a grueling level and the Power-Ups are all
Fire Flowers).


                              o-----------o
                              | Level 3-3 |
                              o-----------o

This level raises and lowers down to near sea level.  However, Boss Bass is
patrolling here, and he can swallow you whole (even Super Mario or higher)!
Also be wary of the Cheep-Cheeps that roam here as well.

Go right till you see a Note Block which has a Power-Up (if it a Super
Mushroom, run right to stomp the Green Koopa Troopa and kicks it's shell to
bust the bricks so you can get your Super Mushroom).  If you aim the Green
Koopa Troopa shell to the left when in the depression tot he right of the
Power-Up, you will unveil a P-Switch, allowing for collecting a lot of Coins
from the changed bricks.

Jump right across two gaps, jump to the tall and skinny platform, and then
wait for the rotor platform to become still so you can use it as a stepping
stone across the gap to the next platform.

Use one Ice block to hit the brick to the left to reveal a P-Switch, the
other Ice Block on Boss Bass (also collect the ? Block Power-Up).  Trip the
P-Switch before running right to use the bricks you just formed to run
across the many gaps at top speed to avoid al the problems that Boss Bass
could pose in this area.  If you did not make it to the pipe, use the high
brick ledge and the rotor platform to get there.  Also note that you can
continue past the pipe to go for a 1-Up Mushroom, but you will likely have
to dodge Boss Bass as you swim (not an easy thing to do).

Jump the water to go right and hit the Slot Box to finish the level!


                        o---------------------o
                        | World 3 Fortress #1 |
                        o---------------------o

A Fortress that can be confusing at first, it has many doors, with most of
them leading to a room filled with Cheep-Cheeps.  However, the walkthrough
will cover the ENTIRE hall that has the doors, followed by paragraphs for
any doors that lead somewhere OTHER THAN the trap moat.  Be sure to count
doors as you go along so the doors labeled as good will be easily found.

A Roto-Disc and a Dry Bones greet you before you have to clear a small wall,
where another Roto-Disc twirls.  Continue right to pass a Thwomp, a Dry
Bones, and then a Boo Diddly will chase as you go by to go under yet another
Thwomp.  If you are not careful, a Boo Diddly from the other side of the
Thwomp will charge, so go under it, past another three Dry Bones, and then
under one last Thwomp to pass two more Dry Bones to reach the end of the
hall.

Door Number Five leads to a small platform where a 1-Up Mushroom can be
collected.  Be sure to hit the left half of the brick to get the 1-Up to
fall to the platform so the swim in the moat can be avoided.

Door Number Six leads to a ledge that can be climbed up to enter another
door.  This leads to Boom-Boom's hideout!

Door Number Nine leads to a room with a bunch of Coins!  Jump straight up
over the door to reveal a hidden block (worth a Coin), get on it, and then
jump into the Coins (being careful to not fall through the holes).  After
collecting the Coins, attempt to jump through the holes in the floor where
the Coins were held to reveal three more hidden blocks worth a Coin each!

Boom-Boom has no ledges in his room, but be wary.  After one stomp, he will
wing to the skies, so stomp him right away to knock him back to earth
(otherwise you need to wait for him to swoop).  One more stomp to finish him
off and collect the ? Ball to finish the Fortress!


                              o-----------o
                              | Level 3-4 |
                              o-----------o

Two Goombas march up the hill, which are followed by a Pirahna Plant and then
a gap of water to jump to face a Venus Fire Trap.  Collect the Power-Up if
you wish, go up to the high ledge, and then slide down the slope through the
Goombas before jumping off the end to rocket across the watery gap below.
However, if you do end up in the water, swim to the right, jump out of the
water to hit an invisible block, which you can use to get on the high ledge.

Slide the slope to take out three Green Koopa Troopas before heading right
to collect a Power-Up and some Coins from ? Blocks while dealing with two
Para-Goombas (one light brown, one dark brown) and a Venus Fire Trap.  Also
note that a P-Switch exists in one of the two blocks underneath the Venus
Fire Trap, so hit it to make a pile of silver Coins appear out of nowhere!

Go right to see 6 bricks forming a ledge that you go under to hit and get
Coins as well as a 1-Up Mushroom.  However, you will also have to start
contending with Lakitu throwing Green Spiny Eggs from here on out!  Head
right across the multiple gaps to hit two ? Blocks for a Coin and a Power-Up
before continuing right down the slope to enter the black screen where the
Slot Box awaits you to finish the level!


                              o-----------o
                              | Level 3-5 |
                              o-----------o

Note that if you enter as Raccoon Mario, you can fly across the gaps to the
Wooden Block ledges to cut over much of the level as well as using your tail
to get two Coin Blocks before plunging back into the level three quarters of
the way through the level!

When you enter the water, you will see Jelectros for the first time, as well
as Big Bertha.  Head right while avoiding these enemies and some
Cheep-Cheeps as well to gain a Power-Up from some ? Blocks (one on the
left).  Swim right to pass some more Jelectros as well as a Blooper before
cutting under a Cheep-Cheep for some Coins.

Continue right to cut under a Jelectro to go for a Power-Up from the middle
? Block, followed by going up and right before going down to pass the air
blowing pipe.  If you are careful, you can hit an invisibly block in the air
stream from the pipe to reveal a 1-Up Mushroom!

Swim right into the Jelectro corral, draw the Blooper With kids into the
area, and then swim underneath the bottom of the Jelectro line to go past
this trap area.  Swim past Big Bertha and a Cheep-Cheep to the pipe,
followed by swimming/jumping across the pond to hit the Slot Box to finish
the level!


                              o-----------o
                              | Level 3-6 |
                              o-----------o

This level will scroll along at a set pace, so you will need to be moving
along with it.  Start by jumping to the Donut Blocks across the gap, collect
the Power-Up from the ? Block, and then use the wooden ledge to jump across
another gap to more Donut Blocks (use the rotor platform if you wish to).

If you have a tail, go down below to hit a Coin Block, but otherwise just go
right to the next ledge.  Here you can use an ice block/Koopa shell to hit
the block on the lower ledge for a Power-Up before jumping to the right
across some wooden platforms (using Koopa Shells on the bricks for Coins).

Go to the bottom, pluck an ice block, and throw it at the brick to the right
to reveal a P-Switch which will make a bunch of bricks collectable as Coins
(just watch for the Green Paratroopa Koopa coming from above).  Jump to the
Donut Block ledge on the right, jump to the rotor platform as it stills, and
then quickly go to the pipe before the rotor platform starts moving.

Go right across the wooden ledges that have a Green Paratroopa Koopa
patrolling to hit the Slot Box to finish the level!


                              o-----------o
                              | Level 3-7 |
                              o-----------o

Jump up to hit a ? Block for a Coin (bump the nearby top Wooden Block for a
Power-Up) before going right to tangle with/avoid two Spikes (the enemies,
not the immobile objects) before jumping a hole.  Two Spikes will greet you
here, followed by some floating bricks (if you are at least Super Mario
size, punch the second from the left column of bricks to make a 1-Up
Mushroom to appear), which have two more Spikes waiting on the far side of
the wooden block.

Jump the gap, go by the Spike and Green Koopa Troopa, and then jump another
gap to pass a pipe to jump another gap.  Now you have two choices

                               ==========
                               OPTION ONE
                               ==========

This path will get you an Item as well as a shot at a multiple 1-Up
technique!  Kill the Spikes below, stomp the Green Koopa Troopa, and then
take the shell up the green platforms to throw between the two bricks on the
highest brick ledge.  This will reveal a Vine leading into the sky.

If you want some 1-Ups, stomp the shell once to stop it, let the Koopa
Troopa revive, and then jump down onto it before grabbing back onto the vine
without touching the ground.  Now repeat this and you will gain points
before you begin to get 1-Ups.

Head up the vine, collect the Coins to the left if you wish (do not bother
with the P-Switch), and then get on top of the wooden block the vine led to
so you can hop to the right to land on a 7 cloud long platform.  Jump
straight up from the middle cloud to reveal a Note Block that will take you
to Coin Heaven!  Collect the Coins and then open the Treasure Chest to get a
rather useful Jugem's Cloud!

                               ==========
                               OPTION TWO
                               ==========

Kill off the Spikes as you head right to jump a gap to deal with a Venus
Fire Trap before continuing on to face a Spike.  Another Venus Fire Trap
attacks, followed by three Spikes and a Green Paratroopa Koopa on rising
terraces.  Run right to find the Slot Box guarded by a Spike to end the
level!


                              o-----------o
                              | Level 3-8 |
                              o-----------o

This level is the White Mushroom House level, so go into this level trying
to collect all the Coins possible to win yourself a fabulous prize!  This
level requires you collect a minimum of 44 Coins to make the White Mushroom
House appear.

Start off by getting to the high ledge right away, followed by letting the
water come up and then start to retreat before you go right to stomp the
Koopa Troopa and kick it's shell to make a vine appear (climb it).  When the
water below is about to show the land below, stomp the Note Block to make a
Power-Up appear, and then continue right to jump two gaps to a high ledge
with ice blocks (kick them away and punch the Coin Block).

Head right across the platforms to stomp and then kick the Koopa Troopa to
make a vine appear (climb it), and then drop down when the water lowers again
so Mario can move to the right to punch the first block he can to make another
vine appear (climb it).

Jump to the right to stop short of the wooden ledge below in the water, wait
for the water to rise and then lower before jumping down to enter the area
below to collect ALL the Coins before tripping the P-Switch t escape the
flooding area.  If you go after the three Coins standing on the ledge above,
you can hit the top one to get a 1-Up.

Continue right again to enter a pipe so you can go right unimpeded towards the
Slot Box to finish the level!


                        o---------------------o
                        | World 3 Fortress #2 |
                        o---------------------o

Go through the pipe to swim past a Roto-Disc before having two Cheep-Cheeps
to contend with for a Power-Up from a ? Block.  Stroke your way right to
pass another Roto-Disc and another Cheep-Cheep to go down a pipe.

Now you will need to swim past two sets of Stretches carefully (you need to
be very skilled on the tapping the A Button here) to cross under a low wall
to go over a Stretch (the top is preferable as the Stretch does not come
out of the top half for some reason).  Now you need to pass through another
Stretch set (your MUST go between the two in this set) to reach the pipe.

When you land, go right to fight Boom-Boom with the usual strategies.
Please note that the two blocks in the air are not there for you to stand
on, but rather to limit your jumping.  Also be sure to not allow Boom-Boom
into the air after the first stomp as he has wings here.


                              o-----------o
                              | Level 3-9 |
                              o-----------o

You will have a few options here, as well as a neat trick that will be
outlined at the end of the walkthrough because it serves no relevant
purpose.

                               ==========
                               OPTION ONE
                               ==========

Start off by stomping the Green Paratroopa Koopa down to the shell, grab the
shell, and then run past every enemy to throw the Koopa Shell past the second
Bullet Bill Cannon (this one is right tight and low to the ground).  Now turn
and quickly get on the ledge above and move right so both Bullet Bill cannons
are visible below so you can watch the Bullet Bills get mowed down by the
shell for larger and larger points before the 1-Ups start rolling in.
However, just be sure to knock the Bob-Omb up there away from yourself.

Once you have had your fill, go through the bottom area to go down a pipe
before turning left to swim through the tunnels here while avoiding the
Cheep-Cheep to find a pipe.

Immediately hold RIGHT to land on a ledge, which will drop down to an area
where a gigantic ? Block contains a free Frog Suit!  Go out the pipe to swim
past the Cheep-Cheeps as you move right to go to the far side to go up a
pipe.

Run right to go hit the Slot Box to finish the level!

                               ==========
                               OPTION TWO
                               ==========

Start off by going right past the Green Paratroopa Koopa, under the Pirahna
Plant, and then punch the sixth brick for a Power-Up (you will have to chase
the Super Mushroom if that is the Power-Up) while dodging Micro Goombas from
above and a Bullet Bill launcher to your right.  Head right to see your first
Bob-Omb, followed by taking the high route.

Deal with the Bob-Ombs as you go right to get a Power-Up form a Note Block,
and then move the ice blocks so Mario can pass through to kill the Green
Koopa Troopa (use an ice block).  Hit the brick for a 1-Up Mushroom, and
then head right to go by two Green Paratroopa Koopas to go down the pipe.

Swim right past the two Cheep-Cheeps to go up the pipe.  Run right to hit
the Slot Box to finish the level!

                               ==========
                               NEAT TRICK
                               ==========

Take the Koopa shell at the beginning of the level, and throw it just past
the Bullet Bill cannon like in Option One.  Now back track to the White
Block, stand on top of it, and then duck for five seconds.  When you fall
through (you will be behind the scenery), quickly go right to go through the
opening in the brick wall to go down the pipe into the water section.
However, you will be invisible!  This will last for a limited time and
serves no practical purpose, but it is a neat thing to do for kicks!


                       o--------------------------o
                       | Wendy O' Koopa's Airship |
                       o--------------------------o

Jump over the wall to your right, fight/avoid the respawning Rocky Wrenches,
and then go over a Bullet Bill launcher to jump up on top of a high roof.
You then need to go through the path where some Cannonball launchers will be
shooting, followed by leaping to the right, then to the left to get a
Power-Up, and then back to the right while dodging the Bullet Bills coming
from your right.

Now you can use a Cannonball to bounce up on top of the roof (hold the A
Button to get the extra height), or go through the hall with four Cannonball
launchers bombarding you.  The next section has a bolt-lift (jump on the
screw repeatedly to get across the bolt-lift), but you can just go down and
dodge the Exhaust Ports fire to go right.

Now you can go down the hole to try and pass an Exhaust port followed by
three Rocky Wrenches attacking from your left OR you can hop the gap and
then the wall to face the Rocky Wrenches before moving right.  Now go down
the pipe to the Koopa Kid's Chamber!

The following is her room's layout:

    | |                           | |
    | |                           | |
    | |                           | |
    | |                           | |
    | |                           | |
    | |                           | |
    | |___________________________| |
    | | | | | | | | | | | | | | | | |

Wendy O' Koopa will start off by throwing a bracelet that will bounce around
the room using 45 degree angles off the room dimensions, so stomp her.  She
will land from her shell jump to throw another bracelet, followed by some
small jumping movements.  After the second stomp, she throws a third
bracelet before she begins to jump really highly all over the room!  Grab
the Magic Wand and fall down to the throne room to receive a letter from
Princess Toadstool.  She gives you a Music Box as you head off to Giant
Land!

----------------------------------------------------------------------------
-----------------------------------World Four-------------------------------
----------------------------------------------------------------------------

7) Welcome to Giant Land!  This section will give you the know all for
  getting through with ease.

______________________________
KEY                           |
                             |
S - Start Location            |
X - Level Location            |
P - Pipe Location             |
F - Fortress Location         |
R - Rock Location             |
H - Spade House Location      |
T - Toad House Location       |
W - Wandering Hammer Brothers |
L - Locked Door Location      |
C - Castle Location           |
B - Bridge Location           |
______________________________|


              G I A N T   L A N D

   --S--P      T--X-----+  PL-F-----X---W--x
     |            |     |     |         |  |
     |       C---B+-F   W--+  W--H      T  |
     |            |     |  |  |            |
     P         H--+-----+  +--X     TRP-X--X
                              |
                              T


                       o-------------------------o
                       | Mushroom House Contents |
                       o-------------------------o

House #1: Pre-Determined
Items...: Tanooki Suit

House #2: Random
Items...: Super Mushroom, Fire Flower, Raccoon Leaf

House #3: Random
Items...: Super Mushroom, Fire Flower, Raccoon Leaf

House #4: Random
Items...: Fire Flower, Raccoon Leaf, Tanooki Suit


                      o---------------------------o
                      | Wandering Hammer Brothers |
                      o---------------------------o

Brother Set #1: Jugem's Cloud

Brother Set #2: P-Wing

Brother Set #3: Invincible Starman


                              o-----------o
                              | Level 4-1 |
                              o-----------o

The first thing you will notice is the oversized EVERYTHING, so be ready for
this throughout Giant Land.  Go right past a Pirahnacus Giganticus to stomp
a Giant Goomba before stomping and kicking Red Giant Koopa Troopa to the
right to make space underneath the ? Block so the Power-Up can be unleashed.
Now go take care of the Colossal Green Paratroopa Koopa, and then you have
he option of flying to the water area above to go left enter a pipe where
two Big Berthas guard two 1-Ups (you will come out on the right side of the
water area.

Once you are done above (or you just can not/do not want to go there), head
right to deal with a Giant Goomba and a Colossal Green Paratroopa Koopa
while getting a Power-Up from the ? Block.  Go through the opening in the
bricks to start across small ledges/clouds where Red Giant Koopa Troopas
patrol (you can kick one into the ? Block for a Power-Up).

When you reach the huge pipe, jump across the gap when the Venus Fire Trap is
not out and avoid the Green Gargantuan Koopa Troopa as you enter the pipe.
Now run right to hit the Slot Box to finish the level!


                              o-----------o
                              | Level 4-2 |
                              o-----------o

This level is the White Mushroom House level, so go into this level trying
to collect all the Coins possible to win yourself a fabulous prize!  This
level requires you collect a minimum of 22 Coins to make the White Mushroom
House appear.

This level will sink and rise with the water, so be sure to stay dry
(especially when the Cheep-Cheeps are around!).  Go across the gaps from
pipe to pipe while dealing with the enemies until you arrive at the ice
blocks.  Keep throwing them to the right to hit the ? Block for a Power-Up,
and then head right past a couple Venus Fire Traps to land near a wall of
bricks and a P-Switch.

Trip the P-Switch, get the Coins (that were bricks) to your left, followed
by going right to get the newly formed Coins as you hit the ? Block to
release an Invincible Starman.  Now go right to get the last sets of Coins
from bricks (before the P-Switch runs out), followed by collecting the many
Coins as you head right to jump the final gap to enter a pipe.  Run to the
right to hit the Slot Box to finish the level!


                              o-----------o
                              | Level 4-3 |
                              o-----------o

If Sledge Brothers give you trouble, I suggest using an Invincible Starman
before entering the level.

Two Sledge Brothers will accost Mario before he can enter a pipe to head
underground.  Buzzy Beetles will attack here (one off the roof), followed by
a jump across the gap to an elevated ledge where another Buzzy Beetle awaits
Mario.  Jump the gap past a Green Paratroopa Koopa to avoid another ceiling
diving Buzzy Beetle, followed by a jump to a small ledge where a Power-Up
awaits.

A ceiling diving Spiny attacks next (DO NOT STOMP HIM), then a Buzzy Beetle,
and then a Red Paratroopa Koopa hovers in a gap between you and the next
ledge.  Another ceiling diving Spiny attacks, then a Red Paratroopa Koopa
blocks your jump to the next ledge where Buzzy Beetles block your path.  Hit
the bricks above these Buzzy Beetles to get Coins and unleash a 1-Up
Mushroom, which you must run right to beat it to the far side of the ledge
to grab it (while dodging/killing two ceiling diving Spinies and a Buzzy
Beetle).

Now hop the gaps that are next, making sure to take care around the wooden
block stacks (they can bounce you backwards if you are not ready for them).
Head up the pipe to find a free path to the Slot Box to finish the level!


                        o------------------------o
                        | World Four Fortress #1 |
                        o------------------------o

Run to the right under two Hotfoots and fall through the hole below to avoid
the horizontal Thwomp that will move to get you.  Go right under another
Hotfoot, let the Thwomp above move, and then jump up through before it
resets.  Now you can choose which path you wish to take.

                               ===========
                               OPTIONE ONE
                               ===========

Head right underneath the Hotfoot to watch the Thwomp above go right,
followed by it returning left.  The instant you can jump into his area, do
so and run right and duck (if Super Mario or better) to slide through the
hole.  Now avoid two hotfoots (one on each side) as you go under another
Thwomp to gain a Power-Up.  Now wait till the Thwomp below is out of your
way (to the left) before hopping down and running through to reach the pipe
on the far side.

