Super Mario Bros. 3
-------------------

Copyright 2005 Brian McPhee

Author: Brian McPhee (Kirby021591)
E-mail: [email protected]
Originally Created: June 16, 2005
Most Recent Update: June 16, 2005
Version 1.0

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---------------------------Table of Contents---------------------------
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Section 1*

Introduction*
Navigation*
Storyline*
Items & Points*
Enemies*
Map Screen*
Controls*

Section 2*

World 1*
World 2*
World 3*
World 4*
World 5*
World 6*
World 7*
World 8*

Section 3*

World 9*
Minimalist Quest*
Toad's Houses & Bonuses*
Coin Ships*
White Toad's Houses*
1UP Tricks*
Tricks and Glitches*
Two Player Battle Mode*
NES/SNES Differences*
FAQ*

Section 4*

Credits and Legal Information*
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=======================================================================
=============================Introduction*=============================
=======================================================================

It's good to be back!  When I started writing this on June 9, 2005, I
had just returned from my six day absence.  Yes, a trip to California
(home of the whopper!) was in order, and much time was lost.  But, I
did learn some things...  As US residents might know, airport security
has been considerably increased since that fateful day some years ago
in New York (we all know what I'm referring to, right?).  As a result,
I have learned that Game Boy Advances DO go off in metal detectors.  Oh,
I won't forget that any time soon...  Anyways, I'm rambling about things
you probably find pointless; let's get on with the show!  This guide is
for the ultra-popular Super Mario Bros. 3, the best-selling NES game
ever created.  Of course, what would an introduction be without a
review?  Completely opposite this game, it would be short, boring, and
have no items of interest.

SMB 3 was released after the sometimes confusing Super Mario Bros. 2,
and it was just in time.  At the peak of Mario popularity, this game
returned to traditional hop-and-bop game play that we know and love,
but it all happens in massive worlds, filled with optional routes and
bonus levels.  Unlike Super Mario Bros., SMB 3's environment affects
game play (i.e. desert levels have quicksand, etc.), and a slew of new
enemies were introduced to populate these environments.  Some, like the
neglected Boom-Boom, never saw the light of day again after SMB 3.
Some, like the Boomerang Brother, were left floating in the Nintendo
limousine for ages until they saw a re-release (in the case of the
Boomerang Brother, in Paper Mario: The Thousand-Year Door, released
fourteen years later), while others, like Thwomp and Boo, got their big
breaks and introductions to an adoring public in this game.  Even
bosses are changed, and the result is... muddled.  While it adds depth to
the game - instead of having Bowser decoys at the end of every world as
a boss we have new bosses with new takes on things - I can't help but
hate those Koopalings intensely.

A nice addition to Mario's universe was items and suits.  For instance,
Mario can become Raccoon Mario and take to the skies when he finds a
Super Leaf, or he can don the Frog Suit to instantly become an agile
swimmer.  He can even parade about as a Hammer Brother, chucking
hammers and all!  Even though this is the best-selling and most popular
NES game of all time, it is odd that hardly any of its new features
remained in the Mario series.  The Super Leaf was better-suited as a
cape, Nintendo thought, and much of SMB 3's legacy was erased for the
purposes of Super Mario World, the "sequel."  In any case, while I
don't like it quite as much as the original Super Mario Bros. that
graced our television screens in 1985, the game that came out five
years later as the sequel to the sequel is a terrific final act to the
"Mario Trilogy."  So, whether you are playing the inevitable GBA re-
release or if you dusted off your NES to take Mario for a spin, this
game is for you.  It reminds us of a simpler time, when games were more
difficult and had to be beaten in one sitting, back when game play took
priority over graphics (although the graphics on this game are perhaps
the best on any NES game released).  Let the nostalgia flow!

By the by, should you happen to see this guide on any site other than
GameFaqs and affiliated sites (like GameSpot), then please inform me
via e-mail.  With your help, we can put an end to plagiarism... of this
guide.  Thanks a million, my friend.

I know, this intro needs to end, but I'm experimenting with this guide.
Some people on the message boards complained that I had a dull layout
and formatting style.  Why, I wondered.  Well, the asterisk system is
here to stay, and I won't do anything THAT extreme, but I am now
separating paragraphs with an entire line, which should be evident in
the Introduction.  I officially started this in my Star Wars Episode
III: Revenge of the Sith guide, but note that it was no mistake.  I
will stick with the asterisk styles for all guides in the future, but I
am now going to give them decorative borders and such.  Also, sub-
sections now have boxes around them, and I have several other little
decorate knickknacks thrown in to make it more visually pleasing.  I am
taking comments on the layout to see if it's really that much superior.
My guides should be easy to read and not completely dull as far as
visuals go, and I'd like feedback.  This summer, I'm going to try to
spruce up some formatting problems in previous guides (not all, just a
few) if possible.  So, I'm open to suggestions.  Tell me what you think
(in comparison to old guides).  Think I could use improvement over this?
I'm all ears!  Thanks to all those who give their opinion, good or bad.

=======================================================================
==============================Navigation*==============================
=======================================================================

As you'll learn in pretty much any guide, there are ways to navigate
past all the junk, err, text I include at the beginning of a guide, and
it does not involve scrolling down with the Page Down Button.  No, I
refer to the only way to fly, the keyboard.  If you just happened to
press CTRL (Apple on a Mac) and F, you can make a Find/Search tool pop
up.  Type in the name of the section (the asterisk, the *,
distinguishes the name of the section from times I might use that name
is text.  For instance - navigation, introduction, World 9.  Now try
not to use your CTRL and F!  *Cackles*), click Find/Search, and you'll
be brought to each time that text is used in the document - namely the
Table of Contents.  Click it again to go down to the beginning of that
section.  Not so appealing to the eye, but it gets the job done.  Hope
that helps.

=======================================================================
==============================Storyline*===============================
=======================================================================

The first game to refer to the King of the Koopa as Bowser...  SMB 3 is
one of Mario's first shots at a good storyline.  Though remarkably
similar to other adventures of his, there is a twist toward the end
(totally predictable, but still, at least they tried).  In fact, it is
quite impressive that the game has so much storyline built into it -
what with letters and kings and ships and all.  After all, most NES
games don't even hint at their plots.  So, this isn't superb, but it's
an early sign of good plots to come.  Here's a summary, my own words.

                       +---------------------+
                       |    Story Summary    |
                       +---------------------+

The Mushroom Kingdom, the peaceful nation that Mario and Luigi saved,
has enjoyed a period of tranquility for some time now, but times are
not good anymore.  The King of the Koopa, King Bowser, has invaded the
Mushroom World, the name of the collective regions lying around the
Mushroom Kingdom's central atrium.  Bowser has sent his seven children,
the Koopalings, to the regions of the Mushroom World to cause mischief
and conquer the sub-kingdoms (the states, or provinces) of the Mushroom
World.  Bowser is, no doubt, surrounding the Mushroom Kingdom for an
all-out invasion.  To conquer each region, each of the seven Koopalings
has stolen the magic wand of the kings who rule there, transforming
them into animals so that they cannot lead their sub-kingdoms.  Mario
and Luigi being the good-natured plumbers that they are have set out to
return the kings to their normal states.  With words of encouragement
from the princess and Toad, they are off to prevent the Mushroom
Kingdom from being surrounded.

