__ __ __ _ _ ___ __ ___ _ ___ __
| \ / / | | | \ | | \ /\ /\ / \ | \ | / \
| / \__ \__ | | |___/ |__ |___/ | | | | | |___/ | | |
| \ \ \ | | | | | \ | | | |---| | \ | | |
|___/ ___/ ___/ \__/ | |__ | \ | | | | | | \ | \__/
__ __ _ _ __ __ _____ __ _ _
/ \ / \ | | | / \ | | / \ | |
| | | | | |__ | | | | | |\ |
| | | | | | | | | | | | \|
\__/ \__/ |___ |___ |__ \__/ | | \__/ | |
____
|___ \
\ \
___/ /
|___ (
\ \
___/ /
|____/
VinnyVideo's FAQ/Walkthrough for BS Super Mario Collection 3 Dai-3-shuu
===============================================================================
Table of Contents
===============================================================================
[INTRO] Introduction
[WALKT] Walkthrough
[QUEST] Frequently Asked Questions
[VERSN] Version History
[COPYR] Copyright
[CONTC] Contact Information
Navigation tip: Press Ctrl and F to bring down a search bar. Then type in the
name of the section you're looking for - like [CONTC] for the Contact
Information.
===============================================================================
Introduction [INTRO]
===============================================================================
It's no secret that VinnyVideo likes old, obscure video games, but this may be
the most obscure game he's ever covered! BS Super Mario Collection 3 was
released around early 1998 for the Broadcom Satellaview, a Japanese-only device
that plugged into the bottom of the Super NES (the only use for that port, by
the way) and interacted with a satellite TV feed. The BS was an innovative
concept designed to combine video gaming with TV content, but it never really
caught on, in part because of its hefty price tag.
This game consists of several levels that appeared in the Super Mario All-Stars
version of Super Mario Bros. 3. All of the levels are from Worlds 4, 5, or 6
(or Bowser's Castle) and include many of my favorite levels from what is still
my favorite video game of all time. There are also a few things that are new to
this game, and the objects on the world map have been rearranged, but the level
layouts are exactly the way they are in Super Mario All-Stars. The most
noticeable difference is the lack of background music. The game was originally
broadcast with an eclectic selection of popular music and voice acting,
including songs as offbeat as "The Power of Love" from Huey Lewis & the News.
Unfortunately, since the Satellaview is no longer supported, the emulated
version lacks music altogether. Some of the sound effects are slightly
different from my own copy of Super Mario All-Stars, although there are
different versions of that game with these sounds. You'll also notice that BS
Super Mario Collection 3 is interspersed every few minutes with strange
cutscenes of Japanese text and manga-style cartoon. Being fully illiterate in
the language of the land of the rising sun, I will have to rely on my readers
to find out what these cutscenes actually say. At present, there's no known way
you can play this game except by emulating it, and it seems unlikely that
Nintendo will ever re-release this. But you never know. With that introduction
out of the way, let's go on to the walkthrough!
===============================================================================
Walkthrough [WALKT]
===============================================================================
When you turn the game on, wait a little bit (use your emulator's fast-forward
feature if you wish) until the opening cutscene appears. I don't understand
what the Japanese text says, so if any of my readers are actually familiar with
Japanese, please feel free to fill me in.
If you're using ZSNES, the game should begin at World 4-1. Some emulators
behave differently - for example, one begins with a three-minute countdown and
skips the first half of World 4. My revised walkthrough begins at 4-1, however
(I appreciate Mariofan144 telling me about this omission I made in the original
version of the guide).
If your emulator is working properly, the game begins at World 4-1. Depending
on the number of points you score in the next area, you may wind up in a
different world for the next phase of the game. If you score a lot of points,
you'll play the later worlds; if you don't score many points, you won't get to
Ice Land. If anyone knows the exact number of points needed to reach a certain
area, please let me know.
You'll have 10 minutes for the first phase, 3 minutes for the fortress, 15
minutes for the second world, 3 minutes for the airship, 12 minutes for the
third phase, and just 3 minutes to finish Bowser's Castle:
===========================================================================
/---------------------------------------------------------------------------\
| Timer |10 min.| | 3 min.| |15 min.| | 3 min.| |12 min.| | 3 min. |
---------|-------|--|-------|--|-------|--|-------|--|-------|--|-----------|
| Path 1 | 4-1 |->| 4-F |->| 4-4 |->| 4-A |->| 5-1 |->| 8-Castle |
| Path 2 | 4-1 |->| 4-F |->| 4-4 |->| 4-A |->| 5-5 |->| 8-Castle |
| Path 3 | 4-1 |->| 4-F |->| 5-1 |->| 5-A |->| 5-5 |->| 8-Castle |
| Path 4 | 4-1 |->| 4-F |->| 5-1 |->| 5-A |->| 6-1 |->| 8-Castle |
\---------------------------------------------------------------------------/
===========================================================================
The game opens with a cutscene showing a conversation involving Mario, Toad,
Princess, and an unspecified anime girl, all seated at microphones. I have no
idea what they're saying or doing.