                               ==========
                               OPTION TWO
                               ==========

Go down the third pipe of the five here to enter an underground area, where
three Dry Bones and a Boo Diddly guard some ? Blocks (one of which is a
Power-Up).  Go right to jump straight up underneath the left side of the
opening above to reveal a hidden block (worth a Coin), followed by a jump to
the right to reveal another hidden block.  Jump to the right to go up the
pipe.

                                ========
                                REJOINED
                                ========

Run to the right to face Boom-Boom!  He has no wings this time, but he has a
platform in the middle of the room to interfere with your jumping room, so
watch it!  Three stomps and a ? Ball later, the Fortress will be dusted!


                              o-----------o
                              | Level 4-4 |
                              o-----------o

A water level with Lakitu throwing his Spiny Eggs, which will form into
Spinies will be the worry of the day here.

You can start off by killing Lakitu if you wish to make things easier for
yourself with a well timed leap out of the water, but it is risky because of
the Spiny Eggs.  Go right to enter a choice in paths.

                               ==========
                               OPTION ONE
                               ==========

Get the Power-Up from the ? Block, stand on top of the ? Block, and then
walk off to the left (continue to hold LEFT).  If done correctly, Mario will
pass through an air blowing current from a pipe to allow himself to enter
a different pipe.  Enter and trip the two P-Switched (one for each
compartment) to collect a pile of Coins from both before taking the pipe to
the right.

                               ==========
                               OPTION TWO
                               ==========

Get the Power-Up from the ? Block, head down the hole, and head right.

                                ========
                                REJOINED
                                ========

Now swim right through the obstacles underwater and avoid the incoming
Spinies from above to eventually find a pipe near the top of a set of huge
wooden block stairs.  Run to the right to hit the Slot Box to finish the
level!


                              o-----------o
                              | Level 4-5 |
                              o-----------o

Start the level by climbing up the stairs while fighting the Green
Gargantuan Koopa Troopa and a Colossal Green Paratroopa Koopa before going
down to the ground to fight another Colossal Green Paratroopa Koopa (use
it's shell to smash the brick protecting the ? Block Power-Up).  Jump the
gap past a Pirahnacus Giganticus to see that Bullet Bill cannons are
plentiful from this point on!  However, some of these Bills are Missile
Bills (they follow Mario somewhat) instead of Bullet Bills.

Head right (grabbing a power-Up from the middle ? Block on the first ledge
of them) before continuing right across some gaps while dodging Missile
Bills and a Pirahnacus Giganticus.  When you see two launchers right beside
one another, stand on the one on the right, and then jump straight up to hit
the brick above.  Now wait for a Missile Bill to come your way so you can
hop off of it (hold the A Button) to fly above the brick to find a Vine!

Climb the vine and enter the pipe to find a gigantic ? Block containing a
Tanooki Suit for Mario!  it the P-Switch, go outside and then use your tail
to descend slowly to the ground (along the silver Coin path).  Continue to
the right past a Pirahnacus Giganticus and one last launcher to go through
the pipe.  Head right to hit the Slot Box to finish the level!


                              o-----------o
                              | Level 4-6 |
                              o-----------o

This level contains doors that will switch Mario between gigantic enemies
and obstacles to small enemies and obstacles.  Of course, going through the
doors while in the "small" sections will have the opposite effect.

Head right to fight a Green Gargantuan Koopa Troopa and a Colossal Green
Paratroopa Koopa before breaking into the brick outline to fight another
Green Gargantuan Koopa Troopa before punching the right most brick you can
reach on the top row to reveal a 1-Up.  Continue right over the hole to pass
a Pirahnacus Giganticus to fight off a Green Gargantuan Koopa Troopa and two
Giant Goombas to enter a door.

You will appear with two Goombas charging Mario, so kill them before flying
into the sky to find a 1-Up and some Coins on a cloud platform before
dropping down to take on a Green Paratroopa Koopa before butting the wooden
blocks to the right to reveal an Invincible Starman.  Now hustle over the
ledge above (taking care of the Goomba), grab the Invincible Starman, and
then jump the Pirahna Plant to take out the Green Koopa Troopa.  Now jump up
to reveal hidden blocks (one of which hides a 1-Up Mushroom) before you head
right to take on two Red Koopa Troopas.

A Green Paratroopa Koopa and a Pirahna Plant are your next obstacles, which
is guarding a small gap to jump to a Red Koopa Troopa and a Green Koopa
Troopa duo on two brick ledges.  Head right across the bricks and then to
ground level to hit the Slot Box to finish the level!  Just note that two
Green Paratroopa Koopas will accost you along the way.


                        o------------------------o
                        | World Four Fortress #2 |
                        o------------------------o

An intriguing Fortress that has two VERY different paths through it.  You
will have the option of short path with no rewards or the long path with
some rewards.

Go right up the stairs to start jumping over the lava on the donut lifts
(making sure to not stay on the same block for too long), and then stomp the
Dry Bones and collect the Power-Up (while the Dry Bones is down, walk across
the Donut Lift it stands on to make it fall to the lava).  Continue right
across the donut lift ledges to take out another Dry Bones before doing a
full run and jump to reach the high ledge above.

When you come back onto solid ground, more Dry Bones will attack as you move
right.  When you reach the brick, jump up onto the top of it (courtesy of a
Dry Bones) to trigger it.  Now you have a fork in your path to choose from.

                               ==========
                               OPTION ONE
                               ==========

Jump up to the higher ledge to continue moving right past a Dry Bones and a
Roto-Disc to find Boom-Boom!  This room is cluttered with small ledges
throughout to make maneuvering quite difficult, and this can be compounded
by him jumping into the sky after one stomp.  Three stomps and a ? Ball
later means you will be out of the Fortress!

                               ==========
                               OPTION TWO
                               ==========

When you trip the P-Switch, seven silver Coins appear to Mario's left.  They
form an outline of a door, so go through it to enter the "Hidden Quarter" of
the Fortress.

Here you will see two types of yellow platforms: one with a specific arrow
direction, and one with an exclamation mark on it.  The specific arrow
direction will be the ONLY direction the platform will move, but the
exclamation mark platform can have it's direction changed by jumping up and
down on it (starts up, then left, then right, then starts over).

Jump on the arrow platform to go up until a ledge appears on the right for
Mario to jump to, followed by taking the exclamation mark platform up until
it is high enough to clear the Pirahna Plant, followed by jumping to change
direction to go left.

Take the arrow platform up, go left through the side of the screen to appear
on the right, and then take the first pipe you come to, which will take you
to a Power-Up.  Go back down the pipe, take the other pipe, followed by
going to the pipe on the right when you appear.

When you appear, go onto the exclamation mark platform, jump once to head
left, and then jump once more to go up between the two pipes.  However, you
will need to pick the left side of the gap to avoid the Pirahna Plant that
is cooing in and out here.  Change the direction of the platform by jumping
once more to turn right to get under a hole, and then jump one more time to
get the platform to turn upwards so Mario can reach the pipe above.

Collect the nine Coins in this room, stand on the left side of the pipe
before jumping up to reveal a hidden block.  Now get on the hidden block to
jump to the left of the block to reveal another block, and then one last
block off of the second one (to the left) to find a 1-Up Mushroom.  Go down
the pipe.

Hit the gigantic ? Block for three 1-Ups, and then fly up the left side of
the room to break through some bricks o find thirty Coins (if you can not
fly, then too bad).  Go up the pipe to go past a Dry Bones and a Roto-Disc
to find Boom-Boom!

This room is cluttered with small ledges throughout to make maneuvering quite
difficult, and this can be compounded by him jump into the sky after any
stomp.  Three stomps and a ? Ball later means you will be out of the
Fortress!


                         o----------------------o
                         | Iggy Koopa's Airship |
                         o----------------------o

Head right to pass two Exhaust Ports to reach a choice of using a bolt-lift
on the high path so you avoid the Exhaust ports below and grab a Power-Up,
or you have to maneuver between the Exhaust Ports below (although you could
get the Power-Up still).

Choose the high path to dodge one Exhaust Port and jump to the next ledge,
or take the low road to jump through the three Exhaust Ports in their
toughly timed path.  Go past the Exhaust port shooting straight up and go to
the right against the wall.  Now wait for the Exhaust Port above to stop
firing, duck, and then hop up to the right (this will allow Mario to pass
underneath the flame from the next Exhaust Port unharmed).

Once that Exhaust Port stops spewing flame, jump up when the one above the
previously mentioned one stops so you can go right towards the pipe.
However, wait until the screen stops scrolling to see a ? Block containing a
Power-Up, so grab it and then head down the pipe to the Koopa Kid's Chamber!

The following is the layout of his room:

         | |                           | |
         | |                           | |
         | |                           | |
         | |                           | |
         | |___       _____            | |
         | | | |___ _| |   |_          | |
         | | | |   | | |   | |_________| |
         | | | |   | | |   | | | |   | | |

Iggy Koopa is very similar to both Morton Koopa Jr. and Larry Koopa, but he
has an extra advantage they did not.  He can fire off two consecutive sets
of smoke rings to hurt Mario, as well as his leaping abilities that increase
in height with each stomp received.  Grab the Magic Wand and fall down to
the throne room to receive a letter from Princess Toadstool.  She gives you
a P-Wing as you head off to Sky Land!

----------------------------------------------------------------------------
-----------------------------------World Five-------------------------------
----------------------------------------------------------------------------

8) Welcome to Sky Land!  This section will give you the know all for
  getting through with ease.

______________________________
KEY                           |
                             |
S - Start Location            |
X - Level Location            |
P - Pipe Location             |
F - Fortress Location         |
R - Rock Location             |
H - Spade House Location      |
T - Toad House Location       |
W - Wandering Hammer Brothers |
L - Locked Door Location      |
C - Castle Location           |
B - Bridge Location           |
O - Tower Location            |
______________________________|


      S K Y   L A N D

      +--X--T   X---W
      |  |      |   |
      X  P  P---+   +--O
      |     |       |
      |  F--+   +---W
      |  |      |
   ---S  +--H---+

                      T
                      |
            P      +--X
            |      |  |
         +L-+---X--+  H
         |            |
      H--+--F---+--X--+
            |   |     |
   C-----X--X   +--T--X


                       o-------------------------o
                       | Mushroom House Contents |
                       o-------------------------o

House #1: Pre-Determined
Items...: Tanooki Suit

House #2: Random
Items...: Fire Flower, Raccoon Leaf, Tanooki Suit

House #3: Random
Items...: Super Mushroom, Fire Flower, Raccoon Leaf


                      o---------------------------o
                      | Wandering Hammer Brothers |
                      o---------------------------o

Brother Set #1: Invincible Starman

Brother Set #2: P-Wing

Brother Set #3: Music Box


                              o-----------o
                              | Level 5-1 |
                              o-----------o

Two paths that lead to different rewards.  The walkthrough will cover both
step-by-step.

                               ==========
                               OPTION ONE
                               ==========

Head right past the Buster Beetle to bump the Wooden Block for a Power-Up,
and then go past the Chain Chomp as you climb the blue structure (heading
right).  The next Chain Chomp can be baited into charging Mario so he can
quickly move over his Wooden Block to go after the power-Up inside (very
risky though).

After passing one more Chain Chomp, Mario will need to hop up the steps as
he jumps Nippers and a charging Buster Beetle.  Pass the Chain Chomp to find
a row of ? Blocks that contains an Invincible Starman (4th from the left),
followed by charging down the steep slope to the right to pass through some
Nippers and a light brown Para-Goomba before hopping a brick wall to go into
the end of level Slot Box area (just watch for a final Nipper).

                               ==========
                               OPTION TWO
                               ==========

Head right past the Buster Beetle to bump the Wooden Block for a Power-Up,
and then go past the Chain Chomp as you climb the blue structure (heading
right).  The next Chain Chomp can be baited into charging Mario so he can
quickly move over his Wooden Block to go after the power-Up inside (very
risky though).  Keep in mind that as soon as you have Raccoon Mario, head
back to the starting area to break all the bricks by the bouncy Wooden
Block.

By using a short hop to run back and forth while jumping the blue block and
avoiding the Chain Chomp attack to wing to the air.  Align yourself over the
Wooden Block as you fly straight up to find a pipe to go into.  Once inside,
head right to the next pipe to head outside to grab FOUR 1-Ups (bust them
out of their bricks one at a time to make sure they do not disappear before
you collect them)!

Return inside to perform a ducking fly maneuver up into the passages above
and head right before standing to be sucked through the wall to find a
Treasure Chest containing a Music Box!  This will also end the level for
you!

However, please note that you can use the outside runway to fly through the
few sections of the large arcing blue containment wall where bricks exist.
However, this should only be done if you wish to get to the Slot Box (use
OPTION ONE for enemy info as you head right).


                              o-----------o
                              | Level 5-2 |
                              o-----------o

Two paths that lead to different rewards.  The walkthrough will cover both
step-by-step.

                               ==========
                               OPTION ONE
                               ==========

Go down the pipe and fall straight down to land on a Note Block, so use it
and the next Note Block to get to some firmer brick ledges.  Climb upwards to
go up the pipe (watch out for the Green Koopa Troopas falling from above).

Slide down the hill to kill three Goombas, continue right to slide down
another slope to kill two more Goombas, and then head down the first pipe
you encounter.  Inside is a Power-Up (left most brick on the bottom row) and
the gigantic ? Block contains three 1-Up Mushrooms!

Outside once more, head right to deal with a Green Paratroopa Koopa and get
four ? Block Coins before heading right again to go up a pipe.  Run to the
right to hit the Slot Box to finish the level!

                               ==========
                               OPTION TWO
                               ==========

Go down the pipe and fall straight down to land on a Note Block, so use it
and the next Note Block to reveal a Power-Up.  Continue your long fall
through the long expanse of air where Coins are randomly distributed until
you land in a pond with three pipes (take the middle pipe to move on in the
level).

Upon arriving, go right to see a Buster Beetle pick and throw an ice block
(just stand close to it to dodge the block on it's arc) before dispatching
the Buster Beetle.  Go right past the two Pirahna Plants, dodge the ice
block from the Buster Beetle, and then go past the Venus Fire Trap to pass
under a Pirahna Plant to go by another Venus Fire Trap.

Go right to fight a Buster Beetle (watch out for ice blocks) as you move
right to find more Buster Beetles with ice blocks and Pirahna Plants before
reaching the end of the path to go up the pipe there.  Run to the right to
hit the Slot Box to finish the level!


                        o------------------------o
                        | World Five Fortress #1 |
                        o------------------------o

Keep in mind that this Fortress is only necessary to do if you wish to
create a shortcut past 5-1 and 5-2 if your get a GAME OVER.  However, a few
1-Up Mushrooms reside inside.

Go right down the steps, jump across the lava when the Podoboo and the
Roto-Disc to pass underneath a Thwomp.  If you have are Raccoon Mario, go
right to bust the bricks blocking the passage to the above (leave one as a
stepping stone) and break the bricks on there too while getting a Power-Up
(it will make you Raccoon Mario if you are only Super Mario).

Now go left to go under the Thwomp again before running right to build your
flight meter to fly up through the twisty path to enter the pipe above (grab
the Coins and fly where the arrow pointed to reveal a 1-Up Mushroom,
follwoed by looking off-screen to the left and right of the arrow for 2 more
1-Up Mushrooms).  Skip the following paragraph to resume the walkthrough.

If the above does not appeal to you (it is a fair bit of work for little
reward), go right past the two Roto-Discs to punch the brick to the left of
the Thwomp for a Power-Up before continuing right to run through the dual
Roto-Disc attack.

Go right to the wall, turn left to keep Boo Diddly from charging, and then
jump onto the top of the wall before the Roto-Disc can get you (turn left to
keep Boo Diddly away).  Run under the Thwomp, get tight to the wall, and
then jump over the wall when both the Thwomp and the Roto-Disc are not in
your way.

Continue right to jump a lava pit to see a Thwomp waiting over an area that
is as big as him.  You can either do a jump to the edge of the platform
(difficult to do without getting hurt), jump out and then back in to bait
him so you can jump across when he resets (decent), or you can do a short
jump from a run to immediately pass under BEFORE he gets to land a hit (hard
but the easiest with practice).  Go through the door to find Boom-Boom!

A room void of platforms and Boom-Boom does not wing to the sky here.  A
simple three stomps and you are out when you grab the ? Ball on this
Boom-Boom execution 101!


                              o-----------o
                              | Level 5-3 |
                              o-----------o

Yes, this is in fact the lone level that houses the almighty (and
worshipped) Power-Up, Kuribo's Shoe!  Enjoy it while it lasts!  Also
remember to hit any Kuribo Goombas from below (when they are on brick
ledges) to get the Kuribo Shoe free for Mario.

Go down the pipe you see, walk left to wait for the Spiny to move so you can
go after the power-Up in the ? Block between the pipes.  Go left past the
Venus Fire Trap, face-off with a Kuribo Goomba (brick ledge is right there
to get it form the Goomba), and then continue left to find three Spinies.

Another Kuribo Goomba and a brick ledge are next, followed by three more
Spinies.  Next are some Black Munchers that you can go across with your
Kuribo Shoe for Coins and a 1-Up Mushroom (second from the left).  Next are
two Pirahna Plants and a Venus Fire Trap before you take a pipe to the level
below.

First up is your last shot at a Kuribo's Shoe (move the ice blocks and bait
it onto the brick ledge before going below to de-shoe the Goomba), which is
then followed by a Pirahna Plant and some Black Munchers to the right.
Three Spinies, a Pirahna Plant, Black Munchers, and then another Pirahna
Plant will challenge you before a Bob-Omb waddles into your hair.

The middle ? Block contains a Power-Up, jump across the tall pipe between
the Venus Fire Trap's attacks, and then fight with a couple Pirahna Plants
and Black Munchers.  One more Spiny then stands between you and the pipe to
the end of level Slot Box goodness!


                             o-----------o
                             | The Tower |
                             o-----------o

Please note that a secret exists here that requires a P-Wing to get, but
only if you wish to get a single 1-Up Mushroom.

Head off to the right through the four Roto-Discs, possibly stopping to get
the Power-Up before heading up the pipe.  Now you need to move left past two
Thwomps to go up another pipe to be on the outside.  Head right across the
gaps and fight off the two Pile Driver Micro-Goombas to reach the far right.
If you have a tail, you can hit the wall to the right of the pipe for the
Coins in the Coin Blocks, and if you have your P-Wing power on, fly over the
wall to the right to find a lone brick in space with a 1-Up Mushroom inside.

Go right to go under a Thwomp and jump a bed of spikes while dodging a
Roto-Disc to go right and jump another bed of spikes to find a pipe to go
up.  Simple go left through this room and up the pipe to end up outside (the
bricks below the pipe are worth 1 Coin each if you have a tail).  Go right
to punch the lone brick between the ? Blocks to make a beanstalk (deal with
the Red Koopa Troopa) before climbing up to the cloud platforms.  Use them
to reach the pipe to exit!

If you go back down (this will deposit you on the bottom half of this world),
you can get a 1-Up Mushroom with the use of a tail (but you will have to climb
up the Tower again to get to the top half of the World).


                              o-----------o
                              | Level 5-4 |
                              o-----------o

If you can fly, this level can play vastly differently than if you can not.

                               ==========
                               OPTION ONE
                               ==========

This is the regular level.  Get the Power-Up, take a running leap past the
two rotor platforms, use the still rotor platform (it will tilt in the
direction you are standing), and then hop over the following rotor platforms
to land on a ledge of wooden blocks.

Jump the waterfalls and then use the still rotor platforms as you jump
across the continually rotating ones to land on a cloud platform with a
Green Paratroopa Koopa.  Here you can use the spinning rotor platform to
perform "The Fake Touch Down Move" (jump on the Koopa Troopa and bounce to
the platform to wait for the Koopa Troopa to revive so you can jump onto it
before bouncing back to the rotor platform to repeat the set-up for the
chain).

Once you are done/do not bother, head through the pipe to find Lakitu and
the Slot Box to finish the level!  Please note that if you let Lakitu throw
all four of his Spinies (the maximum he is allowed to have on screen at a
time) and you then hit the Slot Box, many points and a 1-Up will be yours!