What?  No princess to be rescued?  Well, I guess not.  And I guess
Bowser was too chicken to invade the kingdom himself!  Ha!  But
seriously, where did those kids come from?  Oh, now that's an awkward
silence...  In any case, here's a list of the characters.

                      +-----------------------+
                      |    Game Characters    |
                      +-----------------------+

Mario: It's-a Mario!  Mario is the mascot of Nintendo, and he's an
Italian-American plumber (at first, he was depicted as a carpenter, but
that changed in Mario Bros. because Mario could use pipes) originally
said to be from Brooklyn, New York.  In his first game, Donkey Kong,
Mario was known as Jumpman, quite appropriately.  Mario was named after
the landlord of the Nintendo of America building after his arcade
classic release (Donkey Kong), and the name stuck ever since.  Because
of the bad graphics on the early arcade games, Mario was forced to have
certain characteristics.  To make it look like Mario's arms moved as he
ran, he wore overalls.  Because they couldn't animate hair and mouths,
he had a hat and a mustache.  And, since red is one of the easiest
colors to generate, he took that color.  Mario was instantly popular,
and he went on to star in Mario Bros., an arcade game.  It introduced
his brother, and in it he and said brother were defeating enemies in
the sewers of Brooklyn (although later, in Super Mario World 2, it was
changed that Mario and Luigi are from the Mushroom Kingdom, not New
York).  This is Mario's biggest adventure yet (it's his third, so that
wasn't hard to do), and it would define a franchise and still attract
players for over twenty years after being released.

Luigi: Luigi's name could be mistaken for the Japanese word "ruiji,"
which means "similar."  This is quite appropriate, as Luigi is Mario's
younger brother who looks almost exactly the same.  Though his mustache
is smoother and he is taller and thinner than Mario, he is essentially
just a change of palette in the originals, including this game.  Luigi
made a distinction between himself and his glory-hog brother in Super
Mario Bros. 2, though.  In it, Luigi had a better jump.  In the
American version of Super Mario Bros. 2, though, Luigi was a slow
vegetable-picker.  In the Japanese version of Super Mario Bros. 2,
Luigi's shoes had less friction.  Still, Luigi is not his own character,
and the eternal understudy remains in obscurity as Player 2 for a long,
long time.  Eventually, toward the end of the N64, Luigi started
becoming serious (that is, he became recognized as an important
character in Nintendo).  In Paper Mario, Luigi was a big joke, but he
wrote in his diary (which Mario could read) that he wanted to get a
game with his name in the title.  His wish came true, as the release
game for the Game Cube, which came out only months after Paper Mario,
was Luigi's Mansion.  In it, Luigi won a mansion in a contest he didn't
even enter, and Mario had gone to check it out, but he never returned.
When Luigi goes looking for him, he finds the mansion haunted, and a
mysterious spirit has kidnapped Mario.  Luigi rescues Mario by
overcoming his fear of the dark, which Luigi still supposedly has today.
Of course, Luigi did get one other chance to save Mario.  It was an
edutainment (education + entertainment = edutainment) title called
Mario is Missing, in which Luigi had to use his advanced knowledge of
world geography to find his brother.  Really, it was more of a slap in
the face than a great chance to shine.  While Mario and Luigi are
basically the same in Super Mario Bros. 2, Luigi can be controlled by
Player 2.

Princess Toadstool: In Donkey Kong, Mario's first game, Mario tried to
rescue the Lady, later named Pauline (Pauline was a popular movie-era
name for damsels in distress).  Well, their relationship was short-
lived, as they broke up as soon as Mario started rescuing Princess
Toadstool in Super Mario Bros.  Toadstool, princess of the Mushroom
Kingdom, is the only person who can undo some nasty Koopa magic in
Super Mario Bros., but later Bowser starts kidnapping Princess
Toadstool for no reason.  In fact, it has been suggested in both Paper
Mario games that Bowser is actually in love with Toadstool, which
explains why he'd abduct her so many times.  Seriously, Bowser, get a
life!  Princess Toadstool is abducted quite often, and Mario always has
to rescue her.  Although he strayed once to rescue Princess Daisy of
Sarasaland (it's like "I can't believe it's not butter"; Daisy and
Toadstool are almost exact look-alikes), Mario has remained true to
this princess through and through.  Toadstool often accompanies Mario
on vacation, such as the ones in Super Mario World and Super Mario
Sunshine, although they usually end in her getting kidnapped by some
lunatic.  And, in Super Mario 64, the princess and the plumber got on a
first-name basis; Toadstool signed a letter inviting Mario over for
cake as Peach, her first name.  However, because this was a Toadstool
game, I will refer to the pretty princess in pink as Toadstool and not
Peach, though they are the same person.  In Super Mario Bros. 3,
Toadstool routes Mario on and sends him letters with items in them once
he's liberated each world.

Toad: If you've ever played a Mario game, Mushroom Retainer was the
original name for Toad.  Toads are the residents of the Mushroom
Kingdom and the subjects of Princess Toadstool (hence the name "Toad"),
but seven of them from the court of the Mushroom King were abducted by
Bowser and thrown into his castles as dummies to lead Mario down the
wrong path.  Each time you rescue one, they say "Thank you Mario!  But
our princess is in another castle!"  In Super Mario Bros. 2, Toad was
actually a playable character.  With bad jumps but quick vegetable-
picking skills, he was a filler character, really.  Toad also was
playable in Wario's Woods, the last game for the NES, in which he took
down Wario, one of Mario's many enemies.  Aside from games like Mario
Party, Mario Kart, and all of Mario's sports titles, Toad is not
otherwise playable.  A while back, some began to question Toad's
masculinity.  To show that Toad was indeed all man, they introduced
Toadette, a female version of Toad.  On a side note, Toad is even more
cowardly than Luigi, even since before Luigi's Mansion when Luigi was
supposed to be a coward.  Super Mario RPG shows one of the earliest
signs of Toad's not-so-commendable bravery, in which he let Croco just
zip by without fighting at all.  Still, he's polite.  In Super Mario
Bros. 3, various Toads in the Mushroom World give Mario and Luigi items
and bonuses in their houses.  Of course, they are not THE Toad,
Toadstool's loyal subject.

The Koopalings/Koopa Kids: Ah!  These wretched things are in this game?
Ugh, if I had known I'd have brought a paper bag or something.  I feel
sick!  Okay, I need to control myself...  The Koopalings are Bowser's
seven children that simply appeared in Super Mario Bros. 3 to be bosses.
Unfortunately, we thought they went down with their ships (pun!) in
Super Mario Bros. 3, but they survived.  The Koopalings, seven in all,
are stationed at airships in the game to bar your progress.  Even after
this game, they reappear in Super Mario World as bosses and in Mario
and Luigi: Superstar Saga eons later, and Larry Koopa appears in Super
Mario Sunshine (when FLUDD scans Mario).  Later on, the Koopalings were
replaced by a rightful heir to the Koopa Royal Line throne - Bowser Jr.
Even more mind-boggling than their reappearances is the rather self-
suggestive question of the origin of these children.  I think that it
proves beyond all doubt that Koopas can reproduce asexually.  And, as
it turns out, Bowser is creative with names.  Because the Japanese
version of Super Mario Bros. 3 did not give these cretins names,
Americans were responsible for their oh-so-clever titles.  Below I'll
list their names, and what American pop culture reference is made
(Ludwig von Koopa is what tipped people off to these losers being named
after signers and news reporters).  They are listed in order of how you
fight them in Super Mario Bros. 3.