--------------------------------------------------
The Fire Flower House
--------------------------------------------------
Before you do anything else, visit the house on the southwest corner of the
world map. Go inside and you'll find a weird (but somewhat cute) hyper-manga
girl who wears a pink "N" sweater - I guess for "Nintendo." She'll ask you a
question, and choose the first answer ("yes" - the only word I'm capable of
reading in Japanese!). For the next question, choose the first answer. For the
rest of the game, whenever you return to the world map, you'll be Fiery Mario
if you're Small or Super Mario. If you have a better power-up, you'll keep it
instead. This is a nice bonus, so make it a point to visit this house as early
as possible. If for some reason you elect not to visit the Fire Flower House,
there'll be other opportunities to visit it in later worlds.
--------------------------------------------------
World 4-1: Meet Some Giant Bad Guys!
--------------------------------------------------
World 4-1 is the first level in Giant Land, the world where meanies become
massive! These giant foes don't behave much differently from their smaller
counterparts, but keep in mind that when you stand next to a Giant Piranha
(Piranhacus Giganticus), it won't notice Mario! Different timing is necessary
if you want to avoid getting munched. At the beginning of the level, kick a
Koopa to break the block and reveal a Super Leaf. See that odd waterfall? You
can fly up to find a watery area with a pipe. Enter the pipe to find an
underwater room where Big Bertha is guarding a pair of 1-Ups. Outside, there's
another [?] Block with a Super Leaf if you need one. Keep going and you'll find
a few Koopas standing on clouds. If you're Raccoon Mario, you can accumulate
points and even unlimited 1-Ups by stomping them without touching the ground,
although it's tricky to pull off. This is the best place to accumulate points
if you're trying to influence which branching path you take later in the game.
Once you're done with your turtle-stomping binge, run off to the goal!
--------------------------------------------------
World 4-2: A Water World on Steroids
--------------------------------------------------
The land rises and sinks here, but this one is easier than some levels because
Boss Bass decided to stay home. Keep moving across the pipes and bridges in the
early part of the level. Move quickly and the Cheep-Cheeps won't have a chance
to nibble on Mario. Use the Ice Blocks to dispose of enemies and nab a Super
Leaf from the giant [?] Block. The action flares up when you hit the P-Switch.
Grab the coins and get the Starman from the [?] Block! When the P-Switch's
power wears off, get the remaining coins and boogie to the goal! I don't think
you can get a White Mushroom House in this version of the game, though.
--------------------------------------------------
World 4-3: Underneath the Land of the Giants
--------------------------------------------------
A pair of Sledge Bros. guard the first part of the level. These overgrown
cousins of the Hammer Bros. create shockwaves when they land, so if you're on
terra firma when they hit the ground, you'll be stunned briefly. If I had a
Starman in my inventory, I'd use it here and blow right by them. If you don't
have a Starman or don't want to use it, just run-jump over the Sledge Bros., or
run under their high jumps, and you should be OK. Take the pipe into the main
part of the level.
The underground section is ordinary but tricky. There are a few tricky jumps,
and watch out for the Spinies that fall from the ceiling. After a few jumps,
you'll spot a lonely [?] Block. Hit it for a Super Leaf. Stomp the Buzzy and
trigger the Spiny on the ceiling, and fly up for some hidden coins. Drop down
and hit the 1-Up block. Follow the 1-Up Mushroom until you can reach it, but
watch out for the Spiny! The final four jumps are potentially dangerous thanks
to the bouncy wooden blocks that can knock you off the ledge. Be careful.
--------------------------------------------------
The Treasure Ship
--------------------------------------------------
The Treasure Ship level is blocked by a door that disappears once you
accumulate 100,000 points. On this special Airship, keep running about to
collect each row of coins. Just before the boss pipe, keep jumping to find an
invisible 1-Up. Go down the pipe to meet a weak boss - a pair of Boomerang
Bros. Stomp 'em both and you'll receive a fun prize like a Tanooki Suit, Frog
Suit, or Hammer Suit.