                               ==========
                               OPTION TWO
                               ==========

Grab the Power-Up at the start and you will need to be Raccoon or Tanooki
Mario (in this case, NO grabbing the Power-Up).  Use the run way to take off
to the cloud ledges in the sky.  When you reach the second one, build up
your meter to wing to the sky to fly right, and then hover right when you
run out of flying power to reach the end of the level.  Go through the pipe.

Once you are done/do not bother, head through the pipe to find Lakitu and
the Slot Box to finish the level!  Please note that if you let Lakitu throw
all four of his Spinies (the maximum he is allowed to have on screen at a
time) and you then hit the Slot Box, many points and a 1-Up will be yours!


                              o-----------o
                              | Level 5-5 |
                              o-----------o

This level is the White Mushroom House level, so go into this level trying
to collect all the Coins possible to win yourself a fabulous prize!  This
level requires you collect a minimum of 28 Coins to make the White Mushroom
House appear.

This whole level has a multitude of Donut Lifts constructing the ledges
Mario walks on, so be careful.  Head right to fight two Green Paratroopa
Koopas and a light brown Para-Goomba as you move to hit the top wooden block
of the three block stack for a Power-Up.  Now go right to stomp a Paratroopa
Koopa down to it's shell, pick up the shell, and then throw it back to the
left to uncover the pipe on the right so you may go down it.

Fall through the Coins and hit the gigantic ? Block for a Tanooki Suit
before exiting.  Jump up through the bricks here to hit the left-most brick
to get a Coin and continue right (if you get hit though, hit the right-most
brick to get a Power-Up as well as bumping the Wooden Block just to the
right of that on the Donut Lifts for another Power-Up).

Head left through a Fire Chomp and some Pirahna Plants to get some Coins on
a Donut Lift "bridge", followed up by using the Donut Lifts one at a time
from left to right to get the Coins below.  Now head right again to arrive
back at the Venus Fire Trap/Green Paratroopa Koopa combo to continue right
to go under another light brown Para-Goomba to go to the Slot Box to finish
the level!

Please not that you can go back to the same pipe you entered for the Tanooki
Suit to reset the bricks that contain Coins until you have enough Coins for
the White Mushroom House to appear!


                              o-----------o
                              | Level 5-6 |
                              o-----------o

Start off by going right with the scrolling screen to see some Para-Beetles
flying towards the left side of the screen.  They can not harm you (unless
you jump into their bottoms), and you can not harm them as you use them as
stepping stones between platforms to go between the platforms over the large
gaps.  Be sure to grab the ? Block Power-Up before you jump past the Red
Paratroopa Koopa to use the Note Blocks to hop across the small wooden block
platforms.

Continue to collect Coins as you see a ledge of bricks appear, which you
should go under to make a P-Switch appear out of the second brick from the
right (trip it).  Now jump across the larger ledges here to pass/kill a Fire
Chomp as you move to the right to enter a pipe.

Head through the pipe to find Lakitu and the Slot Box to finish the level!
Please note that if you let Lakitu throw all four of his Spinies (the
maximum he is allowed to have on screen at a time) and you then hit the Slot
Box, many points and a 1-Up will be yours!


                              o-----------o
                              | Level 5-7 |
                              o-----------o

This level has an unique oddity that few levels share.  If you use an
Invincible Starman BEFORE entering the level, you will have the opportunity
to run through the entire level while invincible provided you hit the proper
block to cause replacement Invincible Starman to appear.  However, they will
only appear if you are still invincible WHEN you punch the block.

The walkthrough will cover the normal level and the Invincible Starman
strategies.  Please note that you can go down the first pipe you see to find
an area with some possible Invincible Starmen as well as a P-Switch with
bricks high int he sky requiring a P-Wing to make it a somewhat useful
diversion (you will collect very few Coins using a Raccoon Leaf or Tanooki
Suit for this trick).

                               ==========
                               OPTION ONE
                               ==========

Go past the Green Koopa Troopa to find a Pile Driver Micro-Goomba guarding a
Power-Up in a Wooden Block.  Continue right to deal with three more Pile
Driver Micro-Goombas, a Venus Fire Trap, and then two more Pile Driver
Micro-Goombas.

Lakitu will appear to throw Spinies at Mario, so head right swiftly while
dodging the various Pile Driver Micro-Goombas and Bullet Bill launchers that
litter your path.  Run right across the flat white cloud to burn on through
the pipe.

You will happen upon Lakitu and the Slot Box to finish the level!  Please
note that if you let Lakitu throw all four of his Spinies (the maximum he is
allowed to have on screen at a time) and you then hit the Slot Box, many
points and a 1-Up will be yours!

                               ==========
                               OPTION TWO
                               ==========

Remember you need to use an Invincible Starman BEFORE entering the level.
Run right to hit the first ? Block you see for the next Starman (collect),
and then run right to hit the first ? Block in the next set of three for
another Starman (collect).

Now run right to go up the brick structure to quickly drop into the Venus
Fire Trap area to hit the ? Block on the left part of the hole to get your
next Starman (collect) before leaving the hole to run right to hop off the
structure to turn left and hit under the lone brick sticking off that same
structure for the next Starman (collect).

Go right to land on the first pipe, hit the brick above for the next Starman
(collect), and then continue right at top speed past the Bullet Bill
launchers to go through the pipe you find at the end.

You will happen upon Lakitu and the Slot Box to finish the level!  Please
note that if you let Lakitu throw all four of his Spinies (the maximum he is
allowed to have on screen at a time) and you then hit the Slot Box, many
points and a 1-Up will be yours!

                        o------------------------o
                        | World Five Fortress #2 |
                        o------------------------o

Jump right over the lava using the small block to go down the pipe.  Jump to
the right across the gaps when the Podoboos are not in your path when they
fly from both the lava on the floor and the down from the roof.  When you
reach the ? Blocks, go over the top (making sure to watch out for the two
Podoboos coming through the ledge below) to hit the last ? Block on the
right for an Invincible Starman.

Now head right across the small platforms to reach a part where a Boo Diddly
waits, which you should kill with your disappearing invincibility (if you did
not get here in time, you will have this ghost chasing you the whole way to
the end).  Go right to find a Power-Up from a ? Block (watch out for the
Podoboo from the roof), and then continue right through some more Poboboos
and another Boo Diddly to tangle with one last Dry Bones to get into the
pipe.

Head right to fight Boom-Boom!  Another room clear of obstructions for your
brawl, so a three stomp and out technique should be easy.  However, he will
try to wing to the sky after the first stomp, so get him before he becomes
airbourne or you will have some troubles.


                              o-----------o
                              | Level 5-8 |
                              o-----------o

This level works best if you run the whole way through, which allows for
minimal attack time for Lakitu.  However, make sure to take your time on the
jumps near the end of the short level.

Jump across the gap to get a Power-Up from a ? Block before continuing right
across the gaps with Lakitu raining down Spinies until you see two Red Koopa
Troopas.  You can use this marker to know that the next high ledge will have
a Power-Up in a ? Block AND a spot to kill off Lakitu (if you want to risk
it).

Then you will face a Red Paratroopa Koopa guarding the ascending cloud
ledges that leads to a long high cloud ledge that has the pipe you need to
pass through.  You will happen upon Lakitu (AGAIN!) and the Slot Box to
finish the level!  Please note that if you let Lakitu throw all four of his
Spinies (the maximum he is allowed to have on screen at a time) and you then
hit the Slot Box, many points and a 1-Up will be yours!


                              o-----------o
                              | Level 5-9 |
                              o-----------o

A scrolling level that requires efficient movements on your part.  Go right
past the Red Paratroopa Koopa tot he next cloud ledge before hopping across
the next seven floating ledges.  Hop up to the horizontal moving ledge above
the seventh in the set, and then ride it to the right to jump to the ledge
dropping down from above.

As a Fire Chomp attacks, jump to the ledge on the right, followed by
going on a set of three jumps to the right (across a new platform each
time).  Another Fire Chomp attacks, so jump to the ledge above, jump to the
right, and then jump up the remaining ledges to reach a cloud ledge where a
pipe awaits.

You will happen upon Lakitu and the Slot Box to finish the level!  Please
note that if you let Lakitu throw all four of his Spinies (the maximum he is
allowed to have on screen at a time) and you then hit the Slot Box, many
points and a 1-Up will be yours!


                          o---------------------o
                          | Roy Koopa's Airship |
                          o---------------------o

Head right to go by a Cannonball launcher and an Exhaust Port to find a ?
Block Power-Up defended by a pair of Cannonball cannons.  Go right past a
Bullet Bill cannon, up the stairs, past the two Cannonball cannons, and then
through a barrage of Cannonballs to find a Bullet Bill launcher.

The next part of the Airship is known by many as "The Gauntlet", which is
comprised of eight Cannonball cannons.  However, you can bypass this
dangerous section of death by using the first cannon along the top to bounce
off a Cannonball (hold the A Button) to land on the roof of the wall the
cannons are attached to.  Now head right past the Bullet Bill launcher to go
to the pipe to enter the Koopa Kid's Chamber!

The following is the layout of his room:

         | |                           | |
         | |                           | |
         | |                           | |
         | |                           | |
         | |                           | |
         | |    ___     _______        | |
         | |___|   |___|   |   |_______| |
         | | | |   | | |   |   | | | | | |

Roy Koopa will greet you here with his smoke ring throwing wand in hand.
However, he also has the additional power of shaking the ground whenever he
lands from a jump, which immobilizes Mario for a few seconds.  Also note
that he will double hop after every stomp and they are very short and small
hops.  Grab the Magic Wand and fall down to the throne room to receive a
letter from Princess Toadstool.  She gives you a Jugem Cloud as you head off
to Ice Land!

----------------------------------------------------------------------------
------------------------------------World Six-------------------------------
----------------------------------------------------------------------------

9) Welcome to Ice Land!  This section will give you the know all for
  getting through with ease.

______________________________
KEY                           |
                             |
S - Start Location            |
X - Level Location            |
P - Pipe Location             |
F - Fortress Location         |
R - Rock Location             |
H - Spade House Location      |
T - Toad House Location       |
W - Wandering Hammer Brothers |
L - Locked Door Location      |
C - Castle Location           |
B - Bridge Location           |
______________________________|


                  I C E   L A N D

                      T            P---B-+
                      |                  |
               +--X---+RP             +--+---+
               |      |               |      |
   --S---+--X--H  F---WL-+   +--X--W  F--+   X---
         |     |      |  |   |     |     |
         P     +------X  H---+  T  +--+R-+---X
                             |  |  |  |      |
                             +--X--+--+--S---+


                       o-------------------------o
                       | Mushroom House Contents |
                       o-------------------------o

House #1: Random
Items...: Super Mushroom, Fire Flower, Raccoon Leaf

House #2: Pre-Determined
Items...: Hammer Brother Suit


                      o---------------------------o
                      | Wandering Hammer Brothers |
                      o---------------------------o

Brother Set #1: Hammer

Brother Set #2: Jugem's Cloud

Brother Set #3: Invincible Starman


                              o-----------o
                              | Level 6-1 |
                              o-----------o

Head right to get a Power-Up from a ? Block, jump over the Ptooie when the
spiked ball is high in the air, and then continue right to see another
Ptooie.  However, if you are Raccoon Mario upon starting the level, ignore
the ? Block Power-Up as you jump the Ptooie to then fly high into the sky to
pass through a door.  Here you will pass under some low hanging walls to hit
a P-Switch and then reverse direction to slide back to collect the bounty of
Coins from the bricks that were switched before exiting through the door on
the right side of the bricks turned COins (if you are too slow, you will
have to use your tail to bust the bricks to reach the door).

A Pirahna plant is next, followed by a Venus Fire Trap, three Ptooies (the
Bonus Roo will deposit you here), a dark brown Para-Goomba, and then another
Ptooie.  Take a timed running leap through the opening on the Ptooie and it's
spiked ball to clear the gap on the far side of the pipe.  Now run right to
reach the Slot Box and finish the level!


                              o-----------o
                              | Level 6-2 |
                              o-----------o

This level will automatically scroll along (so keep up with the movements).
Use the two cloud platforms to reach the ice platform, jump to the platform
below, and then use the Ice Block on the ? Block on the right for a
Power-Up.  Jump to the platform on the right with the brick wall, use the
clouds to climb past it, and then go by the Red Koopa Troopa ledge to go
right along the wooden ledges to a large wall.

Jump up the cloud ledges as they appear to climb up beside the wooden block
wall, jump right across the ledges, and move the Ice Blocks so you can hit
the Coin Block.  Go right past the Red Koopa Troopa to use the cloud
platforms as the stage scrolls downward to an ice platform, and then drop
down so Mario is lower than the wooden block wall.  Quickly jump to the
cloud platform, then to the next one, and then back to the left for the 1-Up
Mushroom in the block on the wooden ledge.

Continue your leaping to the right across ledge and platform to find a pipe
to go down.  Run to the right to find the Slot Box to finish the level!


                              o-----------o
                              | Level 6-3 |
                              o-----------o

Jump off of the Note Blocks to land on the wooden platform to the right,
duck (if you are Super Mario or better) to pass through the small opening,
and then jump up to the ice ledge to stomp the Red Koopa Troopa.  Take the
shell as you jump right to use it on the ? Block for a Power-Up, run across
the small gaps, and then deal with the two Red Koopa Troopas.

When you see the three bricks, either jump and whack the left-most one with
your tail OR use a Red Koopa Troopa shell to hit the brick to make a vine
extend up to a spot with a pipe.  Inside is a Tanooki Suit from a gigantic
? Block, and then fly up the left side for 30 Coins before going out the
left pipe.

Jump off the platform to the right and use your tail to slow your descent to
land on a small ice ledge with a big wall.  Jump across the small ledges as
you head right (you can go the low route for a 1-Up Mushroom from the brick
if you are daring), and then jump the two Red Paratroopa Koopas to reach
solid ground.  Run to the right to reach the Slot Box and finish the level!


                        o-----------------------o
                        | World Six Fortress #1 |
                        o-----------------------o

Go onto the platform to start your ride up the wire while Podoboos attack
from below, making sure to get the ? Block Power-Up.  Ride the long route
through the narrow horizontal corridor, and when you reach the part where
the wire cuts downward (a Hot Foot is visible), run off the platform and
hold RIGHT to reach the ledge below where a door awaits your entry.

A dual Roto-Disc enemy awaits here for you to jump over it, grab the Power-Up
from the ? Block, and then head right.  If you have flying ability, wing to
the sky for a 1-Up Mushroom.  The ? Blocks inside the pseudo-room contain an
Invincible Starman (the left-most ? Block), so grab it and head right at top
speed to go through a door and into Boom-Boom's Chamber!

Run right towards Boom-Boom, and just smack him with your body if the
invincibility has lasted the whole way for you (you also get a COOL upside
down ? Ball!).  Otherwise, it is a room with two small bricks in the air and
Boom-Boom will wing to the sky after the first stomp.  Three stomps will win
you a ? Ball and you are on to the next level!


                              o-----------o
                              | Level 6-4 |
                              o-----------o

Jump to the right, use the rotor platform when it is still to jump to the
ice block, and then jump to the right again.  Now go down the ice stairs to
hit the brick to get a 1-Up Mushroom (if you want to risk it), and then go
right along the top to step onto a wooden ledge before jumping to the right
to wait for the platform to move under the ice blocks.  Not however you can
enter a Coin Heaven from here when you first hop onto the wooden ledge again
and jump up to the left along the ice blocks to reveal the Note Block that
will carry Mario there (although it is not the Coin Heaven with teh 1-Up in
the sky).

Use the platform to get the ? Block Power-Up and the Coins before jumping
across the gaps using ledges and platforms to find a P-Switch to stomp for a
large brick wall of Coinly goodness.  Run right to find rotor platforms
(Mario will land form the Coin Heaven here) connected to the ice blocks and a
Fire Chomp.  Once you clear this area, run to the right to find the Slot Box
and finish the level!


                              o-----------o
                              | Level 6-5 |
                              o-----------o

An unique level where the exit is found PARTWAY through the level, NOT the
farthest point you can travel to.

Head through the pipe at the beginning to go underground to see some Buster
Beetles walking away from Mario, so follow them and go into the pipe coming
from the ceiling to find a ? Block Power-Up.  You can then go back down the
pipe and then immediately return to Power-Up again (assuring yourself of the
Raccoon Mario status you will need to finish the level).

Head though the pipe on the left of the small room, use your tail on the
Venus Fire Trap immediately, and then climb the slope to go down the
segmented stair section.  Wait for the Buster Beetle to throw his Ice Block
into the wall, kill the Buster Beetle, and then go left to rid yourself of
the three Ice Block wall.  Remember that you need to be Raccoon Mario, and
if you lose this you need to head right through the pipe to the Power-Up
room (remember this for any time you get hit).

Now knock the Green Koopa Troopa out, grab the Koopa Shell, and then build
your flying meter to go through the hole in the roof to land on the brick
ledge.  Immediately throw your Koopa shell to the right to kill the two
Nippers and go through the hole you made to enter the pipe.  head to the
right to get hit the Slot Box to finish the level!


                              o-----------o
                              | Level 6-6 |
                              o-----------o

Go through the pipe to find a path split, with the upwards one taking you on
a detour past Spikes and a Cheep-Cheep for a Power-Up, while the downward
path will put Mario onto a path past Cheep-Cheeps and a Pirahna Plant.
Continue right to go past two Venus Fire Traps to enter the water.

Swim along the top half of the water past the Cheep-Cheeps to enter a
dead-end path with a small pocket of air (jump one spot to the left of the
wall to find a 1-Up Mushroom).  Continue right to find a Power-Up, followed
by you slipping through the hole on the right to go down and then right once
more.

Navigate the school of Cheep-Cheep located here to find a few Pirahna Plants
doing there thing under water (they will continually come out DESPITE your
proximity, so be wary), followed by Mario leaving the water to face three
Spikes, a Venus Fire Trap, a Cheep-Cheep, and then a Spike before heading up
through a pipe.

A Spike is all that stands between you and the Slot box to finish the level!


                              o-----------o
                              | Level 6-7 |
                              o-----------o

This level is the White Mushroom House level, so go into this level trying
to collect all the Coins possible to win yourself a fabulous prize!  This
level requires you collect a minimum of 78 Coins to make the White Mushroom
House appear.

A scrolling level, your skills need to be dead on to get all the Coins.
Jump to the right across the Donut Lifts (stand on the right Donut Lift of
the second ledge to fall down and get three Coins before hopping right), and
then get the Power-Up as you go onto the Donut Lift on the top ledge.

Jump to the ledge on the right when the Donut Lift falls, kill the Fire
Chomp, and then fall along with the Donut Lift to get six Coins before
jumping right.  Use the Donut Lift to get the three Coins below, get the
Coins from the ice ledge, and then use the Donut Lift for the three Coins
below.

Now get the Coin from the ? Block, go right to use the Donut Lift for the
Coins below, and then jump right for more Coins before hitting the brick for
another Coin.  Jump above to get the Coins with assistance from the Donut
Lift, and then jump right to hit the ? Block to get the Power-Up (needs to
be a Fire Flower for the White Mushroom House chances to continue).

Use the Donut Lift to fall down to jump right, jump up two ledges, and then
use the Donut Lift to get the Coins below (both columns).  Now hop up until
a row of Coins below a Donut Lift beckons, go down to get them, and then
quickly hop up and then to the right to reach the solid ledge where a Fire
Chomp guards some more Coins.

Jump up the Donut Lift steps to reach the ice ledge, use the Donut Lift to
fall on, and then jump right to the Note Blocks so you can reach the pipe.
Use your Fire Power (which you needed to retain to this point for the White
Mushroom House) on the iced Coins, making sure to rid yourself of the Green
Paratroopa Koopa.  Also look for an invisible block worth a Coin to the left
of the stack of frozen currency before running to the right to hit the Slot
Box to end the level!


                        o-----------------------o
                        | World Six Fortress #2 |
                        o-----------------------o

Please note that this fortress has icy floors throughout, so it will be a
slippery ride.