Larry Koopa: Larry King
Morton Koopa Jr.: Morton Downey Jr.
Wendy O. Koopa: Wendy O. Williams
Iggy Koopa: Iggy Pop
Roy Koopa: Roy Orbison
Lemmy Koopa: Lemmy of Motorhead
Ludwig von Koopa: Ludwig von Beethoven

Larry King is (or was.  That guy must be retiring pretty soon, as he is
quite old) a CNN talk show host, Morton Downey Jr. was also a talk show
host in the 80's, Wendy O. Williams was a singer in the 80's band the
Plasmatics, Iggy Pop is a singer from another 80's band of the same
name, Roy Orbison was also a singer (responsible most notably for the
songs "Pretty Woman" and "Only the Lonely"), Lemmy was the name of a
singer in the band Motorhead, and Ludwig von Beethoven was a famous,
rather deaf composer that lived from 1770-1827.  Interestingly enough,
many of them behave like those they are named after (for example, Roy
Koopa wears sunglasses, and Roy Orbison often wore them, too).  So,
this clearly shows that Bowser is an MTV-watching pop junkie.  In any
case, directed at all the Canadians, Europeans, etc. reading this guide,
you can thank the good old USA for these wonderfully crafted names.
God bless America!

Bowser: Bowser joins the ranks of Donkey Kong, Wario, Wart, Smithy,
Cackletta, Tatanga, Grodus, King Boo, and others as one of Mario's
archrivals, but Bowser is by far the biggest, baddest, and the most
frequent of them.  King Koopa was first introduced to us in Super Mario
Bros. as the captor of Princess Toadstool.  The ruthless "King of the
Koopa" used his black Koopa magic to turn the residents of Mushroom
Kingdom into horsehair grass, stones, and even coins, and he abducted
Princess Toadstool to prevent her from undoing the spell (she was the
only person who could reverse its ill effects).  He was thwarted by
Mario, or possibly by Luigi if you were playing a 2 Player Game, and
Bowser fell into obscurity for a very brief time.  That's because Super
Mario Bros. 2 featured Wart in a Mario version of Doki Doki Panic, also
known as American Super Mario Bros. 2.  But, Bowser came back in force
in Super Mario Bros. 3, and this time he brought the whole family.  The
Koopalings, all his wretched offspring, invaded many kingdoms in the
Mushroom World, transforming their kings into animals using their
wands.  They flew around in warships and Mario was forced to defeat all
his children and liberate the kingdoms.  Bowser has persisted, now
kidnapping Toadstool just for the sport of it (or, as Paper Mario would
have us believe, possibly because of his secret crush on Princess
Toadstool...).  Bowser is Mario's recurring enemy, but the two worked
together in Super Mario RPG (Bowser's castle was invaded, and it was to
their mutual benefit to defeat the invader).  Bowser is depicted in
some games as a cunning mastermind (like in Super Mario 64), and in
others like a buffoon (pretty much any Mario RPG game).  He's a very
dynamic character, that wily Koopa.  In this game, he has used his
children to fight.  Is he somewhere in the Mushroom Kingdom?

Boom-Boom: Like Birdo in Super Mario Bros. 2, Boom-Boom is an overused
boss of all fortresses in the game.  Resembling a Koopa that runs
around while facing the screen with flapping hands, Boom-Boom is not
too intimidating.  Still, he pops up as the most frequent "boss" in the
game, though I shall call him a mini-boss in the game.  Three jumps to
his cranium will flatten him and let Mario topple the castle, but he
just doesn't run around aimlessly.  After each hit, Boom-Boom increases
speed.  He learns to fly and use spikes in later battles, and different
obstacles can obstruct the arena or reduce traction (in the case of
World 6).  He has not reappeared since his debut game, and it is just
as well.  He's probably in court trying to get his name changed as you
read.

And those are all the significant characters in the game.  Now, that
was completely optional and not important to game play; let's move on
to the juicy stuff.  Yeah, I'm talking 'bout items and points, both
signatures of Mario's early games.

=======================================================================
============================Items & Points*============================
=======================================================================

Although SMB 3 features all the classic items, it introduces many new
items (or "suits") as well as the ability to use items on the map so
that you start the next level with them.  Some items can even affect
the map itself.  So, here goes.

                           +-------------+
                           |    Items    |
                           +-------------+

Super Mushroom: Getting these transform regular Mario into Super Mario.
In this form, Mario is twice as tall and it takes two hits to make him
lose a life.  One hit reverts him back to normal Mario.

Fire Flower: This changes Super Mario to Fire Mario, also known as
Fiery Mario in early games.  If hit in this form, Fire Mario reverts to
Super Mario.

Super Leaf: The new power-up in the game, these are brown leaves that
transform Mario into Raccoon Mario.  In this form, Mario has a tail and
raccoon ears, and he can fly, too.  Run forward until the flight gauge
at the bottom of the screen is full and jump.  Mario will take off
flying.  He can also hit things he's level with by utilizing his tail.
Raccoon Mario turns back into Super Mario when hit.

Magic Wing: Think of this as an ultimate Super Leaf.  Not only does it
transform you into Raccoon Mario, but it gives you perpetual flight by
keeping your power meter constantly full.  As a result, you can fly
over entire levels with this useful item.  There are many ways to get
it, too.  Aside from letters and Hammer Brothers, you start with 28
Magic Wings when you beat the game and restart.

Starman: Getting these make you into Invincible Mario from any status.
As such, you sparkle and will be invincible for a short period of time,
able to plow through enemies and kill them by touch.  Nifty, eh?

1UP Mushroom: Acquiring these green versions of Super Mushrooms give
Mario or Luigi an extra life.

Coin: The official currency of the Mushroom Kingdom, Mario gets an
extra life when he collects 100 of these.  Furthermore, they have
mystical properties.  For instance, getting certain numbers of coins in
various levels earn you items, and you get entire ships of coins by
collecting coins in some levels.  See "Coin Ships" and "White Toad's
Houses" for those details.

Tanooki Suit: Tanookis are raccoon-like creatures from Japanese
mythology.  In this state, Mario has all the properties of Raccoon
Mario, but Tanooki Mario can transform into a statue, thus hiding
himself from enemies.

Frog Suit: This makes you become Frog Mario.  As such, you can swim in
any direction by simply using the D-Pad.  Or, if you need to swim more
quickly, press A to move on faster.

Hammer Brother Suit: Yes, Mario can become his most feared generic
enemy, the Hammer Brother, by wearing a suit.  Remember, folks, the
power lies in the clothes.  Hammer Brother Mario throws hammers by
pressing the B Button.  He can throw at most two hammers at once.  In
this form, he can also duck into his shell-helmet (a shellmet) to
become fire-proof.

Kuribo's Shoe: Kuribo is the Japanese name of Goomba.  In Level 5-3,
you can claim this item from Goombas inside the shoes, letting Mario
march forward, stepping on anything without a hint of damage.

Music Box: These "useful" items put to sleep Hammer Brothers on the
screen, holding them in place for you.