By the way, all the other worlds have a Treasure Ship level that operates the
same way as this one, so I don't see any need to repeat these instructions.
--------------------------------------------------
Boom, Boom, Pow!
--------------------------------------------------
Once the 10-minute timer expires, you'll see a cutscene showing Bowser's Doom
Ship. Then you'll be whisked off to the first fortress in Giant Land. Watch
out, as you have only three minutes to complete this level if you want to play
the Spade Game.
--------------------------------------------------
World 4-Fortress #1: Two Ways to Go
--------------------------------------------------
Meet Hot Foot! This little flame hides in candlesticks and likes to burn
plumbers. He's a lot like Boo Diddly in that he chases Mario when he's not
looking. Face him, though, and he'll stop. This fortress is unique in that
there are two ways to go, each with its own dangers. At the start, you'll find
a tricky horizontal Thwomp. If you don't like them, take Route 2, accessed
through the middle in the series of five pipes. Inside, there's a Dry Bones and
a Boo. Take the power-up in the second [?] Block from the right, and jump to
reveal a pair of invisible blocks leading to the exit pipe. From there, you're
home free.
If you took the regular route, you'll see more Hot Foots and Thwomps, including
a tricky Thwomp trap where you have to slide through a small gap (run and then
duck just before you reach the narrow passage). This is a cinch for Small
Mario, however.
At the end of the fortress is - you guessed it - Boom-Boom, the guardian of
many a fortress (and the antagonist in my "Marioy 2" game, if anyone ever
noticed). For the 1% of you who have never faced Boom-Boom in the past, you
stomp him three times to defeat him. After each hit, he'll duck into his spiked
shell, becoming momentarily invincible. Don't touch him then. Stomp him again
when he starts moving, but be fast or he'll start jumping around and be really
fast. Once he's bopped out, take the Magic Wand (which replaces the question-
mark ball normally seen after SMB3 fortresses) to conclude the level.
Note: If you don't finish this level within the countdown indicated on the
bottom of the screen, which works separately from the regular timer, you will
automatically advance to the next portion of the game. If you finish before the
3-minute timer is up, you'll get to play the Spade Game until time expires.
It's a great way to stock up on extra Marios - just keep pressing B as fast as
you can and you should line up the sets of panels several times.
--------------------------------------------------
The Next Step
--------------------------------------------------
Afterwards you'll see a cutscene showing an ominously levitating Bowser, and
you'll be placed on a modified map of either the second half of World 4 or the
first half of World 5. The time limit resets to 15 minutes. You'll have access
to three levels, and you can play them as many times as you wish and in any
order you please. You don't HAVE to visit any of them to advance in the game.
Mushroom Houses and the Treasure Ship, however, can be completed only once.
Also keep in mind you can't get to the Treasure Ship quite yet, and that the
pipes on the overworld map are disabled.
Now, or whenever the bridge is down, visit the Mushroom House for a random
goodie from Toad: a Super Mushroom, Fire Flower, Starman, or 1-Up Mushroom.
--------------------------------------------------
World 4-4: Stop Bothering Me, Lakitu!
--------------------------------------------------
Lakitu won't even let Mario take a swim in peace. At the start, grab your Fire
Flower from the [?] Block and go right down the shaft. If you have a Frog Suit,
however, you can swim through the drain pipe at the bottom-left corner of the
level, where many coins await you. Getting here without being a froggy,
however, is virtually impossible in the Super NES version. This is the only
level in the game where you can really take advantage of the Frog Suit in your
inventory, so go ahead and use it. Anyway, keep going, swimming carefully
through the pipes and coral. Lakitu is tossing Spiny Eggs from overhead, so
stay on the alert. At the end, swim up the staircase and enter the pipe that
leads to the level exit. Run to the card and touch it (preferably jumping at a
45-degree angle at full speed so you can get a Star card), and... Course clear!
You got a card. (VinnyVideo's message board signature)
--------------------------------------------------
World 4-5: Bills Galore
--------------------------------------------------
This stage introduces Missile Bill, who is similar to Bullet Bill but will
reverse direction to home in on plumbers! The hill at the start hides a Super
Leaf in the big [?] Block. Stomp the big Paratroopa and use its shell to get
the power-up. There's also a Fire Flower in the nearby set of [?] Blocks, but
the Missile Bills make it difficult to acquire. Keep heading right (the usual
direction in a Mario game), staying high to avoid the gunfire. Just ahead is a
high block, which holds a vine. Hit it and access it by bouncing on a Missile
Bill. Take the vine up to a pipe, wherein you'll find a Tanooki Suit in the
massive [?] Block! And you were expecting a Grand Goomba. This is as good as
being Raccoon Mario, except you can press Down while holding the run button to
(momentarily) become an invincible statue! Hit the P-Switch by the big block to
make some coins appear outside. Float down, using the coins as your guide, and
watch out for any nearby bullets. From here, make your way past the Bills to
the exit.