Run right to jump the small block, fall through the hole immediately so the
Thwomp does not hit you (horizontal mover), and then head right carefully to
hit the ? Block for a Power-Up.  Now jump up to the right when the Thwomp is
resetting to the left, head right to wait for the Thwomp below to move
right, and then fall through the hole.

Continue right to jump to the small ledge, wait for the Thwomp to move left,
and then jump up to run and slide under the short wall (if you are Super
Mario or better).  Jump the gap to avoid two Roto-Discs to gain a Power-Up
from a ? Block, and then go right to hop up a level once the Thwomp starts
to reset to the left.

Now go right past the dual Roto-Discs with the Boo Diddly in pursuit to see
a Thwomp below.  Wait for the Thwomp to reset to the left, jump down on the
right, and then hop the Thwomp as it comes right to fall through the hole.
Run to the right to jump up through the opening immediately so the Thwomp
coming in from the right will not catch you.  Take off to the right to find
a door to Boom-Boom's Chamber!

Boom-Boom begins on an elevated ledge on the right, with a few small ledges
strewn throughout the lair.  Add in the icy floors to cause problems,
Boom-Boom has some real advantages here.  However, Boom-Boom will not wing
to the sky, so use the three stomp and out with the help of the ? Ball!


                              o-----------o
                              | Level 6-8 |
                              o-----------o

Grab an ice block, use it on the ? Block for a Power-Up, and then jump the
Ptooie to stomp a green Koopa Troopa.  Pick up the shell and kick it right
to wipe the Nippers, Spikes, and the Buster Beetle out.  Grab the Power-Up
with the ice block, take on a couple Buster Beetles, face some Nippers, and
then slide down the hill to kill another Buster Beetle.

Fight another Buster Beetle before tripping a P-Switch and winging to the
sky (directly above the P-Switch) to find a huge set of bricks that are
Coins for a limited time.  Now head right to ht the Slot Box and finish the
level!


                              o-----------o
                              | Level 6-9 |
                              o-----------o

Two paths that lead to different rewards.  The walkthrough will cover both
step-by-step.

                               ==========
                               OPTION ONE
                               ==========

If you wish to use a P-Wing, you can just fly over the ice wall on the
right, beat the Red Koopa Troopa up, get the 1-Up Mushroom, and then go
right to hop off the wall to go to the Slot Box to finish the level.

Also note that regular Mario can make it up to the top by jmuping at the
wall and then jumping at the proper time to get another hop up onto the
ledge.  I have only performed this a handful of times as of yet I have been
unable to devlop a surefure strategy for it (please send in your thoughts
and strategies if you have them).

                               ==========
                               OPTION TWO
                               ==========

If you chose to go down the pipe, you will face some watery danger.  Head
right past a Cheep-Cheep to see a Blooper With Kids who uses the kid scatter
attack, so swim up onto the wooden block to go onto dry land.  Jump the
Munchers, wait for the Pirahna Plant to retreat, and then jump the gap to
the far ledge.

Jump the Munchers, get the Power-Up from the Note Block, and then run under
the pipe when the Pirahna Plant is withdrawn to run back into the water.
Now swim past a Cheep-Cheep to go above water (allow the avoiding of more
Blooper With Kids), so jump right over Munchers, jump up off the wooden
blocks just to the left to reveal a hidden block, and then hit the brick to
reveal a P-Switch (use the block you uncovered to reach it).  Now collect
the Munchers (they become Coins).

Now head right past the first Pirahna plant to deal with a Venus Fire Trap
before hopping into the pipe above the Venus Fire Trap's pipe to go outside.
Run to the right to hit the Slot Box and end the level!


                              o------------o
                              | Level 6-10 |
                              o------------o

Go right to see some Red Koopa Troopas as Mario finds a ? Block containing a
Power-Up, followed by using an Ice Block on the brick on the right in the
set of two to make a vine appear.  Climb it to find a P-Switch in a brick,
trigger it, and then jump through the mass of Coins on your right before
quickly heading right past the frozen Coins to find four frozen Munchers
covering a pipe.  Use your Fire Power (if you have it) to release the
Munchers, which will still be Coins thanks to the P-Switch, which you follow
by heading down the pipe to find a Hammer Suit!

Head right past the dark brown Para-Goomba to jump a gap to find an area
guarded by Buster Beetles.  Then you need to jump some gaps using a rotor
platform and deal with a Red Koopa Troopa before heading right to hit the
Slot Box to finish the level!


                        o-----------------------o
                        | World Six Fortress #3 |
                        o-----------------------o

Head right to deal with a dual Roto-Disc set as you jump to the conveyor
ledge over a spike bed to jump to another dual Roto-Disc obstacle, which is
followed by two Boo Diddlies.  Now jump right over the spike bed to avoid a
Stretch as you get a Power-Up from a ? Block, followed by a Boo Diddly and
another Stretch.

Go right on past the Roto-Disc to pass a Thwomp, followed by leaping to a
new conveyor belt to go by a Roto-Disc.  Now two Stretches and a dual
Roto-Disc are your blockade, so use the Stretch to cross the spike bed to
leap to the far ledge to go through the door.

You will fall to the floor far below, run to the right, and then turn left
to  keep the three Boo Diddlies away until the door is floor level for Mario
to pass through to find Boom-Boom's Chamber!

Boom-Boom has a crowded room with five different blocks in the air, limiting
the jumping area.  Boom-Boom does not wing to the sky here, so a three stomp
for a ? Ball should be simple.  However, just be sure to not get trapped
underneath a block with boom-Boom charging you!


                         o-----------------------o
                         | Lemmy Koopa's Airship |
                         o-----------------------o

Head right to find a Bolt-Lift leading over a pit to the far side, so ride
it across the gap OR just wait for the screen to scroll and take a running
leap across to the far side.  Now use the two Bolt Lifts to cross another
gap, head down the path to maneuver through the Exhaust Ports that litter
this area, and then jump to the left for a Power-Up.

Now go right to jump up to the left between Exhaust port fire blasts and
then right to find a pipe to the Koopa Kid's Chamber!

The following is the layout of his room:

         | |                           | |
         | |                           | |
         | |                           | |
         | |                           | |
         | |                           | |
         | |                           | |
         | |___________________________| |
         | | | | | | | | | | | | | | | | |

Lemmy Koopa could be the "clown prince" of the family with his ball balancing
act as he rolls around his flat-floored room.  He will release his
star-adorned balls as you try to stomp him three times.  Grab the Magic
Wand and fall down to the throne room to receive a letter from Princess
Toadstool.  She gives you a P-Wing as you head off to Pipe Land!

----------------------------------------------------------------------------
-----------------------------------World Seven------------------------------
----------------------------------------------------------------------------

10)Welcome to Pipe Land!  This section will give you the know all for
  getting through with ease.

______________________________
KEY                           |
                             |
S - Start Location            |
X - Level Location            |
P - Pipe Location             |
F - Fortress Location         |
R - Rock Location             |
H - Spade House Location      |
T - Toad House Location       |
W - Wandering Hammer Brothers |
L - Locked Door Location      |
C - Castle Location           |
B - Bridge Location           |
A - Pirahna Plant Ambush      |
______________________________|


                P I P E   L A N D

    S-----+   P     P   F--H--X   X------P
    |     |   |     L   |     |   |      |   P
    X--P  P   T  P--A---+--P  P   H---+--X--T
                                      |
     P---P   +--X--H--+--X--P     PL--X-----F
     |       |        |     |               |
     X---P   P        X--P  T         C-----A


                       o-------------------------o
                       | Mushroom House Contents |
                       o-------------------------o

House #1: Random
Items...: Super Mushroom, Fire Flower, Raccoon Leaf

House #2: Random
Items...: Frog Suit, Tanooki Suit, Hammer Suit

House #3: Random
Items...: Frog Suit, Tanooki Suit, Hammer Suit


                       o------------------------o
                       | Pirahna Plant Ambushes |
                       o------------------------o

Pirahna Scene #1: P-Wing

Pirahna Scene #2: Super Mushroom


                              o-----------o
                              | Level 7-1 |
                              o-----------o

Go enter the door, take out the Red Koopa Troopa, and then continue jumping
up to enter a pipe.  Time your drop down to the left between the Pirahna
Plant movements, head up the pipe, and then jump around the ? Block ledge
above (very difficult to do) to find a 1-Up Mushroom!

Now take the pipe on the left, use the Red Koopa Troopa on the ? Blocks on
ground level for a Power-Up, and then use the Note Block to bounce up on top
of the pipe.

Now continue upwards past the Red Koopa Troopa and the Pirahna Plants to get
onto a dual set of Note Blocks to bounce up to the pipe on the right.  Then
use the next Note Block to jump up to some wooden ledges.  However, if you
have flying ability, use the runway by the Red Koopa Troopa to fly up the
left side to find a pipe system that will allow you to skip the Note Block
sections and find a fair bit of Coins as well.

When you go through the pipe, walk towards the approaching Green Koopa
Troopas until you are under an opening, bounce off of a Green Koopa Troopa
(hold the A Button), and then land on the blocks up top to go up the pipe.
Head right to hit the Slot Box and finish the level!


                              o-----------o
                              | Level 7-2 |
                              o-----------o

This level is the White Mushroom House level, so go into this level trying
to collect all the Coins possible to win yourself a fabulous prize!  This
level requires you collect a minimum of 46 Coins to make the White Mushroom
House appear.  Wear a Frog Suit if you attempt to get this challenge done.

Go right past the Nipper to use an Ice Block on the left ? Block to find a
Power-Up, and then head down the next pipe.  Go to the far left to collect
the Coins, trigger the P-Switch, and then swim right at top speed to collect
as many Coins as possibly before they revert to bricks (note that this is
impossible to do without the use of a Frog Suit though).

Head back up topside to fight Nippers and Venus Fire Traps as you head right
to jump into a large area where a Green Paratroopa Koopa is (kill it).  Now
jump up to reveal hidden Note Blocks ALL the way across this area before
heading down the pipe on the right for a Power-Up before heading down the
pipe on the left.

Swim to the pipe on the left, head topside, turn right to go across the Note
Block bridge (jump straight up off the seventh from the left Note Block to
reveal a hidden 1-Up Mushroom), and then continue right to go down the first
pipe you see leading into the ground to fight Nippers and a Pirahna Plant as
you go right to get a Power-Up.

Head back topside (using the pipe you came down in) to go right past a slew
of Venus Fire Traps, a Pirahna Plant, and a Nipper to find the one short
pipe that leads underground to another pipe for Mario to take.  Run off to
the right to find the Slot Box and finish the level!


                              o-----------o
                              | Level 7-3 |
                              o-----------o

This level has the potential for Mario to be invincible the whole way
through, PROVIDED you hit the proper ? Blocks as you run through.

Hit the ? Block at the start for the Invincible Starman, run right through
the four Green Koopa Troopas to hit the left-most ? Block on the bottom set
for another Invincible Starman.  Head right through two Green Koopa Troopas
and two Green Paratroopa Koopas to hit the left-most ? Block on the bottom
set for another Invincible Starman, and then run down the hill through three
Spinies.

Jump past the Venus Fire Trap, hit the brick for an Invincible Starman as
Lakitu shows up throwing Spiny Eggs (you can also go to the ? Block above
for a Power-Up), and then head right to hit the brick for a P-Switch
(trigger it for some Coins if you wish).

Now head right to hit the next brick to get an Invincible Starman, with the
same applying for the next brick you find.  Now just run and jump right
across the gaps to pass a couple Green Paratroopa Koopas to find the Slot
Box to finish the level!  Remember that you can wait for Spiny Eggs to be on
screen along with Lakitu to win a 1-Up!


                              o-----------o
                              | Level 7-4 |
                              o-----------o

If you are Raccoon/Tanooki Mario, you can fly over the wall to the right to
find two 1-Up Mushrooms.  However, you will be unable to fly over the next
wall, so go back to the right to go down the pipe.

A scrolling screen will cause you some concern in this aquatic challenge.
Head right to pass a Lava Lotus with Spiny Cheep-Cheeps swimming through the
area from both directions to find a Power-Up in a ? Block.  Swim right to
face a Big Bertha as you exit the white bordered passage, which is followed
up by a Blooper With Kids as you enter the "Jelectro Field".

The Jelectro Field has a mass of Jelectros blocking most paths through, so
control is VERY important!  A Big Bertha will appear not too far into the
field, so avoid it as best you can, and then a Blooper With Kids will attack
as you exit the Jelectro Field.

As a second Blooper With Kids attacks, the ground will reappear, bringing
the return of Spiny Cheep-Cheep attacks as well.  Get the power-Up from the
? Block, go past the Lava Lotus, and then go by a Big Bertha to pass through
a small passage.  Next up is a Lava Lotus that guards the pipe back to the
surface, where a sprint to the right will gain Mario the Slot Box.


                              o-----------o
                              | Level 7-5 |
                              o-----------o

Head down the pipe to find two Green Paratroopa Koopas guarding the way to
the next pipe.  Go right underneath the Red Koopa Troopas to take a pipe
down to face Bob-Ombs and Green Koopa Troopas as you move right jumping up
towards openings in the floor above to reveal blocks.

Go up the pipe on the right first to get a Power-Up from the ? Block,
followed by moving left to hit the hidden block in the small opening before
going down the pipe to go get the ? Block Coins.  Now go up the first pipe
you happen upon to jump and reveal a 1-Up Mushroom, which can be collected
through the odd trick of letting it grow partway from the block, go down the
pipe, and then immediately go back up the pipe to collect the 1-Up without
ever touching it!

Head back down again to go to the next pipe on the left to take that pipe
up, followed by going to the right to either use your tail on the brick
before performing a running slide under the wall or go down the pipe just
below the brick to find three Green Paratroopa Koopas.  These Green
Paratroopa Koopas can be used to do the "Endless Enemy Stomp" for a pile of
1-Ups (just draw them to the right to perform the trick in the roomiest
location possible)!

Head right past the Red Koopa Troopa (do not go low or the Bob-Omb will get
you because of hidden blocks stopping your escape), and go through the Ice
Blocks while dealing with a Green Koopa Troopa to go down the pipe.  Head
right to hit the hidden blocks, and then go back up the pipe to go left to
get to the platform with the Red Koopa Troopa so Mario can hit the hidden
blocks there.

Now go left until Mario can go up onto the top level, run right to use the
pipe (look for a hidden 1-Up Mushroom to the side of the pipe), and then go
across the hidden block bridge to go up the pipe.  head right to hit the
Slot Box to finish the level!


                        o------------------o
                        | Pirahna Scene #1 |
                        o------------------o

Go by the two Venus Fire Traps to find some Munchers that will only be
attacking about three seconds, followed by three seconds retreated into
their small pipes.  Your job is to go across their area by stepping where
the retreated Munchers are to arrive near a gap.

Jump the gap to go past some Venus Fire Traps and a Pirahna Plant to go down
the short pipe to find a P-Wing!


                     o-------------------------o
                     | World Seven Fortress #1 |
                     o-------------------------o

An unique level that requires some work to gain some great rewards,
INCLUDING the infamous "Coin Fortress"!

This paragraph is for the player who is Regular Mario (the rest of the Mario
types can skip to the next paragraph).  Go into the Fortress to go right
through the door.  Run right through this deserted room (all the enemies are
mysteriously gone) to pass through another door to find a lava room where a
Power-Up awaits on the right.  Now head back to the initial room.

Go underneath the grey platform, walk to the fourth brick to the right, jump
straight up to break bricks until the top brick reveals a P-Switch, and then
go trigger it.  Now you have the choice of collecting the mass of Coins that
appear for a limited time (go through the doorways quickly to return to this
room) OR jump to the grey platform on the left to go through the just
appeared door (you need to do this option to beat the Fortress).

Go right to enter the first pipe you see to fall down through some Coins to
find a gigantic ? Block containing a Tanooki Suit!  Go back up the pipe to
go through the pipe on the right to enter the lava room.  Go down to the
left to use the door to enter the deserted room.  Now build your flying
meter so you can wing to the sky near the pillar on the left side of the
room to enter the pipe to find Boom-Boom's Chamber!

A wide open room greets you here, so a three stomp and a ? Ball should be
rather easy,  however, Boom-Boom can wing to the sky after one stomp, so be
ready to shoot him down!


                              o-----------o
                              | Level 7-6 |
                              o-----------o

You will see two types of yellow platforms in this level: one with a
specific arrow direction, and one with an exclamation mark on it.  The
specific arrow direction will be the ONLY direction the platform will move,
but the exclamation mark platform can have it's direction changed by jumping
up and down on it (starts up, then left, then right, then starts over).

Head right to enter the door to turn left and walk through the side of the
screen to climb the wooden stairs while dodging the Green Koopa Troopas.
Use the exclamation mark lift to ride up past the Pirahna Plants towards a
Donut Lift ledge that should be boarded before jumping onto the arrow lift
(ride it and void the ledges in your path).

When you see the arrow platform going left, get on it and jump to the pipe
before jumping down to the arrow platform once it passes through the pipe so
you can ride through the side of the screen to go up the pipe on the other
side.

Use the exclamation platform to hit the third from the left ? Block for a
Power-Up before continuing your ride up and around the ? Blocks to go through
a hole in the ceiling.  Use the left arrow platform to go to the up arrow
platform, and then use the right arrow platform to duck under the wooden
blocks to jump to the ledge.  Next jump to the exclamation platform to ride
upwards to navigate past the Pirahna Plants and then into the pipe.

Run to the right to hit the Slot box to finish the level!


                              o-----------o
                              | Level 7-7 |
                              o-----------o

If you have flying capability, build up your speed in the short area near the
pipe to fly up the right wall to enter into a narrow shaft that will lead
Mario to hit an invisible block, revealing the 1-Up Mushroom within!

Head through the pipe to find two Pirahna Plants before a ? Block containing
an Invincible Starman, so collect it and start your run across the Muncher
field!  Every ? Block you encounter from near on out has an Invincible
Starman for Mario, so collect them to keep your chances of surviving alive!


Head through the pipe at the end to reach the Slot Box and finish the level!


                              o-----------o
                              | Level 7-8 |
                              o-----------o

Head right to pass a Pirahna Plant, two Venus Fire Traps, and then another
Pirahna Plant before jumping across a gap while timing it between the
Pirahna Plants.  Go right to find an Invincible Starman from the left ?
Block, followed by a Power-Up in the lower set of bricks on the left.

Now head up the pipes (Pirahna Plants and a Venus Fire Trap) to deal with a
Nipper before hitting the fourth brick in the ledge from the left to find a
1-Up Mushroom before going right again to pass a piep before hopping up tight
beside it to the right to find a COin Heaven.  Otherwsie, you will fight a
Ptooie and a couple Pirahna Plants.  Continue right to find a Coin Block,
a Ptooie, a Venus Fire Trap, and then a Nipper all in a tight area.  if you
go down the pipe on the left, Mario will gain the awesome power of Hammers!

Time your jump up to the high pipe so the resident Pirahna Plant is not out
as well as avoiding he fireballs from the Venus Fire Trap from the pipe
above.  Next up is a hole infested bridge over Munchers and Nippers before a
jump across a gap appears to lead into a couple Ptooies.

Next is a Venus Fire Trap, some Nippers guarding ? Blocks (guarding a 1-Up
Mushroom from the brick between the two ? Blocks on the top row).  However,
be warned that the Nipper on the middle ledge spits a pile of fireballs in a
small arc at Mario (quite accurately too).  Head to the right to hit the
Slot Box to finish the level!


                              o-----------o
                              | Level 7-9 |
                              o-----------o

Run to the right to hit the middle Note Block for a Power-Up before going
through the two holes above to fight a dark brown Para-Goomba followed by
going up once more.  Head left to pass through two Ice Block walls to jump
up to the top of the structure where going left will allow you to fall down
the side to go after some Coins or go right to continue on in the level.