Anchor: Use this to prevent the Koopalings' airship from moving on the
map.  Not too great, but it has its moments.

Hammer: Getting these lets you destroy a rock on the map screen to let
you explore a new part of the world you're in.

Jugem's Cloud: This mysterious cloud, which resembles the one used by
Lakitu, lets Mario skip over a level.  Be warned, though, that it does
not let you beat the level, meaning that you cannot go back after
skipping it.

Magic Ball: Defeating Boom-Boom in mini-fortresses earns you one of
these, which topples the fort.  Furthermore, the Locked Door on the map
will be unlocked by getting this.

Magic Whistle: This mystic whistle that resembles a flute can be
sounded on the map to summon a wind to carry you into World 9.  It is
here that you can warp to different worlds, completely skipping some
worlds.  There are very few in the game, though.  See "World 9" for
details on warping.

? Block: These blocks, which bear a question mark on them, contain
coins and other items inside.  Jump into them from below to knock an
item loose.  Note that when a ? Block contains a (1UP) Mushroom or
Starman and you hit it, the item goes in the opposite direction you're
facing.  That is, hit it while looking right and it goes left, and vice
versa.  This is important to know.

Switch Block: I will call these P Switches throughout the guide.
Stepping on these has strange effects, usually turning blocks into
coins and vice versa.  They are blue half-capsules with P inscribed on
them.  The gray type can also make doors appear, as well as transform
certain Piranha Plant variations into coins.

Jump Block: These are white blocks with musical notes on them.  If you
jump on one, you'll bounce upward, sometimes letting out an item.  The
red type can really send you for a loop.

Grab Block: These are shining blue blocks that can be grabbed and used
like Koopa shells, only they don't ricochet.  They will eventually
disintegrate if you hold them for too long.

You can have up to 28 items at a time.  If you get a twenty-ninth item,
it will displace the twenty-eighth item.  But, items are only one
aspect of the game.  You also collect points, which have a few
functions, such as getting N-Mark Spade Spaces to appear on the map.
Here's how you can get points.

                     +-----------------------+
                     |    Point-Gathering    |
                     +-----------------------+

1) Power-up items give you 1000 points when you get them.  Coins give
50 points, too (100 when gotten from ? Blocks).  When you smash bricks,
you get 10 points (not worth your time).

2) If you kick the shell of an enemy and it hits an enemy, you'll get
points that increase with each you hit.  That is, if it sails through
enemies, you'll get 100, 200, 400, 800, 1000, 2000, 4000, and 8000
points for each enemy defeated.  After that, you get 1UPs.

3) If you stomp on multiple enemies without landing on the ground, you
get points.  Like in # 2, you get 100, 200, 400, 800, 1000, 2000, 4000,
8000, and a 1UP for each following enemy you land on.

4) There are special coins that you can collect - those left behind by
enemies caught in the last screen when you beat a level.  The first is
worth 1000, the second 2000, the third 4000, the fourth 8000, and each
one after that nets you a 1UP.

5) All enemies are worth a set number of points.  It differs with the
enemy, and a select few enemies give different number of points
depending on how they are beaten.

6) You get 50 points for each second left on the clock at the end of a
level.  For example, if you beat a level with 243 seconds left, then
you get 12150 points.

And that's how to earn points.  Because there are many more levels, the
number of points you get for doing things like smashing blocksyou're
your time have been radically reduced from Super Mario Bros.  Note that
coins gotten in the N-Mark Spade Space game do not give 100 points, and
that power-ups used on the map do not earn you points.  Now, onto the
main source of points - enemies.

=======================================================================
===============================Enemies*================================
=======================================================================

Super Mario Bros. 3 features a whole mess of new enemies, some of which
made it into future games regularly, like Thwomp.  Then you have
enemies like Muncher, who appeared in Super Mario World and looked
promising, but did not appear regularly in Mario games afterward.
Muncher seemed to be a real regular, even appearing in Super Mario RPG
some time later, but quickly died out of Mario games when the N64 hit
the market.  But, others like Rocky Wrench never appeared again after
Super Mario Bros. 3.  In any case, there are LOTS of enemies in this
game, and it shows.

-----------------------------------------------------------------------
Enemy Name

Notes:
-----------------------------------------------------------------------

This is the setup for each entry.  Pretty plain and simple, huh?  Yes,
well, get ready for a list to rival all lists - the enemy list in Super
Mario Bros. 3.  Okay, so maybe I exaggerated a bit...

=======================================================================
                              Enemies
=======================================================================
Angry Sun

Notes: Curse this enemy.  Appearing only twice in World 2 and World 8,
this is a small sun-shaped enemy with an angry face (hence the name).
It is unbeatable and will dive down at you repeatedly, dogging you
throughout the entire level.  Naturally, it's best to avoid them.
-----------------------------------------------------------------------
Baby Cheep

Notes: This is a small red fish that swims out of Big Bertha's mouth.
An aquatic tackle is its only offensive maneuver, and fireballs are
your only maneuver.
-----------------------------------------------------------------------
Big Bertha

Notes: Oddly, the same name is given to some cannons in Super Mario RPG.
Anyways, Big Bertha is a female fish, quite large at that, sporting red
scales.  Although you can't touch her, her main attack is indirect.
She released Baby Cheeps from her mouth to attack you.  Big Bertha
herself can be killed with fireballs, though.
-----------------------------------------------------------------------
Blooper

Notes: Coming back at you from Super Mario Bros., Blooper has had a
slight name change (it was originally "Bloober") and some plastic
surgery to improve its looks.  These squid-like enemies swim around the
water, hovering over you menacingly.  It is safe, however, to stand on
the ground; they never hover down to touch bottom.  Fireballs, which
are not extinguished in water for some reason, will make this enemy
fried calamari.
-----------------------------------------------------------------------
Blooper & Blooper Babies

Notes: Sometimes, responsible chaperone Bloopers have four miniatures,
called "Blooper Babies" in Paper Mario (which is how I named this
enemy).  This is a tricky enemy.  They can all be roasted with
fireballs, though doing it can be a task.  The babies either huddle
together by their mother, presumably, or they spread out in trails to
extend their reach.
-----------------------------------------------------------------------
Bob-omb

Notes: Walking bombs from Super Mario Bros. 2, the only SMB 2 enemies
to make it into the sequel.  Its only attack is exploding (other than
walking into you), which can be triggered in two ways: stomping on it
or letting its timer hit zero.  Either way, it will detonate with a
small radius.  If you want, you can throw the Bob-omb into another
enemy or just away from you.  Unfortunately, due to the side view of
the game, you cannot run from the explosion like James Bond.
-----------------------------------------------------------------------
"Boo" Diddly

Notes: Diddly, who is later renamed just "Boo," marks the first Boo to
ever appear in the Mario series.  Despite its hillbilly surname, Boos
populate fortresses as mostly undefeatable enemies.  Tanooki Mario's
statue stomp, Invincible Mario's touch, and Hammer Brother Mario's
hammers can defeat them, but nothing else can.  They are ghosts of the
Mario variety, and they will shy away when you look at them directly.
But, when your back is turned, these backstabbers charge you.  So,
either avoid these menaces or use your ultra attacks on them.
-----------------------------------------------------------------------
Boomerang Brother