--------------------------------------------------
World 4-6: Little or Big, Take Your Pick
--------------------------------------------------
What a weird world. Three Stars, two 1-Ups, two sides... wild. By entering the
doors found throughout the level, you can make the bad guys big or small. See
that group of blocks at the start? There's a 1-Up in the second [?] Block from
the upper-right corner. Grab it and run-jump across the gap to the very special
door. It really doesn't matter whether you switch to the little side or not,
although there's two extra 1-Ups on the side with the smaller enemies. Make
your way past a few otherwise normal enemies and a block with a Super Leaf
inside until you come to a pair of bouncy wooden blocks. Bonk them from the
side to send a Starman bouncing. Nab it! Just ahead is a Koopa guarding a 1-Up
in an invisible block, three spaces left of the pipe. Watch out for the other
invisible blocks overhead, though, since they've cost many a Mario. The rest of
the stage is as easy as making a few easy jumps and dodging a few Paratroopas.
By the way, if you backtrack from the first door on the small side, you can get
an extra Starman in the brick on the bottom row, third from left. Also on the
small side, a 1-Up is hidden in the clouds and is accessible if you're Raccoon
or Tanooki Mario. These goodies are out of the way and often missed in strategy
guides.
--------------------------------------------------
Another Non-English Cutscene
--------------------------------------------------
Once the 15 minutes are up, you'll see a background from Bowser's Castle in
Super Mario Bros., and a long time will elapse before you see Japanese script
and an apparent disagreement between Mario and Toad. The timer then goes to
3:00 and you're off to the Airship.
--------------------------------------------------
World 4-Airship: Iggy and the Rocket Engines
--------------------------------------------------
Iggy's flying boat has two power-ups and no enemies except Rocket Engines and a
lonely Rocky Wrench. Think the Koopa engineer is nuts? Far from it! This ship
is fairly tough. Also, since it's the slowest-moving airship around, you'll
have to use patience. The second Rocket Engine guards a few coins. Next up is a
Bolt Lift - keep jumping on it to move it across the gap. If you stay on the
lift, you'll reach a Rocky Wrench, a power-up, and an easier path to the goal.
From the upper deck, jump across the gap, and try not to fall so you won't have
to deal with any more Rocket Engines than you have to. Wait for the screen to
scroll so Mario is as far left as possible, then make a LONG leap of faith. If
you're lucky, you'll be on top of the highest part of the Airship. Otherwise,
you'll reach a tricky section where you have to time your jumps just right
through a succession Rocket Engines. It's very easy to get hit here. Once you
reach the gray pipe, wait for the screen to scroll all the way right so you can
collect the power-up. Then go down the pipe and face Iggy, who, incidentally,
is my favorite Koopaling. Iggy isn't much different from Boom-Boom - stomp him
three times to KO him. He isn't that difficult, but the screen layout is
relatively tricky. He's also a very high jumper, so be careful not to let him
squash you, and make sure to dodge the bubbles he shoots from his wand.
Once the fight is over, you're off to the Spade Game. Or, if you run out of
time, straight to a cutscene with a strange mix of Super Mario Bros. clouds and
Yoshi's Island hills. Toad seems happier now. I don't know why. The timer is
set to twelve minutes, and we're on a map similar to that of either World 5 or
World 6.
--------------------------------------------------
World 5-1: A Tower of Blocks
--------------------------------------------------
If you use your Raccoon/Tanooki tail to smash the bricks at the beginning of
the level, you can clear enough space to run and fly to the Sky High Pipe. This
takes you to a hidden room. Inside, run to fill your P-Meter, squat, and jump,
and you'll fly through the narrow passage and reach a secret exit with a
P-Wing. Alternatively, take the pipe inside the secret room to reach a hidden
area with four 1-Up Mushrooms.
Otherwise, you're stuck climbing a staircase full of Nipper Plants and Chain
Chomps. Use your tail or firepower on the bouncing Nippers if you can, and be
careful as you sneak past the ever-unpredictable Chain Chomps. There's a Super
Leaf in the first bouncy block in the level. At the top of the tower, hit the
fourth [?] Block from the left for a Starman, which makes the final sector of
the level a breeze.
After finishing this level, visit the Mushroom House if the bridge is passable.