Head left past a couple Goombas to use the Wooden Block ledges to make it to
the far side of the structure on the top row.  When you reach the part with
the Note Blocks below, go down to that level to move the Ice Blocks to the
left to go through the hole in the roof.  Go through the Ice Block wall to
drop down past the Wooden Blocks to go right past a Green Paratroopa Koopa
to get a Power-Up from the middle ? Block (if it is a Fire Flower, do a
running duck jump to get into the narrow space).

You will see a split in the path, so take the downward path to turn left to
get Coins as you fight to the left to find a big stretch of Coins (duck and
jump at the one spot in the line that is Coin-less to reveal a 1-Up
Mushroom).  To advance forward in the level, take the upward path to go
right through the Ice Blocks or up and through the Ice Blocks and a brick to
reach the area where some Wooden Blocks sit.

Go right from there to go down two areas to find a Power-Up, followed by
going through the hole to go right to find a pipe to go down.  Head right to
hit the Slot Box to finish the level!


                     o-------------------------o
                     | World Seven Fortress #2 |
                     o-------------------------o

Take a running leap to reach the tall pipe over the lava (wait for the
Pirahna Plant to start going down), draw the Boo Diddly near, and then time
your jump to the next pipe.  Continue right past the Roto-Disc and the
Pirahna Plant to carefully get the Invincible Starman from the brick below
before moving right to pass Pirahna Plants and a Thwomp.

Jump to the right over the big lava pit past the Boo Diddly to find a five
pipe set with some Pirahna Plants.  Jump right to a pipe to see a dual
Pirahna Plant attack that requires a jump to the small gap, followed by a
jump right to clear their area before they return.  Get the Power-Up from
the ? Block before jumping right to a pipe to see a Thwomp you must either:
bait out by jumping towards and then coming back to your pipe OR do a quick
jump to and then a quick jump off to avoid the attacking Thwomp.

Once you are on the tall pipe, jump past the Boo Diddly to another pipe,
followed by hopping past ANOTHER Boo Diddly to reach a grey ledge.  Jump out
to clear the ledge you stand on as you fall to the pipe below.

Head right to draw out two Dry Bones before sliding under the low wall while
avoiding the Roto-Disc.  The next challenge is a Thwomp and a Roto-Disc, so
bait the Thwomp to come crashing down before performing a running slide to
go under the low wall to head right to find Boom-Boom!

Three small ledges are spaced evenly in the air, so be sure to move to the
open spots before Boom-Boom attacks.  Boom-Boom can not wing to the sky, so
try for the quick three stomp and ? Ball to quickly leave this fortress!


                        o------------------o
                        | Pirahna Scene #2 |
                        o------------------o

Go right to get onto the tall pipe with the Pirahna Plant, take a running
leap to clear the Munchers, and then head right to go to the pipe with the
Venus Fire Trap.  Now you will need to jump across the Note Blocks OVER the
Munchers to reach the pipes, taking the middle pipe downward to find a Super
Mushroom and finish the area!


                   o----------------------------o
                   | Ludwig Von Koopa's Airship |
                   o----------------------------o

Go right to find a Bolt-Lift (do not take as it goes over TWO Exhaust Ports)
to wait by until the screen scrolls to allow your jumping to the second
Exhaust Port ledge before hopping to the right to solid ground.  Grab the
Power-Up, go right to stop short of the Bolt-Lift to let the screen scroll
until the other side is visible before jumping there.

Now jump across the gaps to reach the next ship part to go right past a
couple Rocky Wrenches to hit the Bolt-Lift to force it out to the open area
on the left quickly so Mario can reach the Power-Up up above the lower area.
Continue on right to face a Rocky Wrench before hopping the next two gaps to
find another Rocky Wrench on the small ship.

Continue right to find Bolt-Lifts that can be used to get to the next
platform (continue the Bolt-Lift use), although jumping from platform to
platform without assistance is also possible.  The next set of Bolt-Lifts
requires Mario to get to the top row Bolt-Lift to get over the wall to go
right to find the entrance to the Koopa Kid's Chamber!

The following is the layout of his room:

   | |                           | |
   | |                           | |
   | |                           | |
   | |                           | |
   | |      _____       _____    | |
   | |     | | | |_____| | | |___| |
   | |_____| | | | | | | | | | | | |
   | | | | | | | | | | | | | | | | |

Ludwig Von Koopa has the abilities of his siblings (with the exception of
Wendy O' and Lemmy), so be ready for the ground to shake with each jump he
takes as he throws the smoke rings in a machine gun fashion.  Watch out for
his short double hops after he is stomped.  Grab the Magic Wand and fall
down to the throne room to receive a letter from... BOWSER!!!!!!!  He has
taken the Princess captive as Mario was too occupied removing the Koopa Kid
threat from the Mushroom Kingdoms!  It is off to Dark Land to save the
Princess and show Bowser he has messed with the wrong Plumber!

----------------------------------------------------------------------------
-----------------------------------World Eight------------------------------
----------------------------------------------------------------------------

11)Welcome to Dark Land!  This section will give you the know all for
  getting through with ease.  A quick note for all is that M-Spades WILL
  NOT appear in this World.

______________________________
KEY                           |
                             |
S - Start Location            |
X - Level Location            |
P - Pipe Location             |
F - Fortress Location         |
R - Rock Location             |
H - Spade House Location      |
T - Toad House Location       |
W - Wandering Hammer Brothers |
L - Locked Door Location      |
C - Castle Location           |
B - Bridge Location           |
A - Grabbing Hand Trap Ambush |
M - Koopa Military Blockade   |
______________________________|


   D A R K   L A N D

                P
                L
     S       |  |
     |       |  |
     +---M---+--M


               P
               |
     P--M    PL+
        |
        +--A-A-A--P


     P---+  P-----+--+
         |        |  L
     +---X     F--+  P
     |         |
     X---P-----+-----P


     P---AL---------C


                       o----------------------o
                       | Grabbing Hand Ambush |
                       o----------------------o

Hand Trap Scene #1: Raccoon Leaf

Hand Trap Scene #2: Raccoon Leaf

Hand Trap Scene #3: Raccoon Leaf


                       o-----------------------o
                       | Koopa Tank Brigade #1 |
                       o-----------------------o

Bowser sends out the big guns right off to get you, so fight your way across
the Tanks, starting with going past Tank #1 to set foot on Tank #2 to pass a
couple Cannoball launchers to find a Bob-Omb launcher.  Continue right to
pass another Cannonball cannon, a Bob-Omb launcher, and then a couple more
Cannonball launchers to finish Tank #2.

An Exhaust Port, a Rocky Wrench, and a Bob-Omb launcher adorn Tank #3, so
jump from Tank #3 to Tank #4 to avoid the Bob-Ombs below to fight a Rocky
Wrench.  Tank #5 starts with a Cannonball cannon, followed by a Rocky Wrench
on top as you move right to Tank #6 to face two Cannonball cannons on the
front, a Rocky Wrench up top, and a Bob-Omb launcher off the back.

Wait for Tank #7 to appear before hopping to it (land on the Cannonball
cannon) and deal with the Rocky Wrench before collecting the Power-Up from
the ? Block.  Tank #8 is a Cannonball launcher, a Rocky Wrench, and then a
Cannonball launcher and a Bob-Omb launcher shooting off the back, so work
past this carefully to jump to Tank #9 to fight a Cannonball cannon, a Rocky
Wrench, and a Bob-Omb launcher.

Tank #10 has a Bob-Omb launcher on front, a Rocky Wrench on top, and then a
Cannonball launcher and a Bob-Omb launcher on back, so go right past the
Bob-Ombs to find Tank #11 with it's piddly Cannonball cannon.  However, when
you get on top of it, duck down to let the MASSIVE Cannonball fly overhead
before jumping to the top of Tank #12 to fight a Rocky Wrench and three
Cannonball cannons.  Tank #13 has a pipe, which leads to the cabin of the
Commanding Officer of this brigade!

A lowly Boomerang Brother controls this formation, so go stomp him when his
Boomerangs are out and about or before he ever releases them to win an
Invincible Starman as you finish the level!


                          o---------------o
                          | Koopa Navy #1 |
                          o---------------o

Go right past the Rocky Wrench to see some Cannoball launchers guarding a
power-Up in the cubby below (challenge if you dare) before continuing right
to deal with a Rocky Wrench and a Bob-Omb launcher so you can jump the hold
below to the far side.  Deal with the Rocky Wrench and dodge the MASSIVE
Cannonball that shoots to the right as you jump into the "water" below.

You have the choice now of continuing the trek across the topside of the
ships and having to deal with the dangers, OR you can swim underneath the
whole fleet to reach the Commanding Officer's room without the muss!  If you
choose to dodge the whole enemy set here, go against the hull of the next
ship, let Mario sink for a second, and then swim along tot he right to pass
under the ships (continually press the A Button once you pass under the
hull).

If you insist on going topside, you will face two Cannonball cannons, four
Rocky Wrenches, and then a MASSIVE Cannonball cannon shooting to the right
as you hop to the water below to go get on the next ship.

A MASSIVE Cannonball cannon fires away at you on the first deck, so move to
the right as soon as possible to tangle with a Rocky Wrench (wait around
it's area).  Once the screen scrolls to reveal the trap below of a Bob-Omb
launcher and three Cannonball cannons, jump the trap area to the far ledge
to find a MASSIVE Cannonball cannon and a couple exploding Bob-Ombs guarding
the pipe to the Commanding Officer's Room!

Boom-Boom is the boss here, so a simple three stomp and out strategy will
carry the day here.  Just remember he can wing to the sky at his leisure
after a single stomp, so ground him right away.


                       o---------------o
                       | Hand Scene #1 |
                       o---------------o

A Fiery Brother greets you here on a bridge, so take him out as you move
right to find a pair of Hammer Brothers with their legendary brick ledges to
annoy you (kill them and collect the power-Up from the brick on the bottom
row that is third from the right).

A Boomerang brother awaits you on the next bridge, who is then followed by
the lone remaining member of the family, a massive Sledge Brother!  Once
theses nuisances have been dealt with, go right to enter a pipe to find a
Treasure Chest containing a Raccoon Leaf!


                       o---------------o
                       | Hand Scene #2 |
                       o---------------o

Jump across the lava field here from ledge to ledge between the erupting
Podoboos to enter a pipe to get a Raccoon Leaf from a Treasure Chest.


                       o---------------o
                       | Hand Scene #3 |
                       o---------------o

Run to the right as Red Cheep-Cheeps continually attack from the lava (how
do they survive down there anyway?) as you head right to find two ? Blocks,
five gaps, and then a ? Block Power-Up.  Next is a low wall, so a running
slide will likely be needed to get through.

Now run and jump the next four gaps to find some Coins before heading up the
pipe to find a room containing a Treasure Chest that holds a Raccoon Leaf!


                    o--------------------o
                    | Koopa Air Force #1 |
                    o--------------------o

Before beginning here, this is the most challenging level in the game based
on your reflex abilities.  The Air Force flies high in the sky where one
missed jump is death and they fly at a very fast pace.  A P-Wing is
recommended for the less skilled to make this an easier level to beat.  Just
remember that there are two danger still associated with the P-Wing, and
they are: Flying too high up will lead to your death (not sure why) AND to
not fall past the planes when returning to the area to go down the pipe
(should not be a problem with the P-Wing still operational).

Plane #1 contains an Exhaust port, followed by Plane #2 with a Rocky Wrench
and an Exhaust Port.  Plane #3 holds a Rocky Wrench and an Exhaust Port, so
jump to the right to land on Plane #4 that holds a Rocky Wrench and an
Exhaust Port.

Plane #5 hold a Rocky Wrench and an Exhaust Port, so jump to Plane #6 to
deal with the Exhaust Port as you jump down to Plane #7 to fight a Rocky
Wrench and an Exhaust Port.  Plane #8 contains an Exhaust Port only,
followed by Plane #9 having a Rocky Wrench and an Exhaust Port that leads
to Plane #10 (which is a bigger Plane with two Exhaust Ports).

Plane #11 is up high and has a Rocky Wrench and an Exhaust Port, followed by
a jump down to plane #12 where an Exhaust Port sits.  Plane #13 has a Rocky
Wrench and an Exhaust Port, which are followed by Plane #14's crew of a
Rocky Wrench and an Exhaust Port.

Plane #15 has an Exhaust Port, a big jump up to Plane #16 to fight a Rocky
Wrench and an Exhaust Port before Plane #17 brings another Exhaust Port.
Plane #18 contains the pipe to the Commanding officer's Room!

Boom-Boom is the boss here, so a simple three stomp and out strategy will
carry the day here.  Just remember he can wing to the sky at his leisure
after a single stomp, so ground him right away.


                              o-----------o
                              | Level 8-1 |
                              o-----------o

Two paths that lead to different rewards.  The walkthrough will cover both
step-by-step.

                               ==========
                               OPTION ONE
                               ==========

Make sure that Mario has at least Raccoon Mario (you should have a Raccoon
Leaf after the Hand Trap Ambushes) or Tanooki Mario BEFORE entering the
level to make things as muss free as possible.  A P-Wing makes things that
much easier as you can skip the enemies near the end of the level.

Build up your flying meter and wing to the sky to crush a P-Switch there to
make a fair bit of silver Coins appear for Mario to gorge upon until they
disappear.  Now build that flying meter again and take off to the right to
fly as far as you can, and then use your tail to control your descent to
land on a pipe (go inside).  Collect the three 1-Ups from the gigantic ?
Block, and build your flying meter along the bottom area, initiate it, and
then go down the pipe quickly.

Immediately wing to the sky to fly right as far as you can and then use your
tail descent to land on a pipe.  Now wait for the Pirahna Plant to the right
to start going down the pipe to allow Mario to jump cross to go right to the
Slot Box to finish the level!

                               ==========
                               OPTION TWO
                               ==========

If you want to be tough on yourself, jump the gap to go right to go over the
pipe with a Venus Fire Trap inside to go after the ? Block below for a
Power-Up if you wish (a tough one to grab though).  Jump to the right across
the pipes while dealing with the Pirahna Plants and Venus Fire Traps to
reach solid ground.

Head right to use the Green Paratroopa Koopa to bounce up to the higher
brick ledges so Mario can jump right to land on top of the Bullet Bill
cannons stack, followed by going for the ? Block for an Invincible Starman
if you feel lucky enough to dodge the Bullet Bill firestorm you will face.
Go right to hit eh brick among the ? Blocks to make a 1-Up Mushroom appear,
and then continue right under the Bullet Bill cannons and the Boo Diddly to
find some ? Block Coins guarded by a Red Koopa Troopa.

Go right past the Green Paratroopa Koopa to use the Bullet Bill cannon to
jump the gap past the large Bullet Bill stack (use the Red Paratroopa Koopa
if you need to for distance) to jump on top of the nest Bullet Bill cannon
stack.  After dealing with the Green Koopa Troopa, run right towards the
Note Block to do a half jump onto it before launching yourself far across
the gap to the pipe.  Now jump right when the Pirahna Plant will not be in
the way and go hit the Slot Box to finish the level!


                              o-----------o
                              | Level 8-2 |
                              o-----------o

Two paths that lead to different rewards.  The walkthrough will cover both
step-by-step.

                               ==========
                               OPTION ONE
                               ==========

Head right to find some quicksand, which you will get into to ride downwards
to find a secret compartment.  Go left to head down a pipe to find a
Power-Up.  Go right to head down a pipe to find one hundred Coins just
waiting to be snagged (you need a tail to fly for them all).

When you come up the pipe, wait for the Venus Fire Trap below Mario to spit
two fireballs before going up the hill to pass another pipe to run down the
hill to find two Note Blocks spanning a gap along with a Green Paratroopa
Koopa.  Once across, head right to hit the Slot Box to finish the level!

                               ==========
                               OPTION TWO
                               ==========

Head right to jump some quicksand, to then go right to find a light brown
Para-Goomba, which is then followed by three Venus Fire Traps in some
quicksand holes.  next you will face some Venus Fire Traps as you hit a
brick to reveal a P-Switch that should be triggered before heading down the
hill (dealing with more Venus Fire Traps) to find that the Coins have
constructed a solid line of bricks for Mario to use as an Angry Sun attacks
from the left!

Once the P-Switch finishes, use the Note blocks to traverse the remaining
area over the gap as the Angry Sun continue to buzz Mario. The far side is an
uphill that consists of the Venus Fire Traps as the Angry Sun disappears.
Run down the hill to find two Note Blocks spanning a gap along with a Green
Paratroopa Koopa as the Angry Sun reappears, so go across and head right to
hit the Slot Box to finish the level!


                      o-------------------------o
                      | World Eight Fortress #1 |
                      o-------------------------o

This fortress is unique in that it has two sides to it.  If you enter a
door, you will appear on the other side of the fortress.  This walkthrough
will cover the easiest path with the most Power-Up and minimal dangers to
Mario, but it can be played through in a large amount of different paths.

Go right past a Roto-Disc to find a dual Roto-Disc to wander past to find a
Power-Up from the brick, and then continue right past another dual Roto-Disc
to stomp a Dry Bones and then break the bricks to enter the enclosed door on
the right (making sure to dodge the Roto-Disc located there).  If you need
to get a Power-Up for this job, go left to do the trials of that room for
one.

You will come through the door on a conveyor belt moving left, so jump to
the right for a safe landing area before continuing right past the Podoboos
and over the lava until you find a Thwomp standing between Mario and a ?
Block Power-Up.  You can even use the door below the Thwomp to quickly
change to the other side before returning to have the Power-Up restored to
the ? Block until you are fully Powered-Up!

Head right across the lava field once more in the conveyor belts while
dodging the Podoboos to find a grey ledge with a door waiting for Mario to
enter.  A P-Switch sits waiting for Mario, so stomp it and run to the right
at top speed, just taking time to jump the odd Dry Bones.  Go through the
door at the end of the area to immediately run right across a long conveyor
belt to fall down into an area where a horizontal Thwomp will be  moving
back into place on the right.

Jump the Thwomp, move left to find a couple bricks (the one on the right
holds a P-Switch), and then get back to the top area to crunch that P-Switch
(if you are regular Mario, you will need to go back past the Thwomp to do
so).  Now that you have tripped the P-Switch, go right past the first door
(it hold a Power-Up, so grab it if it is needed) and jump to the far ledge
to take that door to find Boom-Boom's Chamber!

Go under the spikes here (let the conveyor belt do it if you are Super
Mario or better) to go find Boom-Boom!  Boom-Boom has no obstacles in the
air to hinder Mario, but the moving floor can be even tougher on Mario.
Luckily, Boom-Boom will not wing to the sky in your final meeting in a
Fortress with him, so get your three stomps quickly to get your ? Ball to
move forward farther into Dark Land!


                       o-----------------------o
                       | Koopa Tank Brigade #2 |
                       o-----------------------o

Tank #1 has a single Cannonball cannon to hit you with, which is closely
followed by Tank #2 which has a roof with some Cannonball launchers on it as
does the floor.  A Bob-Omb launcher is located on the bottom section of Tank
#2, followed by a couple Cannonball cannons to end Tank #2.

Tank #3 has a Cannonball launcher on the roof along with some Rocky Wrenches
on the bottom ledge (located in holes 1, 3, 4, 6, and 7), which is followed
by Tank #4 having three Cannonball launchers on the roof shooting before you
even set foot on the bottom section.  The rest of Tank #4 contains
Cannonball launchers before a Bob-Omb launcher and a couple Cannonball
cannons with a Rocky Wrench to round out the end of this vehicle.

Tank #5 is a simple Tank that has a pipe that leads down to the Commanding
Officer's room!  Boom-Boom is the boss here, so a simple three stomp and out
strategy will carry the day here.  Just remember he can wing to the sky at
his leisure after a single stomp, so ground him right away.


                         o-----------------o
                         | Bowser's Castle |
                         o-----------------o

Run to the right at top speed to pass underneath the laser beam-firing
Bowser Statues to go up the brick stairs to step onto the middle of the
floor directly underneath the opening above to be whisked up the shaft on a
small blue platform.  Head right when you arrive to ride a Donut Lift (hold
RIGHT as you fall) to go right past a Hot Foot to find a large stairway.