Notes: A variation of the Hammer Brother, these upright Koopa Troopas
throw two boomerangs at once with expert skill.  Of course, fighting
them at close range is deadly; try to use projectile attacks, like
fireballs.  If you cannot, then a tail whip or a jump are both
successful tactics, though they are risky to pull off.  Aside from its
weapon of choice, you can tell a Boomerang Brother apart from other
brothers because it is green.
-----------------------------------------------------------------------
Boss Bass

Notes: Big Bertha's mate, I assume, these are large red fish that chase
you while you're in the water.  Boss Bass doesn't have Baby Cheeps in
his mouth, though, which allows him to swallow Mario whole.  This
qualifies as instant death for you, making Boss Bass a formidable
aquatic foe.  Note that it can make small jumps out of the water to
reach you.  Don't become a meal for Boss Bass.  Instead, let it fill up
on fireballs aplenty.
-----------------------------------------------------------------------
Bullet Bill

Notes: Returning from Super Mario Bros., Bullet Bills are black
missiles with faces that just so happen to be modeled after the faces
that some jets were painted with in World War II.  They can be defeated
by jumping on them, or using every other type of attack other than the
tail swipe or fireballs.  If you stand next to a Bullet Bill Blaster so
that you touch it, no Bullet Bills will be fired.
-----------------------------------------------------------------------
Buster Beetle

Notes: They act and look just like normal Buzzy Beetles, save their
lighter shells, but they are much more dangerous.  If there is a block
in sight, they will grab it and hurl it at you, quite a dangerous
tactic.  This block-throwing somehow compromises their fire-proof
shells, meaning that they can be defeated in any way.  Their shells are
left behind afterward just like Koopa Troopa shells.
-----------------------------------------------------------------------
Buzzy Beetle

Notes: Fire-proof relatives of the Koopa Troopa, Buzzy Beetles wander
around in search of Mario, who he walks into.  There is a wide array of
methods at your disposal for beating them, but jumping on them makes
them retreat into their shells.  You can then kick the shells like you
would kick a Koopa Troopa's shell.
-----------------------------------------------------------------------
Cannonball

Notes: An alternate for the Bullet Bill, these are often fired from
blasters at you.  They are just what they sound like - round, black
balls.  The gigantic kind can be beaten with any attack but fireballs,
although only jumps can destroy the miniatures.
-----------------------------------------------------------------------
Chain Chomp

Notes: Another enemy introduced to the Mario scene in this game is the
Chain Chomp.  A round, black head and a chain tethering it to a wooden
post, Chain Chomps are unstoppable.  They enthusiastically jump at you,
and will eventually break their chains if you stick around for about
150 seconds.  You can touch their chains, but not their bobbing heads.
-----------------------------------------------------------------------
Cheep-Cheep

Notes: Later in the Mario series, this fish is renamed without its
hyphen.  Either way, these are small fish, always female, with red
scales and orange fins.  It tries to swim into you, which is its only
form of offense.  Cheep-Cheeps are easily defeated with fireballs
thrown by Fire Mario.
-----------------------------------------------------------------------
Colossal Green Koopa Paratroopa

Notes: The name of the World 4 variety of Koopa Paratroopas, these are
large and green flying Koopa Troopas.  It hops along, probably due to
its weight, and tries to hit you.  Pretty much all forms of attack
defeat it, but stomps turn it into its grounded counterpart, the Green
Gargantuan Koopa Troopa.
-----------------------------------------------------------------------
Dry Bones

Notes: The skeletal remains of Koopa Troopas made their debut in Super
Mario Bros. 3.  Walking skeletons, they are "immortal," in the sense
that they cannot be killed permanently.  If you jump on them, they
crumple into a pile of bones.  The only way to truly rid yourself of
these pests is to statue stomp them, hammer them, or to touch them as
Invincible Mario.  The possibilities are endless!
-----------------------------------------------------------------------
Flame Thrower

Notes: This is cutting it close as an enemy (it's really more of an
obstacle).  Openings in Bowser's ships can spew flames that will hurt
you.  Statue stomps can destroy them, but only if they point up or
right.
-----------------------------------------------------------------------
Fiery Brother

Notes: A new version of the Hammer Brother, these enemies have mastered
both Mario's jump and his skill in handling fire.  Although they seldom
appear, they are red Koopa Troopas standing upright that, living up to
their name, shoot fireballs.  For some inexplicable reason, they are
weak to fireballs (just like Mario), despite their affinity toward them,
as well as tail whips and jumps, neither of which are recommended.
-----------------------------------------------------------------------
Fire Chomp

Notes: Chain Chomp - Chain + Fire = Fire Chomp.  Yes, these are far
worse versions of the Chain Chomp.  Their tempers are on fire, they
breathe fire, their chains are lit on fire, and you can't touch the
chain.  Of course, they are somehow weak to every attack you have, but
they respawn when you revisit the area.  If they use up every link in
their chain, they will self-destruct as a last measure to kill you.
Fire Chomps are all the more menacing due to their ability to float
through the air.
-----------------------------------------------------------------------
Firesnake

Notes: Remember the flame chains from Super Mario Bros.?  These are
them, essentially, only unleashed.  They are long, segmented chains of
fire, but they can pass through walls and floors in an effort to find
and destroy you.  Only a tail whip at the hands, err, tail of Raccoon
Mario can defeat them.
-----------------------------------------------------------------------
Giant Goomba

Notes: World 4 features gigantic Goombas.  Are they a cut above your
normal minion?  No, actually.  Bigger doesn't mean better in this case,
as they can be beaten in all the ways that normal Goombas can (that is,
every form of offense known to man).  The only "advantage" that this
enemy has over its lesser counterparts is that you have to jump a
little higher to squash it.  Good for you, though, because it's a
bigger target.
-----------------------------------------------------------------------
Goomba

Notes: As Goombella puts it in Paper Mario: The Thousand-Year Door,
Goombas are the minions of minions.  It's true; the disposable grunts
of the Koopa Troop are a squad of endless brown creatures that could be
mistaken for evil mushrooms.  Weak in every sense of the word, Goombas
are supposedly traitors of the Mushroom Kingdom.  They walk around,
usually to the left, and can be stomped (the traditional way to beat
them), flamed, hammered, touched with invincibility, tail whipped, and
just about everything else.  They do have the honor of being the first
enemy to appear in Super Mario Bros., though.
-----------------------------------------------------------------------
Green Gargantuan Koopa Troopa

Notes: World 4's giant version of the Koopa Troopa is just that - an
increase in size to the normal Koopa Troopa.  There is no real
difference at all.  They walk around aimlessly, falling off cliffs if
any are present and turning if they bump into something.  Bigger bodies
doesn't necessarily mean bigger brains or more wrinkles.  I suppose
that it's shell is easier to use, though.  It's easy to stop in place,
that is, once you kick it.
-----------------------------------------------------------------------
Green Koopa Troopa