--------------------------------------------------
World 5-2: A Slimy Sewer
--------------------------------------------------
Hop down the drain at the start of 5-2. Uh-oh! Mario's falling down into the
sewer! Find a Note Block to save Mario a LONG drop. Bounce up to a nearby pipe,
guarded by Koopas. It leads to a cavern with a few slopes and Goombas. Go down
the next pipe, break a few bricks, and hit the giant [?] Block for a trio of
1-Ups. Then make your way to the exit pipe. If you had fallen at the start of
the level, you'll drop down to a flooded area with a few pipes. The center pipe
is the only one that works, and it leads to a treacherous section full of Ice
Block-heaving Buster Beetles. This latter route is one of the most difficult
sections in Super Mario Bros. 3 and should be avoided at all costs, unless
you're just chasing danger.
--------------------------------------------------
World 5-3: Meet Kuribo's Goomba
--------------------------------------------------
Funny... we start the level going from right to left. Jump over the Spiny and
the Venus Fire Trap and get the Super Leaf. Meet Kuribo's Goomba! This guy just
jumps around and is fairly harmless, but you can steal an awesome power-up from
him. Hit him while he's resting on a block to knock his socks off - literally.
Then jump in Kuribo's Shoe! With this big green boot, you can safely stomp on
carnivorous plants, including Munchers! Keep going left past the Spinies. See
the patch of Munchers? There's a 1-Up in one of the blocks above them. Go down
the pipe and begin heading right. Stomp more Piranha Plants and Spinies, using
care to avoid losing Kuribo's Shoe. Soon this level will end, far too soon.
Sadly, you can't use Kuribo's Shoe in other levels (programming limitations are
to blame - it has to do with sprite conflicts), and a few decades would pass
before we ever get another opportunity to use this nifty power-up.
--------------------------------------------------
World 5-Tower: The Treacherous Tall Tower
--------------------------------------------------
5-Tower is basically like a fortress, although it has a few unusual properties,
as we will see. At the start, take the Super Leaf, but be careful, since it's
surrounded by Roto-Discs. The next story has a pair of Thwomps. Go near to make
them crash down, and zip past them while they're resetting. The blocks make it
a bit more dangerous than usual. Go up the next pipe and you'll be outside.
That Micro-Goomba, which blends in with the standard blocks, is guarding a 1-Up
Mushroom if you have a Raccoon Tail. If you had a P-Wing, you could fly over
the wall and get another 1-Up. Take the pipe to the next room, which has a
Thwomp and some spikes. Needless to say, spikes should NOT be touched. The next
pipe leads to another outside section. Get rid of the Koopa and bonk the [?]
Blocks to reveal a vine. Climb it and take the pipe, and that's it. We're now
on a different part of the map.
By the way, if you enter the pipe on the overworld map, you'll reach a special
area with a few blocks you can hit with your tail for a 1-Up. If you take this
secret pipe, however, you'll appear back on the island part of the world map.
--------------------------------------------------
World 5-4: For Those Who Love Rotary Lifts
--------------------------------------------------
This level is loaded with Rotary Lifts. It's best to be Raccoon or Tanooki
Mario so you can fly through the whole level. Plus, there are a few coins in
the clouds. For those of you who take the low route, it's imperative to
familiarize yourself with the different patterns of Rotary Lifts. A few spin
constantly, but most alternate between spinning and stationary. Your safety
cannot be guaranteed when you're on a spinning Rotary Lift. A few Rotary Lifts
tilt to the side where Mario's standing. Don't let these tilt too far, though,
or you may fall. One more thing: Stay away from the waterfall. The pipe at the
end of the area leads to the exit - and Lakitu. If you touch the card with four
Spinies on screen, you'll get a 1-Up. You can pull this off at the end of most
of the stages in Sky Land, and it'll come in handy if you're trying to earn a
high point total.
--------------------------------------------------
World 5-Airship: It's the Gauntlet!
--------------------------------------------------
This is the airship level you'll see instead of Iggy's airship if your
adventure didn't take you to the second half of World 4. Roy's airship is one
of the harder airships in the game thanks to its abundance of cannons and
Bullet Bills. It's helpful to get the power-up at the start of the level, as
there's plenty of chaos just ahead. Cannonballs and Bullet Bills are firing, so
try to get on top of the two-way shooters if you can. Next up is a relatively
harmless eight-way launcher. Now brace yourself for The Gauntlet! Here you'll
find a massive number of cannons firing in the same area. Try to use one of the
cannonballs moving upward to get on top of the platform, where you'll be
relatively safe from the onslaught below. Otherwise, run past the cannonballs
and bullets and hope for the best. Afterwards you'll face Roy. This Koopaling
is heavy, so when he hits the ground, the entire ship shakes. Jump right before
he lands so you won't get stunned - because if you do, you're a sitting duck.