Climb up the stairs past the three Roto-Discs to move to the far wall to
jump straight up and reveal a 1-Up Mushroom!  You can then do a crouch jump
into the space above the block that held the 1-Up Mushroom to slide through
the wall into the large chamber to the right (if you do so, skip the next
sentence).

Head down the stairs past those same three Roto-Discs, turn right to go to
the large lava room.  Here you will see many Donut Lift ledges to deal with,
and a fork in the path on which way to go fight Bowser!  However, to
understand the large room better, here is a quick look at the various
hallways on the right side:

             ________________________________
             This route leads to OPTION ONE  |
             ________________________________|
            |
            |________________________________
             This route leads to a Power-Up  |
             ________________________________|
            |
            |________________________________
             This route leads to OPTION TWO  |
             ________________________________|
            |
            |________________________________
             This route leads to the entrance|
             ________________________________|


                               ==========
                               OPTION ONE
                               ==========

Head across the lava field on the Donut Lifts while dodging Podoboos to get
to the very top levels of the Donut Lifts to go right and into the opening
there to find a door to pass through.  You may want to drop into the passage
below to get the Power-Up located there first before taking this path
though.

Head right when you appear to hop the first statue (it will shoot a laser
beam) and then go past the remaining statues (which do NOT shoot any laser
beams) to run right to see a lava field with some Donut Lifts dotting the
path across.  To further complicate things, Bowser will start a barrage of
his flames as you move across the lava.  Once you reach the far side, go
through the door to find Bowser's lair!

His room will look like the following on this route:

___________
KEY        |
/ - Bricks |
D - Door   |
___________|
                                _ _
                               |_|_|
                               |   |
    _ _                       _|_D_|
   |_|_|_____________________|_|_|_|
   |_|_|/////////////////////|_|_|_|
   |_|_|_|_|///////////////|_|_|_|_|
   |_|_|_|_|_|_|///////|_|_|_|_|_|_|

                               ----------
                               METHOD ONE
                               ----------

Your job now is to stand over the section of bricks that is along the bottom
row of the screen so you can finish Bowser off.  Wait for Bowser to shoot
his flames (dodge them as they fly at you) while holding your position until
Bowser leaps into the air and tries to slam Mario with his body.  Try to
keep Mario in the very centre of the bricks to try and get Bowser to break
the bricks when he slams down hard.  Keep it up till Bowser falls through to
take a long swan dive into the basement (that has got to hurt!).

                               ----------
                               METHOD TWO
                               ----------

If you are Fiery Mario, you can use your own mastery of the flame to battle
Bowser!  Bowser is a tough one though and he will take around 35 Fireballs
to be knocked out of commission!

                              ------------
                              METHOD THREE
                              ------------

If you are Hammer Mario, you can use your arcing weapons of destruction to
battle Bowser!  Bowser is fairly susceptible to Hammers, requiring a maximum
of three connecting Hammers to knock him out (how dead on your aim is
decides how many Hammers it will take to kill him).

                               ==========
                               OPTION TWO
                               ==========

Head across the lava field on the Donut Lifts while dodging Podoboos to get
to the very top levels of the Donut Lifts to go right and into the second
opening from the roof find the Power-Up located there before taking the
Donut Lift down a floor.  Head right to jump over the horizontally moving
Thwomp to set foot onto the Donut Lift to fall down yet another floor to
find a Roto-Disc and some Podoboos guarding the passage across the lava
field to the door.

Head right when you appear to hop the first statue (it will shoot a laser
beam) and then go past the remaining statues (which do NOT shoot any laser
beams) to find a ? Block Power-Up waiting for you.  Continue past the
remaining statues (these will not fire either) to start across another lava
field using the small brick ledges that are strewn about.  While you attempt
this feat however, Bowser will complicate things by spewing forth his flame
attack as you hop across to take the door to his lair!

His room will look like the following on this route:

___________
KEY        |
/ - Bricks |
D - Door   |
___________|
                                _ _
                               |_|_|
                               |   |
    _ _                       _|_D_|
   |_|_|_____________________|_|_|_|
   |_|_|/////////////////////|_|_|_|
   |_|_|_|_|///////////////|_|_|_|_|
   |_|_|_|_|               |_|_|_|_|

                               ----------
                               METHOD ONE
                               ----------

Your job now is to stand over the section of bricks that is along the bottom
row of the screen so you can finish Bowser off.  Wait for Bowser to shoot
his flames (dodge them as they fly at you) while holding your position until
Bowser leaps into the air and tries to slam Mario with his body.  Try to
keep Mario in the very centre of the bricks to try and get Bowser to break
the bricks when he slams down hard.  Keep it up till Bowser falls through to
take a long swan dive into the basement (that has got to hurt!).

                               ----------
                               METHOD TWO
                               ----------

If you are Fiery Mario, you can use your own mastery of the flame to battle
Bowser!  Bowser is a tough one though and he will take around 35 Fireballs
to be knocked out of commission!

                              ------------
                              METHOD THREE
                              ------------

If you are Hammer Mario, you can use your arcing weapons of destruction to
battle Bowser!  Bowser is fairly susceptible to Hammers, requiring a maximum
of three connecting Hammers to knock him out (how dead on your aim is
decides how many Hammers it will take to kill him).

                                ========
                                REJOINED
                                ========

Congratulations on defeating Bowser, saving the Princess, and setting all
that is wrong with the world right once more!  Enjoy the ending, you deserve
it!

----------------------------------------------------------------------------
----------------------------------Enemies-----------------------------------
----------------------------------------------------------------------------

12)This section will be divided into the following sub-sections to make it
  easier to find a specific enemies information: Fortress Family, Goomba
  Family, Hammer Brother Family, Koopa Military Family, Koopa Troopa
  Family, Pirahna Plant Family, Water Family, and Miscellaneous.


                            o-----------------o
                            | Fortress Family |
                            o-----------------o

Name......: Boo Diddly.
Appearance: A White Ghost.
Attacks...: Whenever Mario turns his back these little ghosts will charge at
           Mario.
Solution..: Unless Mario has a Hammer Brother Suit, a Tanooki Suit, or an
           Invincible Starman, Boo Diddly is unkillable.  This means that
           Mario will have to try and avoid the persistent ghost.


Name......: Boom-Boom.
Appearance: A spiked turtle that can walk on two legs as well as sometimes
           fly.  He is the guardian at the end of every Fortress in the
           game.
Attacks...: He tries to run into Mario, fly into Mario, and uses his spikes
           to defend against being jumped on.
Solution..: Try to jump on Boom-Booms head just as he starts to move because
           he will be moving at his slowest then.  If he is flying, wait for
           him to swoop down before jumping on his head.


Name......: Dry Bones.
Appearance: A skeletal turtle.
Attacks...: Tries to walk into Mario, can revive itself from some attacks.
Solution..: Stomping this enemy will only cause it to crumble, not die,
           although an Invincible Starman can do so as well as a well-placed
           hammer or statue stomp.


Name......: Hot Foot.
Appearance: A walking, red flame.
Attacks...: Whenever Mario turns his back these little candle flames will
           charge at Mario.
Solution..: Unless Mario has a Hammer Brother Suit, a Tanooki Suit, or an
           Invincible Starman, Hot Foot is unkillable.  This means that
           Mario will have to try and avoid the persistent flames.


Name......: Podoboo.
Appearance: A fireball.
Attacks...: These Podoboos fly out of pits of lava hoping to hit Mario!
Solution..: Unless Mario has a Hammer Brother Suit or an Invincible Starman,
           Podoboos are unkillable.  Just time your jumps between pits to
           avoid being picked off.


Name......: Roto-Disc.
Appearance: A glowing white ball.
Attacks...: It will rotate around a specific point in a fortress, usually in
           an area Mario has to pass through.
Solution..: Unless Mario has a Hammer Brother Suit, or a Tanooki Suit,
           Roto-Disc is unkillable.  Mario must try to pass without getting
           hit.


Name......: Statue.
Appearance: Carvings of Bowser.
Attacks...: Some of these busts will shoot laser beams on 45 degree angles
           to the floor.
Solution..: A quick pace of running underneath them will get you by easily.


Name......: Stretch.
Appearance: A white ghost that lives in a small white bar.
Attacks...: Stretch moves it's head along the white bar to try and hit
           Mario.
Solution..: Unless Mario has a Hammer Brother Suit, a Tanooki Suit, or an
           Invincible Starman, Stretch is unkillable.  Walk or swim past as
           the case may be.


Name......: Thwomp.
Appearance: A blue-hued, stone being.
Attacks...: Usually positioned so Mario will have to pass underneath, and as
           Mario draws closer it tries to crush him.  Thwomps can also move
           horizontally in some Fortresses.
Solution..: Unless Mario has a Hammer Brother Suit, a Tanooki Suit, or an
           Invincible Starman, Thwomp is unkillable.


                             o---------------o
                             | Goomba Family |
                             o---------------o

Name......: Giant Goomba.
Appearance: A walking, evil mushroom that is bigger than Mario.
Attacks...: Tries to walk into Mario.
Solution..: Any type of attack will kill it off except for a tail attack.


Name......: Goomba.
Appearance: A walking, evil mushroom that reaches Mario knees in height.
Attacks...: Tries to walk into Mario.
Solution..: Any type of attack will kill it off.


Name......: Mugger Micro-Goomba.
Appearance: a really tiny Goomba that drops from Para-Goombas.
Attacks...: They try to fall onto Mario, causing his mobility to become
           greatly impaired.
Solution..: Repeatedly press LEFT and RIGHT and press the A Button when they
           start to swarm all over you to break loose.


Name......: Para-Goomba.
Appearance: Two different types; one is dark brown and one is light brown,
           both with wings.
Attacks...: The dark brown one will hop along the ground, and the light
           brown one will fly in the air dropping Micro-Goombas before
           swooping down at Mario.
Solution..: Any type of attack will finish them off, but jumping on them
           turns them into Goombas (they lose their wings).


Name......: Pile Driver Micro-Goomba.
Appearance: A Micro-Goomba that lives underneath large bricks.
Attacks...: This tiny Goomba will try and jump onto Mario.
Solution..: Fireballs are only attack that does not work on them.


                       o------------------------o
                       | Hammer Brothers Family |
                       o------------------------o

Name......: Boomerang Brother.
Appearance: A green turtle that stands upright.
Attacks...: Throws up to two boomerangs at one time.
Solution..: Try to use Fire Flower power from a distance, or you will have
           to get in close to jump on it or use a tail attack on it.


Name......: Fiery Brother.
Appearance: A red turtle that stands upright.
Attacks...: Spits fireballs at Mario.
Solution..: Try to use fireballs if possible, or else you will need to get
           in real close (not really advisable).


Name......: Hammer Brother.
Appearance: A brown turtle that stands upright.
Attacks...: Throws hammers in large arcs.
Solution..: Shoot them with fireballs, hit them with a tail attack, or hit
           the platform below them for the easiest way to kill them.


Name......: Sledge Brother.
Appearance: Large green turtle that stands upright.
Attacks...: Throws hammers in large arcs while jumping periodically to try
           and stun Mario by shaking the ground.
Solution..: Shoot them with fireballs or hit them with a tail attack for the
           safest (easiest) way to kill them.


                       o-----------------------o
                       | Koopa Military Family |
                       o-----------------------o


Name......: Bob-Omb.
Appearance: a small, walking bomb.
Attacks...: Once it has been stomped or it's timer runs out, it will flash
           before exploding.
Solution..: Essentially you need to stomp them and then throw them or clear
           out of the area to avoid the blast radius.  Fireballs are
           worthless against it.


Name......: Bullet Bill.
Appearance: A black bullet shot from a cannon.
Attacks...: Tries to run into Mario to wound him.
Solution..: Any type of attack will work except for the tail attack and
           fireballs.  Stand directly beside a cannon to keep it from
           firing.


Name......: Cannonball.
Appearance: a small round black ball or a large black ball shot from a cannon.
Attacks...: these ammunition rounds are shot in a steady pace on a variety of
           angles from the Koopa Army and Navy.
Solution..: Only jumping on or an Invincible Star will kill the small
           Cannonballs, but the large ones are susceptible to all attacks
           except for a tail attack and fireballs.


Name......: Exhaust Ports.
Appearance: Small grey nodules that shoot flames out periodically.
Attacks...: Periodically shoot flames out at Mario.
Solution..: Only the statue stomp move of Tanooki Mario can bring these flames
           down.


Name......: Missile Bill.
Appearance: A flashing bullet shot from a cannon.
Attacks...: This Bill will relentlessly home in on Mario until he kills it off
           or it gets Mario.
Solution..: Any type of attack will work except for the tail attack and
           fireballs.  Stand directly beside a cannon to keep it from
           firing.


Name......: Rocky Wrench.
Appearance: light brown ones and dark brown ones.
Attacks   : Both types will pop out of their hiding places periodically to
           throw wrenches at Mario.
Solution  : These guys can be killed through any manner of attack.  Light
           brown ones can only be defeated for a second before returning,
           although dark brown ones will be gone after being killed once.


                         o---------------------o
                         | Koopa Troopa Family |
                         o---------------------o

Name......: Colossal Green Koopa Paratroopa.
Appearance: A large, winged, green-shelled turtle.
Attacks...: Hops along trying to hit Mario.
Solution..: Fireballs, hammers, and Starmen are preferred as that completely
           kills the enemy off.  Jumping on them will remove their wings
           however, causing a revert to a Green Gargantuan Koopa Troopa.


Name......: Green Gargantuan Koopa Troopa.
Appearance: A large green-shelled turtle.
Attacks...: Tries to walk into Mario, but falls off platforms.
Solution..: Fireballs, Starman, and hammers will kill it right off.  Jumping
           on it will retreat the Koopa into it's shell.


Name......: Green Koopa Troopa.
Appearance: A green-shelled turtle.
Attacks...: Tries to walk into Mario, but falls off platforms.
Solution..: Fireballs, hammers, and Starmen will kill it right off.  Jumping
           on it will retreat the Koopa into it's shell.


Name......: Green Paratroopa Koopa.
Appearance: A winged, green-shelled turtle.
Attacks...: Hops along trying to hit Mario.
Solution..: Fireballs, hammers, and Starmen are preferred as that completely
           kills the enemy off.  Jumping on them will remove their wings
           however, causing a revert to a Green Koopa Troopa.


Name......: Red Giant Koopa Troopa.
Appearance: a large, red-shelled turtle.
Attacks...: Tries to walk into Mario, but does not fall off platforms.
Solution..: Fireballs, hammers, and Starmen will kill it right off.  Jumping
           on it will retreat the Koopa into it's shell.


Name......: Red Koopa Troopa.
Appearance: A red-shelled turtle.
Attacks...: Tries to walk into Mario, but does not fall off platforms.
Solution..: Fireballs, hammers, and Starmen will kill it right off.  Jumping
           on it will retreat the Koopa into it's shell.


Name......: Red Paratroopa Koopa.
Appearance: a winged, red-shelled turtle.
Attacks...: Hops along trying to hit Mario.
Solution..: Fireballs, hammers, and Starmen are preferred as that completely
           kills the enemy off.  Jumping on them will remove their wings
           however, causing a revert to a Red Koopa Troopa.


                       o----------------------o
                       | Pirahna Plant Family |
                       o----------------------o

Name......: Munchers.
Appearance: Small black plants that usually appear in large fields.
Attacks...: Although they do not move, they still try to bite Mario when he
           passes over there spots.
Solution..: Unless you have a P-Switch handy to make them into Gold Coins,
           you must try to make it across their fields carefully.  Some
           places require an Invincible Starman as their fields are vast.


Name......: Nipper.
Appearance: Small white plant that walks around.
Attacks...: It will wander around slowly, waiting for Mario to try and jump
           it, at which point it jump ups to try and "nip" Mario.  A few
           also have the ability to shoot an arc of fireballs quite
           accurately at Mario.
Solution..: Use your tail attack or fireballs to kill it, or you should just
           avoid them.


Name......: Pirahna Plant.
Appearance: A plant that comes in and out of various pipes in the game.
Attacks...: Comes in and out of the pipes periodically, it will not appear
           if you are near/on top of the pipe.
Solution..: Fireballs, tail attacks, and statue stomps will kill them, but
           you are likely to just pass them more often than not.


Name......: Pirahnacus Giganticus.
Appearance: A large plant that comes in and out of pipes in World Four.
Attacks...: Comes in and out of the pipes periodically, it will not appear
           if you are on top of the pipe.
Solution..: Fireballs, tail attacks, and statue stomps will kill them, but
           you are likely to just pass them more often than not.


Name......: Ptooie.
Appearance: a walking or potted plant that balances a spiked ball on it's
           breath.
Attacks...: Balancing the spiked ball as it blows up and down.
Solution..: Fireballs, tail attacks, and statue stomps will kill them, but
           you are likely to just pass them more often than not.  If you
           can not kill it, wait for a high volley of the spiked ball to
           jump through.


Name......: Venus Fire Trap.
Appearance: a smaller plant with a rounded head.
Attacks...: Spits fireballs at Mario (numbering between one to three per
           volley).
Solution..: Fireballs, tail attacks, and statue stomps will kill them, but
           you are likely to just pass them more often than not.


                             o--------------o
                             | Water Family |
                             o--------------o

Name......: Baby Cheep.
Appearance: a small red fish that comes out of the mouth of Big Bertha.
Attacks...: Tries to swim into Mario.
Solution..: Fireballs are your best bet for killing it.  Swim past carefully
           otherwise.


Name......: Big Bertha.
Appearance: The female half of the large red fish pair.
Attacks...: She will spit her Baby Cheep out as she swims back and forth in
           closed in spaces.
Solution..: Fireballs are your best bet for killing it.  Swim past carefully
           otherwise.


Name......: Blooper.
Appearance: A white jellyfish.
Attacks...: Swims around trying to hit Mario.
Solution..: Fireballs are your best bet for killing it.  Swim past carefully
           otherwise.


Name......: Blooper With Kids.
Appearance: A white jellyfish leading four mini Bloopers.
Attacks...: Swims around trying to hit Mario with itself or the kids.  it
           also has the ability in later levels to use a kid scatter attack
           (four children shoot out in all directions) before re-appearing to
           do the same thing again.
Solution..: Fireballs are your best bet for killing it.  Swim past carefully
           otherwise.


Name......: Boss Bass.
Appearance: The male half of the large red fish pair.
Attacks...: Swims back and forth across the top of the water, waiting for
           Mario to be within jumping range so he can swallow him whole
           (regardless of what Power-Up he has at the time).
Solution..: Fireballs are your best bet for killing it.  Otherwise you should
           find the high ground so he can not eat you.


Name......: Cheep-Cheep.
Appearance: A medium sized red fish.
Attacks...: Tries to swim into Mario.
Solution..: Fireballs are your best bet for killing it.  Swim past carefully
           otherwise.


Name......: Jelectro.
Appearance: An electrified, black jellyfish only found in World 7-4.
Attacks...: Though it does not move, it lives in a huge pack with other
           Jelectros, which makes a living mine field for Mario to cross.
Solution..: No way to kill them, so just avoid them as best you can.


Name......: Lava Lotus.
Appearance: An underwater plant.
Attacks...: Shoots out lava balls periodically (up to five at a time).
Solution..: A statue stomp will knock it out.  Swim past carefully
           otherwise.


Name......: Spiny Cheep-Cheep.
Appearance: A spine-covered, black fish only found in World 7-4.
Attacks...: Tries to swim into Mario, and it is much faster than it's red
           cousin.
Solution..: Fireballs are your best bet for killing it.  Swim past carefully
           otherwise.


                              o---------------o
                              | Miscellaneous |
                              o---------------o

Name......: Angry Sun.
Appearance: A sun that has a sour face.
Attacks...: It will whirl around in the air a few times before dive bombing at
           Mario.
Solution..: Use a weapon like a turtle shell to kill it, although a statue stomp
           or hammers will work as well.


Name......: Buster Beetle.
Appearance: A blue-shelled enemy.
Attacks...: These enemies will walk around and try to hit Mario, unless they
           find a brick to pick up and chuck at Mario.
Solution..: Kill them through any manner you desire, just try to do it before
           they find a block to throw.