Notes: Koopa Troopas are the backbone of the Koopa Troop.  The green
turtle appeared as "Shell Creeper" in Mario Bros. before the Koopa
Troop ever existed, but let's not get into that.  Koopa Troopas are
very interesting enemies.  The green type is less intelligent than the
red type, as it marches forward no matter what.  It might fall into a
pit, bump into something and be forced to turn, or walk right into a
fireball, but it will not stop.  An assortment of tricks work on these
generic baddies, but the best is the jump.  Afterward, the Koopa
Troopa's shell will be left, and you can pick it up.  Try tossing it
into enemies or hitting ? Block you can't jump beneath.  These enemies
might've appeared in more games than even Goombas...  I wonder...
-----------------------------------------------------------------------
Green Koopa Paratroopa

Notes: That's right; Koopa Troopas come with wings, too.  Since the
green type is admittedly simple-minded (I bet it would succumb to the
Jedi Mind Trick...), Koopa Paratroopas haven't quite mastered flying.  As
a result, they just flutter around aimlessly, turning if they bump into
something and dropping if they reach a cliff.  In large groups, they
can be dangerous, but they're generally easy enemies.  You're able to
beat them in all the ways that you can beat a Koopa Troopa, but jumping
on them makes them revert to a normal Koopa Troopa.
-----------------------------------------------------------------------
Hammer Brother

Notes: Always born as twins, Hammer Brothers make a return to Mario's
world in Super Mario Bros. 3, and what a return it is!  Now given their
own "space" on the map screen, Hammer Brothers also get plenty of
cousin baddies in various brothers, such as the boomerang-wielding
Boomerang Brother or their heavyweight cousins, Sledge Brothers.  In
any case, these were the toughest enemy in Super Mario Bros., and they
haven't lost their sting after a five year absence in the US.  These
are upright Koopa Troopas, orange/brown in color, that throw hammers in
arcs at a rapid pace.  The best way to defeat them, since they are
usually found on rows of blocks, is to run under the arc of hammers and
hit the block they're situated on.  Otherwise, jump on them when they
aren't hammering you, flame them, or give them a slap with your tail.
-----------------------------------------------------------------------
Hot Foot

Notes: These flames are born from candles in later fortresses of the
game.  They walk around in pursuit of a portly plumber, although they
are weak to all the "special attacks" - statue stomp, hammers, and
invincibility touch.  Of course, they are otherwise invincible.
-----------------------------------------------------------------------
Jelectro

Notes: Only appearing in Level 7-4 and 3-5, these are black jellyfish
with an electric charge.  Appearing in large groups, Jelectros are some
serious roadblocks.  Since they can't be defeated, don't try.  Just
swim past them and hope for the best.
-----------------------------------------------------------------------
Kuribo's Goomba

Notes: "Kuribo" is the Japanese name for Goomba.  Anyways, these are
Goombas inside large boots.  By jumping into them from below, you can
claim the boot (Kuribo's Shoe, the item is called) to become Kuribo's
Mario.  Sadly, these awesome enemies only appear in Level 5-3.
-----------------------------------------------------------------------
Lakitu

Notes: One branch of the Koopa family leads to this mystic turtle
riding a cloud.  It wears glasses and throws Spinies at those below.
Defeat it by jumping on it (if you can reach it) or by using
projectiles.  Lakitu will eventually return after being beaten.  He has
an endless supply of Spiny Eggs, too.
-----------------------------------------------------------------------
Lava Lotus

Notes: Underwater plants, these shoot one to five fireballs out at a
time.  Don't mess around with them unless you're Tanooki Mario and you
have good timing with the statue stomp.  Otherwise, swim past them.
-----------------------------------------------------------------------
Missile Bill

Notes: Like Bullet Bills, only these missiles flash and home in on you.
If they don't hit you in two goes, they will just leave the screen, but
you can deal with them more safely by jumping on them.
-----------------------------------------------------------------------
Mugger Micro-Goomba

Notes: Dropped from Para-Goombas, Mugger Micro-Goombas try to latch
onto Mario.  Apparently, the extra weight is too much for the hearty
plumber to bear, causing a drastic reduce in speed and jump.  Press
buttons frantically to break free of them.  They are designed to keep
you still while the Para-Goomba that dropped them swoops down for a hit.
-----------------------------------------------------------------------
Muncher

Notes: These are black plants that are busy smacking their lips
together in hopes of getting a bite out of you, and they are always
found in large groups.  Munchers are absolutely invincible - there is
no attack that can defeat them.  Kuribo's Shoe and Starmen can be used
to pass their fields, but there is another way to "beat" them.  An item,
the gray P Switch, can be used to turn them into coins that can be
collected for points.  So, if you have one on hand, make use of it.
Otherwise, find a way to pass over them safely.
-----------------------------------------------------------------------
Nipper

Notes: White versions of Munchers, Nippers can walk around.  If you try
to jump over it, it will try to jump up and nip you from below (ha, ha,
what a punny name).  Tail whipping and fireball-throwing are your
options, but they should just be avoided.  As a note of interest, this
enemy appeared later in Super Mario RPG.  In Pipe Vault, there were
pipes filled with white plants that could steal your coins if you
landed on them.  However, since they were stationary, they may've been
stationary Nippers or white-colored Munchers.
-----------------------------------------------------------------------
Para-Beetle

Notes: This is a red, winged version of the Buzzy Beetle.  It cannot be
stomped nor flamed, but tail whips, hammers, and a touch of Invincible
Mario can defeat it.  Most of the time, though, it's a necessary enemy;
it can be used as a steppingstone.  Para-Beetles only appears once in
the game - Level 5-6.  But when they appear, they appear in force.
-----------------------------------------------------------------------
Para-Goomba

Notes: Although their name is not hyphenated in future game, Para-
Goombas are Goombas with wings, which makes them slightly better.  The
light brown type is most deadly; it drops Mugger Micro-Goombas onto the
ground to keep you in place before diving in for an attack.  The dark
brown type hops around, much like green Koopa Paratroopas did in Super
Mario Bros.  Although any attack can defeat them, a jump will de-wing
them, making them normal Goombas.
-----------------------------------------------------------------------
Pile-Driver Micro-Goomba

Notes: Small Goombas that reside under large blocks.  When you least
expect it, they jump onto you to attack.  All attacks save fireballs
(for some unknown reason) can defeat these pint-sized pains.
-----------------------------------------------------------------------
Piranha Plant

Notes: A common enemy, these are carnivorous plants that emerge from
pipes to take a bite out of everyone's favorite Italian-American
plumber.  If you stand right next to or on top of their pipe, they will
not come out.  A slight variation of the Piranha Plant is the type that
comes from above out of upside-down pipes.  In Super Mario Land, these
are called "Headstand Pakkun," Pakkun being the Japanese name for
Piranha Plant.  In any case, these upside-down Piranha Plants will
emerge to hit you even if you're next to or under their pipes.  Tail
whips, fireballs, invincibility, statue stomps - quite a few things
kill them.  However, you'll just pass them the majority of the time.
-----------------------------------------------------------------------
Piranhacus Giganticus

Notes: Clearly a reference to the beginning of each Wily Coyote cartoon
in Looney Tunes, this is a Latin-sounding name for giant Piranha Plants
in World 4.  Being bigger, they are larger obstacles and, I suppose,
tougher enemies.  Still, they are just an inflation of your normal
Piranha Plant, and act in the same way.
-----------------------------------------------------------------------
Ptooie

Notes: It's a walking Nipper-like plant (some come confined to pipes)
that keeps two spiked balls levitating above its head.  Of course,
touching these spiky balls will harm you, and fireballs, tail whips,
and other special attacks will kill it.  Avoiding it is your best
course of action, though.
-----------------------------------------------------------------------
Podoboo