The good news is that Roy is slow and the arena is relatively flat, and as
usual, he only takes three hits to defeat.
--------------------------------------------------
World 5-5: Donuts, Coins, and Tanooki Suits
--------------------------------------------------
World 5-5 is unique because nearly all of the level is built on Donut Lifts.
These classic Mario obstacles fall if you stand on them for too long, so be
careful. There are a number of Para-Goombas patrolling the area, so be careful.
Grab the Super Leaf in the bouncy wooden block near the first pipe. Use your
tail or a Koopa to shatter the blocks blocking said pipe. Go down the pipe to
enter a coin room with a Tanooki Suit! When you emerge, you can head back left
and repeat the process to amass coins and collect the Tanooki Suit again. There
are a couple of other power-ups in the level, but why settle for a Super Leaf
when you can get an awesome Tanooki Suit? Once you've collected enough a
satisfactory number of coins, rush right past the remaining enemies to the
goal! And no, I don't think you can get a White Mushroom House in this game,
no matter how many coins you collect.
--------------------------------------------------
World 5-6: Fly the Friendly Para-Beetle Skies
--------------------------------------------------
This stage introduces a new enemy: Para-Beetle. These guys resemble flying
Buzzy Beetles. They float from right to left and give you a free ride. How
sweet! They're still enemies, albeit friendly ones, so don't touch them from
the side or from below or they'll bite. You'll be depending on them, since you
use the Para-Beetles as stepping stones to cross this cloudy world. The Super
Leaf in the [?] Block will undoubtedly come in handy. After the two Note
Blocks, you'll notice a set of seven blocks. The second block from the right
contains a P-Switch, and hitting it will give you an easier route to the goal.
Just watch out for the Fire Chomp that shows up near the end.
--------------------------------------------------
World 5-7: Plenty of Cool Tricks
--------------------------------------------------
If you have a Starman in your inventory, you can use it to race through this
stage with ease. Your original invincibility will carry you through most of the
level, and if you're still invincible, some of the other blocks will hold
Starmen. But don't do that - this level is too much fun to skip over like that!
Be careful at the start of the level - some of the blocks are actually Pile
Driver Micro-Goombas. Look out! Snag a Fire Flower from the first bouncy wooden
block. Head down to the pipe and bash the block to the left of it if you'd like
a 1-Up. Then head down the pipe to a fun area.
There are two cool tricks you can do, both easy to do with a P-Wing and quite
tricky otherwise. Fly up to a P-Switch hidden near the middle of the blocks in
the sky. Hit it to turn oodles of blocks into coins! There's also a Super Leaf
inside one of the bouncy blocks on the ground. Unfortunately, it's tough to
build enough momentum to fly here and reach the top of the area. Once you're
done padding your pockets with coinage, build up speed and fly over the wall on
the right side of the area. Look! It's the goal! If you want to go the normal
way, take the pipe back to the main part of the level. Hurry past the onslaught
of Bullet Bills, Micro-Goombas, and Lakitu to the goal.
--------------------------------------------------
World 5-8: Lakitu's Loony Land
--------------------------------------------------
This is a short, simple cloud world, but it's also tricky, as it's hard to
finish the level without getting hit with one of Lakitu's Spiny Eggs. For that
reason, you'll definitely want to get the power-up at the start of the level.
From here, hold down the run button and sprint to the right. Stay on the move
and make your jumps carefully, and you'll leave Lakitu in the dust. Other than
a second power-up, there are no secrets here to distract you, so keep moving.
--------------------------------------------------
World 6-1: Walking in a Winter Wonderland
--------------------------------------------------
Not surprisingly, Ice Land opens with a slippery stage full of ice. The
traction - or lack thereof - might take some getting used to. If you want to
use a Starman from your inventory, the remaining coin blocks will also hold
Starmen, although I don't usually do that.
At the start of the level is a nice little Fire Flower that will help you
dispose of the Ptooies that lie ahead. This genus of Piranha Plants likes to
juggle spiked balls - spiked balls that are prudent to avoid. Soon you'll find
a pair of Ptooies together. If you're Raccoon Mario, you can fly into the sky
at this spot to find a coin room. Duck and slide under the ice wall and hit the
P-Switch to reveal tons of coins! Exit the coin room, if you went that route,
and keep hopping and bopping past the Ptooies to the goal.