Name......: Buzzy Beetle.
Appearance: A black-shelled enemy.
Attacks...: Tries to walk into Mario, unless it starts on the ceiling, which
           it will drop down and spin it's shell towards Mario.
Solution..: Stomping it will cause it to retreat into it's shell, and only
           an Invincible Starman, hammers, or a Tanooki Stomp will knock it
           out permanently.


Name......: Chain Chomp.
Appearance: A black head connected to a wooden block with a chain.
Attacks...: Tries to bite Mario if he draws near enough.  It will also break
           off the chain if you stay on the screen for 140 seconds (roughly
           that long).
Solution..: Throw/run a Koopa Shell into the head portion, run into it while
           invincible, or throw a hammer into it as Hammer Mario.


Name......: Fire Chomp.
Appearance: a black head that has a fire tail.
Attacks...: Flies through the air trying to hit Mario with fireballs that it
           spits from it's own tail.  If it runs out of fireballs, it will
           self-destruct in an attempt to hit Mario.  They will return if you
           re-visit the area they are found in originally.
Solution..: Any type of attack will kill it.


Name......: Firesnake.
Appearance: A segmented snake made up of fireballs.
Attacks...: Jumps around trying to hit Mario, and it is able to pass through
           walls and floors.
Solution..: Use a tail attack to take it out, but if you leave and then return
           to the area, it will have respawned.


Name......: Lakitu.
Appearance: A turtle that flies in a cloud.
Attacks...: He attacks my throwing Spiny eggs out of his cloud.
Solution..: Stomp or shoot him if you can, but remember that he is only
           defeated temporarily, meaning he will return.


Name......: Para-Beetles.
Appearance: A winged, red-shelled enemy.
Attacks...: It does not attack really, but it flies in a straight line.
Solution..: It can be killed by a tail whip, hammers, or an Invincible Starman,
           but they are better served as a stepping stone for Mario, since
           they like areas with deep chasms below them.


Name......: Spike.
Appearance: A green enemy who produces spiked balls from inside his body.
Attacks...: He tries to walk into Mario while producing spiked balls to
           throw at Mario.  Be careful as he often produces two at a time.
Solution..: Any attack will kill them off, so just be wary as you do so.


Name......: Spiny.
Appearance: A Red bodied, yellow-spiked enemy.
Attacks...: Tries to walk into Mario.
Solution..: No jumping on this opponent unless you use the statue stomp, so
           try to use your tail attack or fireballs as they are more
           readily available.


Name......: Spiny Eggs.
Appearance: Red or Green spiked eggs.
Attacks...: If they are red, they turn into Spiny when they hit the ground.
           If they are green, they will roll around the ground trying to
           hit Mario.  Both types will hurt Mario while they are in the
           air.
Solution..: No jumping on this opponent unless you use the statue stomp, so
           try to use fireballs as they are more readily available.

----------------------------------------------------------------------------
---------------------Hammer Brothers and The Koopa Klan---------------------
----------------------------------------------------------------------------

13)This section will look at strategies for dealing with each type of
  Wandering Hammer Brother type as well as the Koopa Kid Battles.

  The Koopa Kid Room maps are courtesy of Derek "Pegboy" Kader.  Many
  thanks go out to him, and be sure to check out his FAQs on GameFAQs.


                           o-----------------o
                           | Hammer Brothers |
                           o-----------------o

-They are the Wandering Hammer Brothers in Worlds 1, 3, 5, and 6.

-They will appear in some Worlds with one level of bricks, although later
Worlds will have two levels of bricks.

-Hitting the bricks underneath the Hammer Brothers is the tried and true
method for succeeding.

-Fireballs are a good way to go as you can shoot the Hammer Brothers from
afar when they jump to ground level.

-Hammers work alright for ones that are a level above Mario.

-Tail attacks from Raccoon Mario or Tanooki Mario will kill them as well if
they are right in front of you.

-Using an Invincible Starman before entering the battle is an easy way to
kill them.


                         o--------------------o
                         | Boomerang Brothers |
                         o--------------------o

-They are the Wandering Hammer Brothers in World 2.

-They will be positioned on an elevated block from the ground.

-Fireballs are great for jumping up to chuck one before hiding in the safety
of Mario's ground position.

-Waiting for the two Boomerangs to start going before hopping off his head,
followed by avoiding the returning Boomerangs.

-Using an Invincible Starman before entering the battle is an easy way to
kill them.


                           o----------------o
                           | Fiery Brothers |
                           o----------------o

-They are hidden set of Wandering Hammer Brothers in World 2.

-One will be positioned on the ground, one on an elevated block from the
ground.

-Fireballs are great for knocking the first one out before it shoots,
followed by jumping up to chuck one fireball before hiding in the safety
of Mario's ground position.

-You can immediately hop of the first Fiery's head, and try to use your
momentum to reach the second on the fly (and avoid the fireballs flying at
you).

-Using an Invincible Starman before entering the battle is an easy way to
kill them.


                           o-----------------o
                           | Sledge Brothers |
                           o-----------------o

-They are the Wander Hammer Brothers in World 4.

-The one Sledge Brother you face will be positioned on ground level with
Mario.

-Fireballs are a good way to go as you can shoot the Sledge Brother.

-Jumping on it's head will be more difficult since they throw hammers as
they shake the ground, but it can be done.

-Using an Invincible Starman before entering the battle is an easy way to
kill them.  Just be sure to avoid being on the ground when the Sledge
Brother lands so he does not waste your Starman on you.


                             o-------------o
                             | Larry Koopa |
                             o-------------o

-A simple boss, he has no special powers other than his Magical Wand.

-His room looks as such:

   | |                           | |
   | |                           | |
   | |                           | |
   | |                           | |
   | |                           | |
   | |      _____                | |
   | |_____|   | |_______________| |
   | | | | |   | | | | | | | | | | |

-All you need to do is stomp him three times or shoot him with ten fireballs
to beat this weakling of the family.


                          o------------------o
                          | Morton Koopa Jr. |
                          o------------------o

-A simple boss, he has no special powers other than his Magical Wand.

-His room looks as such:

   | |                           | |
   | |                           | |
   | |                           | |
   | |                           | |
   | |                    _______| |
   | |      _________    |   |   | |
   | |_____|   |   | |___|   |   | |
   | | | | |   |   | | | |   |   | |

-All you need to do is stomp him three times or shoot him with ten fireballs
to beat this weakling of the family.  This battle is slightly more
difficult because of the more uneven terrain.


                           o---------------o
                           | Wendy O'Koopa |
                           o---------------o

-A tougher boss, she sends red and white rings around the room when jumped
on.  All the while she jumps around  the room, making her more active than
her siblings.

-Her room looks as such:


   | |                           | |
   | |                           | |
   | |                           | |
   | |                           | |
   | |                           | |
   | |                           | |
   | |___________________________| |
   | | | | | | | | | | | | | | | | |

-The flat room allows Wendy to move all around, and she will jump around more
often and higher after each stomp.  So, if you use fireballs, you will only
have the original red and white ring to contend with.


                           o------------o
                           | Iggy Koopa |
                           o------------o

-A simple boss, he has no special powers other than his Magical Wand.

-His room looks as such:

   | |                           | |
   | |                           | |
   | |                           | |
   | |                           | |
   | |___       _____            | |
   | | | |___ _| |   |_          | |
   | | | |   | | |   | |_________| |
   | | | |   | | |   | | | |   | | |

-Rather uneven terrain here, you will need to be careful.  He does tend to
shoot smoke rings slightly faster than Larry or Morton Koopa Jr. (often
throwing two sets out in a row), but he still requires the usual three
stomps or ten fireballs the other Koopa Kids do.


                           o-----------o
                           | Roy Koopa |
                           o-----------o

-A tougher boss, he shakes the ground when he jumps, which will immobilize
Mario for a short time.  He also has the power of shooting his Magical Wand
at Mario.

-His room looks as such:

   | |                           | |
   | |                           | |
   | |                           | |
   | |                           | |
   | |                           | |
   | |    ___     _______        | |
   | |___|   |___|   |   |_______| |
   | | | |   | | |   |   | | | | | |

-Make sure to stay off the ground when Roy lands, or you will be temporarily
stunned (making yourself an easy target for the Koopa Kid).  Three stomps
or ten fireballs will get you onto the next World.


                            o-------------o
                            | Lemmy Koopa |
                            o-------------o

-A tougher boss, he has up to three balls that bounce around the room as he
rolls on top of another one firing his Magical Wand at Mario.

-His room looks as such:


   | |                           | |
   | |                           | |
   | |                           | |
   | |                           | |
   | |                           | |
   | |                           | |
   | |___________________________| |
   | | | | | | | | | | | | | | | | |

-You can bounce on his balls, so use that to your advantage if the balls are
cornering Mario.  Iggy will release the balls periodically, but this is not
in relation to being stomped like his sister Wendy O'Koopa's Bracelets were.
Three stomps or ten fireballs will knock this wannabe circus reject down for
the count.


                         o------------------o
                         | Ludwig Von Koopa |
                         o------------------o

-Ludwig also has the ability that Roy Koopa possessed, meaning he too shakes
the ground when he lands from a jump.  He also differs from the other six
Koopa Kids in that his jump in the air after being hit is much faster (and
shorter), meaning he gets to attack you quicker.  He also is a fiend for
firing his Magical Wand at Mario.

-His room looks as such:

   | |                           | |
   | |                           | |
   | |                           | |
   | |                           | |
   | |      _____       _____    | |
   | |     | | | |_____| | | |___| |
   | |_____| | | | | | | | | | | | |
   | | | | | | | | | | | | | | | | |

-Try to avoid getting trapped in the deeper holes in the floor, or Ludwig
will make short work of you.  Also avoid being on the ground when he lands
or he will likely get you wit his Magical Wand.  Three stomps or ten
fireballs will gain Mario access to Bowser's domain, Dark World!


                     o----------------------------o
                     | Bowser, King Of The Koopas |
                     o----------------------------o

-Bowser, King of the Koopas hides in his large castle waiting for Mario in
the off chance the Italian plumber actually lucks his way into his lair.
Bowser himself does not have a Magical Wand with which to attack Mario
with, but he does have his Fire Breath as well as his body with which to
hit Mario.

-His room looks as such:

___________
KEY        |
/ - Bricks |
D - Door   |
___________|
                                _ _
                               |_|_|
                               |   |
    _ _                       _|_D_|
   |_|_|_____________________|_|_|_|
   |_|_|/////////////////////|_|_|_|
   |_|_|_|_|///////////////|_|_|_|_|
   |_|_|_|_|_|_|///////|_|_|_|_|_|_|

-The idea here is to bait Bowser into jumping onto the bricks, causing them
to break.  Try and make Bowser stomp through the bricks to fall down a deep
passage to thud hard on the ground below.  You can also use thirty-five
fireballs or three hammers to put him down for the count.

----------------------------------------------------------------------------
--------------------------------------Items---------------------------------
----------------------------------------------------------------------------

14)This section will look at all the enemies available to Mario as he tries
  to rescue the Princess from the evil clutches of Bowser!


                               o----------------o
                               | Power-Up Items |
                               o----------------o

Name......: Fire Flower.
Power.....: This little petunia will allow Mario to become Fiery Mario so he
           can throw fireballs at his foes.
How To Use: Press the B Button to throw a fireball.


Name......: Frog Suit.
Power.....: A relatively rare find, this Item allows Mario to gain amazing
           swimming skills.
How To Use: The A Button will cause Mario to take a powerful swimming
           stroke, and the D-Pad can be used to move around underwater
           accurately.


Name......: Hammer Suit.
Power.....: A relatively rare find, this Item allows Mario to become a Hammer
           Brother!  He can throw hammers and he can duck inside the helmet
           to be invulnerable to fireball attacks (not from Bowser though)!
How To Use: Hold DOWN on the D-Pad to make Mario invulnerable to fireballs,
           and throw Hammers with the B Button.


Name......: Invincible Starman.
Power.....: When collected, this Star will make Mario flash wildly (his
           colour you perverted person!) and make him invulnerable to
           enemies (although he can still die through a few ways).
How To Use: Simply collect and plow through enemies without fear!


Name......: P-Wing.
Power.....: A rare find for sure, it is won through a few special levels, beat
           certain Hammer Brothers, and the Princess Letters.  The power they
           offer are unlimited flight, making them a sought after Item for
           sure!  This Item also allows for a tail attack like Raccoon Mario.
How To Use: Simply press the A Button whenever you want to fly higher.  The
           tail attack is done by pressing the B Button.


Name......: Raccoon Leaf.
Power.....: When Mario collects this Item, he will become a Raccoon who can fly
           (with enough running room) as well as kill enemies with his tail.
How To Use: For flying Mario has to hold the B Button to run around building
           his P-Meter up to maximum before jumping into the air with A Button
           (continuing to press the A Button to climb in altitude).  The tail
           attack is done by pressing the B Button.


Name......: Super Mushroom.
Power.....: Mario will change from Regular Mario into Super Mario, which will
           allow Mario to take a hit instead of dying.  This is also required
           for Mario to be eligible for Raccoon Leafs and Fire Flowers.
How To Use: Just collect it to gain the power.


Name......: Tanooki Suit.
Power.....: A relatively rare find, this Item gives Mario the same abilities as
           Raccoon Mario (flying and tail attack) as well as the ability to
           turn into a stone statue!
How To Use: For flying Mario has to hold the B Button to run around building
           his P-Meter up to maximum before jumping into the air with A Button
           (continuing to press the A Button to climb in altitude).  The tail
           attack is done by pressing the B Button.  To turn into a stone
           statue, press DOWN on the D-Pad at the same time as B Button, but
           be warned that it can only be held for five seconds before
           reverting back to Tanooki Mario.


                               o----------------o
                               | In-Level Items |
                               o----------------o

Name..: 1-up Mushroom/Treasure Chest.
Effect: When collected, Mario gains an extra life.


Name..: ? Ball.
Effect: Collected from a defeated Boom-Boom, this ends a Fortress Level.

Name  : Coin.
Effect: Besides being worth 200 points per collect, 100 of these little
       beauties will gain Mario an extra life.


Name..: Coin Block.
Effect: A Block that contains multiple Coins, the amount of which if dependent
       upon how fast Mario hits the block.


Name..: Kuribo's Shoe.
Effect: Only found in one level (5-3), this Item can be usurped from a Goomba
       who s using it.  With it in his possession, Mario can then step on
       ANYTHING without fear of being hurt.


Name..: P-Switch.
Effect: When stomped, it turns all Coins into bricks and all bricks into
       Coins.


                              o----------------o
                              | Map Only Items |
                              o----------------o

Name..: Anchor.
Effect: When the Koopa Kid's Airship is on the map screen, this item can be
       used to keep it in place so it can not fly across the screen to hide
       in an area not explored already.


Name..: Jugem's Cloud.
Effect: When used, Mario can pass over one level.  However, if he dies on
       that life, he will go back behind said level (unless he entered a
       pipe first or beat a Wandering Hammer Brother).


Name..: Hammer.
Effect: If used on a rock of the map screen, the rock will crumble away to
       reveal another path (although the Hammer will disappear as well).


Name..: Music Box.
Effect: When used, all the Wandering Hammer Brothers/Pirahna Plants will
       fall asleep for a few turns (anywhere from one to three), which
       allows Mario to pass by unimpeded.


Name..: Warp Whistle.
Effect: When played, Mario will be whisked away to World Nine, the Warp
       Zone.  Depending on where you play the Whistle from will determine
       which Worlds you can reach.  World One will allow access to Worlds
       Two Through Four, Worlds Two through Six will allow Access to Worlds
       Five through Seven, and World Seven through Nine allow access to
       World Eight.

----------------------------------------------------------------------------
-----------------------------White Mushroom Houses--------------------------
----------------------------------------------------------------------------

15)These little secrets can be found once per world, and they offer a
  fabulous prize of a P-Wing or an Anchor.  The following will list the
  requirements for getting the White Mushroom House in each World.  The
  Coins stat is the minimal required amount to get the White Mushroom House
  to appear.



                                o-----------o
                                | World One |
                                o-----------o

Level: 1-4
Coins: 44
Prize: P-Wing


                                o-----------o
                                | World Two |
                                o-----------o

Level: 2-2
Coins: 30
Prize: Anchor


                               o-------------o
                               | World Three |
                               o-------------o

Level: 3-8
Coins: 44
Prize: P-Wing


                               o------------o
                               | World Four |
                               o------------o

Level: 4-2
Coins: 22
Prize: Anchor


                               o------------o
                               | World Five |
                               o------------o

Level: 5-5
Coins: 28
Prize: P-Wing


                                o-----------o
                                | World Six |
                                o-----------o

Level: 6-7
Coins: 78
Prize: Anchor


                               o-------------o
                               | World Seven |
                               o-------------o

Level: 7-2
Coins: 46
Prize: P-Wing

----------------------------------------------------------------------------
------------------------------Card Game Solutions---------------------------
----------------------------------------------------------------------------

16)This section will be dedicated to the eight different possible patterns
  that the cards will take when ever a player enters a N-Spade.


                          o----------------------o
                          | Requirements & Stats |
                          o----------------------o

-For every 80,000 points scored by one player, along with their successful
completion of a level, and N-Spade will appear.

-The Pattern inside will be randomly selected from one of eight programmed
sets.

-The pattern will remain constant until a player finishes the current
pattern, at which point their run in the N-Spade ends.  The next N-Spade to
appear will then select a new pattern.


                           o-------------------o
                           | Possible Patterns |
                           o-------------------o

________________________
KEY                     |
                       |
1P - 1-Up Treasure      |
10 - 10 Coins           |
20 - 20 Coins           |
FF - Fire Flower        |
IS - Invincible Starman |
SM - Super Mushroom     |
________________________|


          ===========
          Pattern One
          ===========

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|1P|  |SM|  |10|  |SM|  |FF|  |IS|
|__|  |__|  |__|  |__|  |__|  |__|

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|SM|  |10|  |IS|  |20|  |20|  |FF|
|__|  |__|  |__|  |__|  |__|  |__|

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|IS|  |1P|  |FF|  |SM|  |FF|  |IS|
|__|  |__|  |__|  |__|  |__|  |__|


          ===========
          Pattern Two
          ===========

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|SM|  |FF|  |20|  |SM|  |10|  |IS|
|__|  |__|  |__|  |__|  |__|  |__|

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|FF|  |1P|  |SM|  |10|  |1P|  |20|
|__|  |__|  |__|  |__|  |__|  |__|

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|IS|  |FF|  |IS|  |SM|  |FF|  |IS|
|__|  |__|  |__|  |__|  |__|  |__|


         =============
         Pattern Three
         =============

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|FF|  |IS|  |1P|  |FF|  |1P|  |SM|
|__|  |__|  |__|  |__|  |__|  |__|

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|10|  |SM|  |FF|  |IS|  |SM|  |10|
|__|  |__|  |__|  |__|  |__|  |__|

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|IS|  |20|  |20|  |SM|  |FF|  |IS|
|__|  |__|  |__|  |__|  |__|  |__|


          ============
          Pattern Four
          ============

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|SM|  |FF|  |1P|  |FF|  |IS|  |IS|
|__|  |__|  |__|  |__|  |__|  |__|

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|20|  |IS|  |SM|  |10|  |1P|  |FF|
|__|  |__|  |__|  |__|  |__|  |__|

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|20|  |SM|  |10|  |SM|  |FF|  |IS|
|__|  |__|  |__|  |__|  |__|  |__|



          ============
          Pattern Five
          ============

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|FF|  |IS|  |1P|  |FF|  |20|  |SM|
|__|  |__|  |__|  |__|  |__|  |__|

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|10|  |SM|  |20|  |1P|  |SM|  |10|
|__|  |__|  |__|  |__|  |__|  |__|

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|IS|  |FF|  |IS|  |SM|  |FF|  |IS|
|__|  |__|  |__|  |__|  |__|  |__|



          ===========
          Pattern Six
          ===========

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|FF|  |10|  |1P|  |FF|  |1P|  |SM|
|__|  |__|  |__|  |__|  |__|  |__|

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|IS|  |SM|  |20|  |IS|  |SM|  |10|
|__|  |__|  |__|  |__|  |__|  |__|

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|IS|  |FF|  |20|  |SM|  |FF|  |IS|
|__|  |__|  |__|  |__|  |__|  |__|


         =============
         Pattern Seven
         =============

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|SM|  |FF|  |20|  |FF|  |10|  |IS|
|__|  |__|  |__|  |__|  |__|  |__|

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|20|  |1P|  |SM|  |10|  |1P|  |FF|
|__|  |__|  |__|  |__|  |__|  |__|

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|IS|  |SM|  |IS|  |SM|  |FF|  |IS|
|__|  |__|  |__|  |__|  |__|  |__|



         =============
         Pattern Eight
         =============

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|FF|  |20|  |SM|  |IS|  |1P|  |FF|
|__|  |__|  |__|  |__|  |__|  |__|

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|1P|  |FF|  |10|  |SM|  |20|  |IS|
|__|  |__|  |__|  |__|  |__|  |__|

__    __    __    __    __    __
|  |  |  |  |  |  |  |  |  |  |  |
|SM|  |10|  |IS|  |SM|  |FF|  |IS|
|__|  |__|  |__|  |__|  |__|  |__|


                         o------------------------o
                         | Things To Keep In Mind |
                         o------------------------o

-The three right-most cards of the third row will always be the same three
cards (from left to right: Super Mushroom, Fire Flower, and Invincible
Starman).