Notes: The magical protectors of Bowser from Super Mario Bros. return
to an adoring public.  This time, though, these fireballs that hop from
lava can be beaten with hammers, invincibility, and the statue stomp.
Unfortunately, Podoboos now populate mini-fortresses, but not just
their lava.  Advanced versions can jump from the ceiling and then
ascend back up when they've reached the bottom of the screen.  They are
especially dangerous because you cannot predict where they will jump
from.  Avoid these.
-----------------------------------------------------------------------
Red Giant Koopa Troopa

Notes: World 4's cream-of-the-crop infantry unit, these are huge Koopa
Troopas with red shells.  Slightly smarter than their green brethren,
they will walk in straight lines and turn if they bump into something,
but they will turn if they reach a cliff, unlike the green type that
foolishly march to their deaths in pits.  Other than that, they have
all the properties of Green Gargantuan Koopa Troopas, including their
kickable shells.
-----------------------------------------------------------------------
Red Koopa Troopa

Notes: Not only are they red turtles, but they act exactly like Green
Koopa Troopas.  The difference?  Red is smarter than green.  Green,
which plunge into pits as soon as they walk near the edge, is rather
stupid.  The red type is smarter; they turn around when they reach an
edge.  Still, they aren't THAT smart, since they think they alone can
stop the almighty plumbers.  All attacks will work, but jumping on them
gives you access to their shells.  Have fun bowling down enemies.
-----------------------------------------------------------------------
Red Koopa Paratroopa

Notes: Add the wings and what've you got?  Bibidi-babadi - oh, wait,
wrong, um, place...  Red Koopa Paratroopas are simply red versions of the
green Koopa Paratroopa.  However, they are smarter (remember?), and
thus have more control than the green type.  That is, they can actually
fly, whereas the others can merely make short jumps.  Anything goes
here, but jumps turn them back into Koopa Troopas (red).
-----------------------------------------------------------------------
Rocky Wrench

Notes: Like a proto-Monty Mole, these are Koopas of some kind that pop
out from hatches in tanks and ships to throw wrenches at you with an
expert's precision.  The brown type must be stomped only once to defeat
it permanently, but the other types will respawn after each stomp.
-----------------------------------------------------------------------
Roto-Disc

Notes: These are small white orbs of energy that orbit around a fixed
point.  Their goal is to block your path.  Unless you're wearing a suit
that doesn't revolve around frogs or you're invincible, these guys
cannot be beaten.  Just avoid them (it's usually quite simple).
-----------------------------------------------------------------------
Sledge Brother

Notes: The other version of the Hammer Brother doesn't fall far from
the tree.  Large, green Koopa Troopas that stand upright, they both
throw hammers in arcs and jump.  Of course, since they are native to
World 4, their jumps cause shockwaves to spread, stunning you.  A great
combination, huh?  Try to keep you in place as they hammer you silly...
In any case, fireballs are your best bet.  If you are Fire Mario, then
run under the arc of hammers when they let up and tail whip them.  If
that doesn't work, then jumping on them will.
-----------------------------------------------------------------------
Spike

Notes: A green turtle, it spits spiked balls at Mario.  Since they
usually come in pairs, wait for the second to be shot before stomping
it.  Any attack works, though.
-----------------------------------------------------------------------
Spiny

Notes: These are red turtle enemies with spikes related to the Buzzy
Beetle.  Their spiky backs make them immune to Mario's jump power, but
they are still weak to everything else.  Spinies appear endlessly as
they hatch from the red Spiny Eggs thrown by Lakitu.
-----------------------------------------------------------------------
Spiny Cheep-Cheep

Notes: A Cheep-Cheep with spikes on its back that is found in Level 7-4
alone.  Though it is faster than regular Cheep-Cheeps and it is black,
the spikes are really useful.  Seriously, you can't jump on enemies
underwater, anyways.  What's the point?  Fireballs can defeat them if
you're Fire Mario and you're in the neighborhood.
-----------------------------------------------------------------------
Spiny Egg

Notes: Lakitu throws these down endlessly.  When they touch ground,
they hatch into Spinies ready to attack.  But, for the brief time that
they are in the air, they are known as Spiny Egg enemies.  Every attack
other than jumps can defeat them.  There is also a green version of the
Spiny Egg that does not hatch into a Spiny.  Instead, it rolls around
in its egg to attack.
-----------------------------------------------------------------------
Statue

Notes: These did make the cut for Super Mario World, but they never
went anywhere from there.  These Bowser duplicates of stone are found
above the beaten road, shooting down beams of death below.  Run under
them for a quick fix.
-----------------------------------------------------------------------
Stretch

Notes: An eerie white bar that two Boos occupy.  Of course, you need to
jump off this block from time to time, which means that it's
considerably dangerous to stand there.  Stretch can be defeated in all
the ways a Boo can be, but that's not normal dress.
-----------------------------------------------------------------------
Thwomp

Notes: A large blue block that drops from the ceiling with a nasty
disposition.  If you approach it, you'll set it off, causing it to drop
down and crush you.  But, if you make it drop and then dodge the block
of doom, you can pass it as it is rising slowly.  And of course, if you
want to risk it, Mario is able to run faster than it can drop.  It is
not completely invincible, though.  Oddly, statue stomps, hammers, and
invincibility can kill the rock.
-----------------------------------------------------------------------
Venus Fire Trap

Notes: A small version of the Piranha Plant that must be akin to
Volcano Lotuses in Super Mario World, these enemies can shoot up to
three fireballs in either direction to attack you.  It's weak to tail
whippings and fireballs, not to mention special attacks, though it is
best left avoided.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

And those are all the non-boss enemies in the game.  Now, technically
speaking, Blooper is named "Bloober."  Blooper & Blooper Babies is
named "Bloober with kids."  Boom-Boom is named "Boom Boom."  Roto-Disc
is named "Rotodisc."  But, for the sake of current Mario games, and
because this game is most likely going to be played on either a GBA or
an SNES, I use these "current" names.

                      +-----------------------+
                      |    Causes of Death    |
                      +-----------------------+

Aside from enemies, there are a few other ways that Mario and Luigi can
be killed.  They are:

- If you fall into a bottomless pit, quicksand, lava, etc., you will
lose a life.  Boss Bass's mouth will also cause instant death.

- If you are hit by an obstacle or an enemy as regular Mario, you lose
a life.  Super Mario turns into regular Mario when hit.  If hit as Fire
or Raccoon Mario, you revert to Super Mario.

- If you run out of time on the clock (which actually ticks faster than
one second per every actual second), you lose a life.

- When you lose all life, you get a Game Over.  Getting this means you
have to start all over (unless you're playing on the SNES or GBA, in
which case you can save your progress and restart at the beginning of
the world you were in).

And that's how you can lose lives.  Of course, you want to survive long
enough to liberate the Mushroom World, right?  Try not to lose lives if
you can help it.

=======================================================================
==============================Map Screen*==============================
=======================================================================

One of the first NES games to feature a map that one could access
levels from, Super Mario is again revolutionary.  Afterward, games like
Kirby's Adventure mimicked the idea, as did some other games.
Possessing a map, the levels are all spaces, and not all the same type.
Here, I will explain all the different types of spaces as well as
explain the bottom bar on the Map Screen.  But first, the spaces.