--------------------------------------------------
World 6-2: Ice and Jumping Don't Mix
--------------------------------------------------
This level isn't fantastically difficult, but there's an auto-scroll, and the
only stepping stones are clouds and ice! Bounce along the clouds and ice early
in the level. Stomp the Koopa and kick the shell at a block for a much-needed
Super Leaf. Soon you'll find more ice, clouds, and coins. After that is a high
wall. Make your way up using the clouds, and hurry so you don't get squished by
the auto-scroll. Bash away at the 10-Coin Block and head down the ice. A block
containing a 1-Up will come into view, and use the clouds to reach it. A few
more jumps and you're home free.
--------------------------------------------------
World 6-3: Want a Free Tanooki Suit?
--------------------------------------------------
Here's another athletic area, but fortunately, there isn't an auto-scroll. Take
the moving platform past the first gully. Use a Koopa to score a Super Leaf,
and then procede to the L-shaped platform. Stomp the Koopa, grab its shell,
jump, and toss the shell at the block. If you time it right, you'll hit the
block and reveal a vine. Climb it to a room with 30 coins and a Giant [?] Block
with a Tanooki Suit! From here, if you'd like to take the easy way out, build
up your P-Meter, exit the bonus room, and fly to the goal! Otherwise, you'll
have to traverse a few tricky jumps over ice. On the bright side, there's a
1-Up waiting near one of the lifts. In the original NES version, this 1-Up
Mushroom was all-white because of palette oddities.
--------------------------------------------------
World 6-4: Another Trip to Coin Heaven
--------------------------------------------------
More ice and lifts, anyone? At the start of the level, use the Rotary Lifts to
get to a large ice mass. Drop down to the lower level, hit the block, and grab
that 1-Up Mushroom - carefully. Hop on the rail life and jump to the right of
the two large blocks of ice and you'll reveal a Magic Note Block. Bounce on it
and gather a truckload of coinage in Coin Heaven! If you stayed at a lower
elevation, follow the lift to the block with the Super Leaf.
The two paths converge near the P-Switch. This P-Switch turns some blocks into
coins, but watch out for the tricky combination of ice, Rotary Lifts, and a
Fire Chomp. The final jump is especially tricky, since it involves a Rotary
Lift over a pit. If you'd like to go for a flight, there's a 1-Up block and
some coins directly above the third Rotary Lift to the right of the P-Switch.
--------------------------------------------------
It's-a me, Bowser!
--------------------------------------------------
After the time is up, you'll see a new cutscene and you'll get a chance to
visit the castle of Kuppa (for English speakers, Bowser)! You've got only three
minutes, though, if you want to have the satisfaction of defeating Bowser. This
is a good time to use up any P-Wings or Starmen you might have sitting around
in your inventory.
--------------------------------------------------
World 8-Castle: King Koopa's Castle
--------------------------------------------------
This stage is tough! The good news is that Princess is finally waiting for you
in the castle's dungeon. Run past (or fly over) the Bowser Statues at the
start. Beware, as some of them fire lasers. Let the unusual elevator take you
up the passage, ignoring the door. Trigger the Donut Lift and take it down.
These stairs up ahead can be tricky. Watch the Roto-Discs spinning everywhere,
and duck if necessary. At the top is a 1-Up in an invisible block, and if
you're not Small Mario, you can duck-jump and use this block to slide through
the wall. Next up is a passage full of Donut Lifts and Podoboos, which fly much
higher than usual. Climb as high as possible, and enter the door. One story
below this door is a much-needed power-up. If you can't get high, there's
another lower door, but it's guarded by a horizontal Thwomp and a tricky Donut
Lift. The latter route has more lasers, but it also has a power-up and a
slightly easier final boss. Regardless of the path you take, the next section
has a few Bowser Statues (mostly dummies), followed by a lava pit. And those
look a lot like Bowser's fireballs! Go in the door and give that Bowser the
boot!
Bowser isn't that difficult for a final boss. Stand near the middle of the
room, dodging his fireballs. After two or three flames, he'll jump into the air
and try to jump on you. As he's in the air, move to the side. Lure Bowser over
to the side of the room, and repeat this process until he's destroyed enough
blocks to fall through the bottom and send you to the ending! For the record,
this ending is identical to the one seen in Super Mario All-Stars and includes
scenes from all eight worlds. Of course, before the ending, you'll get to play
the Spade Game until time runs out. Really.
===============================================================================
Frequently Asked Questions [QUEST]
===============================================================================
Q: How do I play BS Super Mario Collection 3?