-If you are closing in on earning another N-Spade, be sure to check your
inventory to see if you should use an Item first so you will have lots of
room for the new Items being won.

-To figure out which pattern you are playing, flip the fifth card from the
left in the first row before looking below to see what Pattern you have.

 i) If it is a 20 Coin prize, you have yourself Pattern Five.

ii) If it is a Fire Flower, you have Pattern One.

iii) If it is an Invincible Starman, you have Pattern Four.

iv) If it is a 10 Coin Prize, you need to flip the first card from the
    right in the second row.  If it is 20 Coins, you have Pattern Two,
    and if it is a Fire Flower, you have Pattern Seven.

 v) If it is a 1-Up prize, you have to flip over the first card from the
    left in the second row.  If it is a 10 Coin Prize, you have Pattern
    Three.  If it is an Invincible Starman, you have Pattern Six.  If it is
    a 1-Up prize, you have Pattern Eight.

----------------------------------------------------------------------------
----------------------------Warp Whistles Locations-------------------------
----------------------------------------------------------------------------

17)This section will give information on how to find all three Warp Whistles
  contained within the game.


                            o------------------o
                            | Warp Whistle One |
                            o------------------o

The first Whistle to be found is located in World 1-3.  To gain access to
it's hiding place Mario must go towards the end of the level to the point
just short of a Para-Goomba that drops Micro-Goombas.  Get onto the White
Platform (the only one in the level), duck down (hold DODN), and after 5
seconds Mario will fall through the block.  Now Mario has the ability to
walk behind the scenery (including other blocks and bushes), so run to the
right at top speed to get behind the black at the end of the level (this
will be the same area as the Card Box).  Keep running right to enter into a
hidden Mushroom House to gain access to the Whistle from a giant Treasure
Box!  Keep in mind that if you are jumping around behind the black scenery,
you may jump the entrance to the Mushroom House, so just run along the
ground).


                            o------------------o
                            | Warp Whistle Two |
                            o------------------o

The second Whistle is to be found in the World One Fortress.  Head right
from the start, dodging through the obstacles of the Fortress until Mario
arrives at an area with a Power-Up, a Dry Bones, and a door.  Stomp the Dry
Bones as Mario collects the Power-Up (it needs to be a Leaf to make next
part of retrieval possible), and then run right to go past the door to the
wall.  Quickly run back to the left to build up the Speed Meter so Mario can
fly, and then take flight straight up off the screen where you should hold
RIGHT so Mario will fly over the wall to the right.  Then Mario should run
right until he can move no further before pressing UP to go through the door
located there.  Mario will fall into a closed room where a small Treasure
Chest sits, holding the second Warp Whistle!


                           o--------------------o
                           | Warp Whistle Three |
                           o--------------------o

The Third Whistle is found beyond the Dunes of World Two's desert.  You must
first defeat the Wandering Boomerang Brother that carries the Hammer in a
Treasure Chest.  Then Mario should move across the map until he arrives at
the top right screen. where he should use the item to break the rock to his
right.  Now Mario can head east through the newly opened path to find a
Mushroom House (contains a Frog Suit for Mario) as well as a Wandering
Hammer Brothers.  However, this time it is not a Boomerang Brother like the
other two in this level, but rather a pair of Fiery Brothers!  Defeat this
pair of fire-intensive enemies to get a Treasure Chest containing the third
and final Warp Whistle!

----------------------------------------------------------------------------
----------------------------------Coin Ship---------------------------------
----------------------------------------------------------------------------

18)This section will look at all aspects of the Coin Ship.


                              o-------------o
                              | What Is It? |
                              o-------------o

The Coin Ship happens when certain specifications are met (see later in this
section for more details on getting it to appear), and it transforms a
Wandering Hammer Brother into the Coin Ship.  These can be made in World
One, World Three, World Five, and World Six.


                         o---------------------o
                         | How Does It Appear? |
                         o---------------------o

There are more than a few requirements for getting it to appear, so I will
now list them.

 i) You must get your coin total to a multiple of 11.  This means that 11,
    22, 33, 44, 55, 66, 77,  88, and 99 (00 does not work).

ii) You must get your tens digit in your score to be equal to your coin
    total's tens digit OR you must get your tens digit to be FIVE
    higher/lower than your coin total's tens digit (if you have 22 coins,
    you need 2 OR 7 in your score's tens digit).

iii) Now you need to get to the end of the level without changing your coin
    total or tens digit in your score (just avoid collecting coins or
    breaking bricks).  When you get there, you need to hit the slot block
    when the timer is an even number IF your score's tens digit is equal to
    your coin total's tens digit.  IF your score's tens digit is five
    higher/lower than your coin total's tens digit, you HAVE TO hit the
    slot block when the timer is at an odd number.


                       o---------------------------o
                       | Can I Lose The Coin Ship? |
                       o---------------------------o

Yes you can, and this can be accomplished through two methods.  Method
Number One is most the common way to do it, and it involves Mario dying on
the Coin Ship (squished by scrolling screen or by the Boomerang Brothers on
board).  Method Number Two requires the player to repeat the steps in
Sub-Section "How Does It Appear?" to cause the Coin Ship to revert.


                       o---------------------------o
                       | The Coin Ship Walkthrough |
                       o---------------------------o

___________________
KEY                |
                  |
O - Coin           |
1 - Invisible 1-Up |
P - Pipe           |
___________________|

                                __
               OOOOOOOOOOOOOO  |  |OOOOO     OOOOO
               OOOOOOOOOOOOOO  |  |OOOOOO    OOOOO           1
               ______________  |  |______    _____              PP
              OOOO OOOOO OOOOO |  |OOOOOO    OOOOO        ______PP__
     START    OOOO OOOOO OOOOO |  |OOOOOOO   OOOOO      O|          |
    ________  ________________ |  |_______   _____     OO|  o o o o |
    \       |OOOOO OOOOO OOOOOO|  |OOOOOOOO  OOOOO    OOO|          |
     \      |OOOOO OOOOO OOOOOO|  |OOOOOOOO  OOOOO   OOOO|         /
      \     |__________________|__|______________________|        /
       \                                                         /
        \_______________________________________________________/

Collect all the Coins as the screen scrolls, and be sure to get the
invisible 1-Up that is just short of the pipe.  Also be sure to avoid
getting squished by the scrolling screen against the pole in the middle of
the ship.  Once you go down the pipe, fight the two Boomerang Brothers
inside to win your prize.

----------------------------------------------------------------------------
---------------------------Mario Brothers Battles---------------------------
----------------------------------------------------------------------------

19)This section will look at all the aspects of the Mario Brothers Battles.


                             o-------------o
                             | What Is It? |
                             o-------------o

A throwback to the classic arcade hit "Mario Brothers", this occurs in a Two
Player game.  This situation will occur when the current player in control
of their character on the map screen crosses the spot that the other player
occupies (represented by a small letter), and one of them presses the A
Button to enter into the battle


                         o---------------------o
                         | What Is The Battle? |
                         o---------------------o

This is a situation where the following screen appears:

_____________________
KEY                  |
                    |
P  - Pipe            |
PW - POW Block       |
SM - Start For Mario |
SL - Start For Luigi |
_____________________|


PPP                        PPP
PPP                        PPP
PPP                        PPP
XXXXXXXXXXX        XXXXXXXXXXX
XXXXXXXXXXX        XXXXXXXXXXX




      XXXXXXXXXXXXXXXX
      XXXXXXXXXXXXXXXX
XXX                        XXX
XXX                        XXX



      SM     --     SL
XXXXXXXXXXX   PW   XXXXXXXXXXX
XXXXXXXXXXX   --   XXXXXXXXXXX
PPP                        PPP
PPP                        PPP
PPP                        PPP
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

The screen is wrap around, meaning you can walk through one side of the
screen to appear on the far side of the screen.  The main idea is to knock
out more enemies than your opponent can out of five OR survive longer than
your opponent.

Enemies appear from the pipes on top of the screen, and to be defeated they
must be hit from underneath or by hitting the POW Block when they are on the
ground.  Take too long and Fireballs appear to try and hit the competititors.


                       o-------------------o
                       | Enemy Information |
                       o-------------------o

Fireball: If the two players take to long to defeat the enemies, this baddie
         will fly across the screen on the same level.  It can not be
         defeated so avoid it at all costs.

Fly.....: An enemy that hops around at a fairly slow pace, it can be
         somewhat difficult to knock onto it's back with the POW Block.

Lobster.: The toughest enemy in these battles to face is the Lobster, which
         means he requires two hits to knock onto his back.  If you land
         only one hit, it will be faster than before.

Spiny...: The most common enemy you will face, it walks in a straight line.

-All enemies will right themselves after being knocked onto their backs, and
they will be faster upon doing so.

-The last enemy remaining in the battle will automatically speed up.

-An enemy who has sped up will change colour.


                         o-------------o
                         | Why Battle? |
                         o-------------o

An interesting question, but there a few reasons to battle, including:

a) The most co-operative way to use it is to exchange slot cards so someone
  can get a better set.  For instance, Player one may have a Star and a
  Mushroom while Player Two has two Mushrooms.  By stomping Player One on
  the head, the Mushroom card will fly into the battle area, where Player
  Two can grab the Mushroom to get a 2-Up.  This can also be used in battle
  to steal cards if you are mean to one another.

b) To steal your opponent's turn.  This is a good way to get them as they
  pass your position so you can go ahead and do the next level instead of
  them.

c) For a unique and diversionary distraction from the main game.  It can be
  fun to duke it out with a buddy in the Mario Brothers Battle.

----------------------------------------------------------------------------
---------------------------------1-Up Tricks--------------------------------
----------------------------------------------------------------------------

20)This section will look at various methods of gaining multiple lives in a
  single run through a level.


                          o---------------------o
                          | Endless Enemy Stomp |
                          o---------------------o

This trick requires an endless supply of enemies for Mario to kill and that
Mario be Raccoon Mario.  He must stomp on an enemy, bounce into the air, and
then slowly descend to the ground to bounce up again.  The slow descent
allows for more enemies to appear so Mario can bounce in the air forever
(theoretically).  The ninth enemy killed without touching the ground will
begin the 1-Up collecting.

This trick works on World 1-2 where the elevated pipe produces continual
Goombas for Mario to use the above strategy on.  A slightly changed
variation of this trick can be performed in the World Two Fortress right
near the start.  Draw the first three Dry Bones together, and stomp on them
one-by-one using the slow descent of the Raccoon Tail.  Now, you will be
coming down from the third Dry bone stomp when the first Dry Bones that was
stomped will revive to be stomped again.  Continue along this pattern to
gain extra lives to your hearts content.  Also check World 7-5 for three
Green Paratroopa Koopas that can also be used to perform this technique.


                        o-------------------------o
                        | Ricocheting Koopa Shell |
                        o-------------------------o

This is a variation on the Endless Enemy Stomp, but instead of Mario hopping
on enemy after enemy, he just needs to watch the continual supply of enemies
get taken out by a ricocheting Koopa Shell.

Most notably done in Worlds 3-4 and 3-9, they both require Mario to bring a
Koopa Shell with him as he travels forward into the level.  On 3-4, Mario
will come across three Green Koopa Troopas on a slope, so retreat one back
into it's shell before running right to have Lakitu appear overhead.  Get to
the part of the level where a green pipe is over head with two blocks on the
ground blocking the Koopa Shell from being tossed away.  Let the Koopa Shell
loose between the blocks so the thrown Green Spiny Eggs will be plowed
through for larger and larger amounts of points.  In 3-9, you need to
retreat the first Green Paratroopa Koopa you see into it's shell before
running right underneath the next ledge to toss the Koopa Shell past a low
lying Bullet Bill cannon.  Now Mario should get on the ledge above quickly
before running right to stand so two Bullet Bill cannons are visible.  Now
he just needs to sit tight as the Bullet Bills get killed by the Koopa Shell
and rack up the 1-Ups.


                        o--------------------------o
                        | The Fake Touch Down Move |
                        o--------------------------o

A much slower way to gain extra lives, it is still a decent way of winning
some extra lives nonetheless.  This trick requires Mario to not actually set
foot onto solid land, but rather rest between jumps on an object that does
not count as solid ground.

Worlds 3-7 and 5-4 are both good areas to do this technique.  World 3-7 has
a point halfway where an elevated brick set has a Green Koopa Troopa walking
between it's walls, so kick it to start moving to create a beanstalk.  Now
you need to stomp the Koopa Shell to stop it form ricocheting, followed by
getting back onto the vine without touching the ground.  Now wait for the
Green Koopa Troopa to come out of it's shell, and then stomp it before
landing back on the beanstalk.  Repeat this to slowly gain more and more
points, followed by 1-Ups.

5-4 has rotor platforms that will spin periodically before quitting, and
these two work in the same way as the Beanstalk.  This time you need to take
the Green Paratroopa Koopa down before getting back onto the spinning
platform.  Much tougher to do, but a skilled player can do it easily enough.


                        o--------------------------o
                        | End Of Level Enemy Coins |
                        o--------------------------o

Whenever you finish a level by grabbing the changing card and an enemy is
present, it will be killed off and turned into Gold Coins as well as points.
If enough of them are present, the points will end up totaling into some
points.

Now, this is truly effective when you have a level where Lakitu follows
Mario to the end of the level, so use it on those levels to gain a few
1-Ups.


                       o-----------------------------o
                       | Multiple Extra Lives Levels |
                       o-----------------------------o

These are levels where at least 2 extra lives can be gained before the
player purposely kills themselves to re-enter the level to repeat the same
steps over to build up their extra lives.

The most famous example of this is the First World Seven Fortress where the
first room you enter is all bricks, with the exception of a hidden P-Block
waiting to turn the brocks into Gold Coins!  Collect as many as you like and
then exit and re-enter the room to do it again and again and again!

----------------------------------------------------------------------------
-------------------------------Various Tricks-------------------------------
----------------------------------------------------------------------------

21)This section will look at the other oddities, tricks, and quirks of Super
  Mario Brothers 3.


a) When you hit a block where a Super Mushroom or 1-Up Mushroom pops out of,
  the direction it moves can be controlled.  If you hit the block on the
  left half, the Mushroom will go right, and if you hit the block on the
  right half, the Mushroom will go left.

b) If you stand away from a wall by one block space and throw a shell, when
  it bounces back it will pass right through Mario.

c) When you get to the end of a stage, get to full running speed (meaning
  you could fly if you desired to), and jump at the slot box so you hit it
  on a 45 degree angle on the lower right corner of it.  This will
  guarantee a Star Card.

d) When you get three cards from the slot boxes at the end of the levels,
  you will receive a 1-Up.  However, if you match three of the same symbol,
  you will receive some bonus extra men.  Three Super Mushroom Cards will
  net you a 2-Up, three Fire Flowers will net you a 3-Up, and three
  Invincibility Starmen will net you a 5-Up.  This means that c) is a very
  useful trick for gaining lots of lives.

e) If you do not have enough of a runway to get enough speed to fly because
  of elevating paths, you can still fly by using a tap jump to get to the
  next level while maintaining Mario's speed so he can fly.  You can also
  use a partial runway to run back and forth to build your speed up for an
  easy way to get into flight.

f) If you stand next to a wall and throw a shell, the shell will die off
  without bouncing back.

g) While Mario is Tanooki Mario, he can turn into a grey statue, however you
  can make Mario grey in the face without him actually becoming a statue.
  When you are about to go down a pipe by pressing DOWN, use the B Button
  as well (just like you were trying to become a statue).  As Mario starts
  down the pipe, he will turn grey before exiting the pipe as his usual
  Tanooki colour palette.

h) Mario can only carry a maximum of 28 Items.  If he has a full set of
  Items and gets a 29th one, it will replace the 28th Item in his reserves.
  Use up some Items if your inventory is getting packed.

i) You will receive different thank you from the king's of each country in
  the Mushroom Kingdom if you manage to defeat the Koopa child with one of
  the three special suits (Frog, Tanooki, Hammer) on.  Try it out and see
  if you can hear all three!

j) Some grass levels will have a dark streak of green along the bottom of
  the screen.  If Mario has a P-Wing equipped, he can fly through the
  bottom of the grass (the dark streak of green).

k) Some levels allow Mario to have a streak of Invincibility Starmen,
  all contained within the level.  Some of these levels require Mario to
  use an Invincible Starman before entering to cause this occurrence to
  happen.

l) When fighting Bowser, if you are standing on a spot where he will stomp
  that is NOT breakable brick just as he begins to jump and THEN move to a
  spot where breakable brick is (causing him to jump your direction if you
  time the movement right), he WILL NOT break the brick despite it being
  breakable brick.

m) A well known thing, but I have recieved emails about it, so I will add it
  in.  After you beat the game, you will get 28 P-Wings if you start a new
  game right after (ie no shutting down the game).

----------------------------------------------------------------------------
----------------------------------Credits-----------------------------------
----------------------------------------------------------------------------

22)This section sends a shout out to all of those who have helped me in the
  creation of this FAQ.


-Derek "PegBoy" Kader for his glorious ASCII maps of the Koopa Kid's rooms
and Bowser's Room.  I can not believe I forgot to mention that he made
those kick-ass diagrams!

-Kaze Sama for giving me the dedication to use in this FAQ.

-Adam Peltz for contributing the strange behaviours of the Magic Wands when
attacked with special abilities.

-Javier Dorantes Hernandez for contributing the 1-Up at the beginning of
World 7-7.

----------------------------------------------------------------------------
-------------------------------Final Word-----------------------------------
----------------------------------------------------------------------------

23)As is the usual, this walkthrough is copyright property of Brian P.
  Sulpher, 2003.  The only website, group, person, etc. to have access to
  post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and
  www.honestgamers.com.  You must ask for permission before posting this,
  as doing so without consent is a violation of international copyright
  law.

  If you liked it, hated it, have anything to add, then please E-mail me at
  [email protected].  You can also contact me through MSN messenger
  through the same E-mail address.

  A great NES game (considered the best ever by many) that I felt I wanted
  to write for.  I mean, it will finish off my trilogy work on the SMB
  series for the NES, but I felt that I needed this one to make my NES FAQ
  collection fill out that much more nicely.  Besides, who DOESN'T enjoy
  playing this game? It stands to reason I enjoyed writing this FAQ as
  well!  Hell, with such a large and extensive treat just lying around,
  waiting for writing attention from yours truly, so how could I not the
  answer the call of the FAQer?  Seriously, anyone know how not to?  It
  has always been a passion since I started, and I hope it will continue
  onwards for years to come.