A: As far as I know, the only way this game will run is if you use a special
Japanese/Chinese-language emulator (I'm a little unsure of its name). If you
see a 3-minute timer appear when you start the game, you're good to go. Please
don't e-mail me about getting this game to run on your favorite emulator or
where to find this game.
Q: What are the controls?
A: In short:
A/B: Jump
Y/X: Hold to run; press to use fireballs or raccoon tail, if applicable
Control Pad Left/Right: Move Mario
Control Pad Down: Duck
START: Pause game (this doesn't stop the main timer, though)
You can change the controls by pressing START and then SELECT on the title
screen.
On the pause screen, choose the "MAP" option to return to the world map.
On the map, Y/X accesses the inventory, and A/B selects an item for use. At the
beginning of the game, the inventory holds a Mushroom, Fire Flower, Frog Suit,
Tanooki Suit, Hammer Suit, and a Starman. Unfortunately, there's no P-Wing, and
you can't hold more than seven items.
Q: What happens if I run out of lives?
A: Nothing, really. They just give you some more!
Q: How can I make the wait times better?
A: Grab a cool Wild Cherry Pepsi, or better yet, a nonalcoholic Southern
beverage like Cheerwine. Or use a fast-forward feature.
Q: What does "Kuribo" mean?
A: "Goomba" in Japanese. Kuribo's Goomba translates literally to "Goomba's
Goomba." And not that this item appears in BS Super Mario Collection 3, but
Jugem is the Japanese name for Lakitu.
Q: What's the greatest number of lives you've collected in this game?
A: 33. I had a good run with the Spade Game. My points record is 87,050,
although that was playing through each level only once. You can surely do
better than that if you try.
Q: Do you speak Japanese?
A: No, but if you do, please e-mail me at
[email protected] and you can
help me translate the cutscenes in this game. I'll give credit, of course.
Assistance from someone fluent in both English and Japanese would be a huge
help for a couple of other projects I've been working on, too.
===============================================================================
Version History [VERSN]
===============================================================================
It's the moment we've all been waiting for: the Version History. Unlike most of
the guides I've written, however, the current edition of the guide is
significantly different from the original 1.0 version.
-------------------------------------------------------------------------------
Date | Version | Size |
---------|---------|------|----------------------------------------------------
6-25-09 | 0.25 | 7KB | Began guide. Typed Giant Land walkthrough.
6-26-09 | 0.6 | 19KB | Completed basic guide framework and the rest of the
| | | main walkthrough.
6-27-09 | 1.0 | 25KB | Finished things up.
9- 2-09 | 1.1 | 25KB | Added a note about Game Overs.
8-18-14 | 1.2 | 29KB | Made a lot of additions and corrections in light of
| | | new information from Mariofan144 about world order
| | | and the Fire Flower House.
11-19-15 | 1.3 | 42KB | Added the rest of the levels I'd been missing and
| | | fixed an outdated note about Kuribo's Shoe. The
| | | introduction is more detailed now, too.
-------------------------------------------------------------------------------
===============================================================================
Copyright [COPYR]
===============================================================================
(c) 2009-2015 VinnyVideo. All rights reserved.
All trademarks mentioned in this guide are property of their respective
holders.
You can post this guide on your Web site as long as you give proper credit to
VinnyVideo and you don't change anything I wrote. The latest version of this
guide will always be available at GameFAQs and Neoseeker, but don't count on
there being frequent (if any) updates.
===============================================================================
Contact Information [CONTC]
===============================================================================
If you have any questions or comments about this guide, please send an e-mail
to
[email protected]. That's zero-zero-two, by the way. Please follow
these guidelines when you e-mail me:
* Do include "Super Mario Collection" in the subject line.
* Do send polite suggestions for ways to make this walkthrough better.
* Do tell me about any errors or omissions you find in this guide.
* Do send information about any glitches, tricks, or codes you discover in
this game.
* Do ask any questions you have about BS Super Mario Collection 3 gameplay.
I will respond eventually if you follow all of these rules.
* Do make a reasonable effort to use decent spelling and grammar so I can
understand what you're trying to say.
* Do use patience. I check my e-mail quite sporadically.
* Do not send spam, pornography, "flaming," or profanity. Be nice.
And lastly, a public service message: Fight for and affirm the rights of all
humans, regardless of race, age, or creed! And... When a tornado's coming your
way, move to the basement, or jump in the ditch and cover your head. No one's
likely going to read this, though.
Check out the full list of VinnyVideo FAQs here:
http://www.gamefaqs.com/users/VinnyVideo/contributions/faqs
For George Winterling