                      +-----------------------+
                      |    Spaces & Panels    |
                      +-----------------------+

Start Panel: This is an orange/red space with the word "START" on it.
You always start from here in a new world.

Circular Space: These are just spaces you can stand on at intersections
in the map to take new routes.  Also, the airships of the Koopalings
can retreat to any of these spaces if you fail to retrieve the Magic
Wand the first time you board the ship from the castle.  Similarly,
Hammer Brothers can also move to these spaces, but only one at a time.
Airships can move to any they choose.

Action Scene Panel: These are numbered spaces with black backgrounds
and a white number in the lower-right corner.  The fine majority of
levels are contained in such spaces.

Clear Panel: When you beat an Action Scene Panel, it turns white and
features a letter on it.  If beaten by Mario, the iconic M shows up.
If it was Luigi who beat it, his lesser known L is shown.  Bonus panels
turn different colors when cleared.

Object: Sometimes, an object like a pyramid or a tank is accessible as
a level.  They are not numbered Action Scene Panels, but you can still
enter them.  I will give each "Object" a name based on what it
represents in the guide.

Spade Panel: These are white panels with a black spade on the front.
In remakes, this is a blue space with black spades rotating about the
front.  The game is a slot machine-like where you must stop the parts
of a trisected so that they line up to show a complete picture.
Depending on what you line up, you get a different amount of 1UPs that
range from 2 to 5.  Please see "Toad's Houses & Bonuses" for
information on this game.

N-Mark Spade Panel: Every time you get 80,000 points, this appears on
the map.  It is a white card with a black spade on it, on which is an N,
also white in color.  This is a card-matching game.  For details on
always winning, see "Toad's Houses & Bonuses" of this guide, Section 3.

Toad's House: These are mushroom-shaped houses where locals of the
world live.  Eager to liberate their land, they will let you take a
treasure (an item) to help you along your journey.  More information on
these houses can be found under "Toad's Houses & Bonuses" in Section 3
of this guide.

Mini-Fortress: I will call these "fortresses" in the guide.  These are
yellow/orange (gray in all remakes) structures that are levels.  In it,
you must defeat Boom-Boom, the guardian there, and use the Magic Ball
you find to unlock a roadblock on the map.

Locked Door: These are arches with locks in them.  They can be unlocked
only by getting the Magic Ball inside a fortress.  Only then can you
access whatever they were guarding.

Rock: The name of the numerous roadblocks that can be destroyed with
the Hammer item, these often block another space or make for good
scenery.

Hammer Brothers: This looks like a helmeted and upright turtle carrying
a hammer.  It is also one of the only spaces that can move.  They can
only move to any of the adjacent circular spaces, though.  In these
spaces, you fight a Hammer Brother (World 1, 3, 5, 6), a Boomerang
Brother (World 2), a Fiery Brother (World 2), or a Sledge Brother
(World 4).  They come in pairs most often.  Beating them earns you an
item.  In World 7, Piranha Plants are the "Hammer Brothers" there, and
different trap levels act as "Hammer Brothers" do in World 8.

Coin Ship: Meeting special requirements turns Hammer Brothers' spaces
into these white ships on the map.  They contain bonus levels with tons
of coins, and to learn how to make them appear, see "Coin Ships" in
Section 3.

Fortress: I will refer to these as castles in the rest of the guide.
Here, the king lives, but he has been transformed into an animal by the
Koopalings.  It is from here that you can board the airship of the
Koopalings for the first time.

Airship: The flying ship of the Koopalings is heavily guarded by more
guns than you can shake a stick at.  If you fail to reclaim the Magic
Wand from the Koopaling on board, the ship will move to one of the
circular spaces on the map where you can challenge them again.

                     +-----------------------+
                     |    Your Status Bar    |
                     +-----------------------+

And at the bottom of the Map Screen, as well as any action screen, they
show a status bar.  He is my best ASCII art rendering of it (I've been
practicing).


+---------------------------------------------+ +------+------+------+
| W O R L D #  |> |> |> |> |> |> (  P  )  $## | |      |      |      |
|                                             | | CARD | CARD | CARD |
|                                             | |  #1  |  #2  |  #3  |
|( M )x     #  1  9  1  6  7  2  5      O 000 | |      |      |      |
+---------------------------------------------+ +------+------+------+

Using all my best ASCII art skills, I've created the above diagram.
Love it?  Hate it?  It makes no difference.  Here's my explanation of
the chart.  First, in the upper-left hand corner, is the phrase "WORLD
#."  Replace the # with the number of which world you're in.  For
instance, if you're in World 5, it would read "WORLD 5."  Then, to the
right of it, is what's called your Power Meter.  When you run, it fills
red.  When it's full and you're Raccoon Mario or Tanooki Mario, you can
jump and jump repeatedly to fly.  Then, right of it is your coin count.
Replace the ## with the digits.  For instance, if you had ten coins, it
would read "$10" on your bar.

Then, in the lower-left hand corner of the screen is an oval with
either M (if you're Mario) or an L (if you're Luigi) in it.  Next to it
is a number.  This is your life count.  For example, if you had five
lives, it would read like so "( M )x 5" on your bar.  Right of it is a
series of seven digits with your score in it.  To avoid confusion, I
just gave a random score - 1916725 - in the diagram.  Now, this is an
impossible score to have, but it looks better than having all number
signs there.  Then, to the right of that, is your time.  In the Map
Screen, it is automatically 000, but it actually ticks down in the
levels.  Run out of time and you will lose a life.

Then, to the right of them are empty slots where cards are put.  At the
end of every level, you get a card bearing a Mushroom, a Fire Flower,
or a Starman.  For more details on this and how to assure all Starmen
are gotten, see "Toad's Houses & Bonuses" in Section 3.

And now you know everything you need to before playing the game.  Well,
almost everything.  In the next section are the controls.  They should
help quite a bit.

=======================================================================
===============================Controls*===============================
=======================================================================

With good, solid controls, Super Mario Bros. has always been renowned
for its great, innovative game play.  Really, every other game on the
NES has copied its jump-and-stomp style.  So, after an interesting
detour in Super Mario Bros. 2 (USA), Mario returns with a better
selection of controls than ever.  While the apple doesn't fall far from
the tree, a few new controls have been added.  Let's get to it!

                       ---------------------
                       Basic Action Controls
                       ---------------------

D-Pad: The Directional Pad (the +) can be used to move.  Left and Right
make Mario move in the corresponding directions.  Up can be used to
climb vines and enter doors.  Down can be used to duck and enter pipes.
When Hammer Brother Mario, ducking makes Mario retreat into his shell,
making him fire-proof.  If you are wearing the Frog Suit, then this
alone can be used to swim through the water.

Select: Use this to choose 1 Player or 2 Player Game.

Start: This pauses and un-pauses the game.

A Button: The most used button in the game, perhaps, it is used to jump.
The longer you hold it, the higher you jump.  Also, use this to swim
forward when underwater.

B Button: Hold this to run.  When you are Fire Mario, you can press
this button to shoot a fireball.  As Raccoon Mario or Tanooki Mario,
press this button to use a tail whip.  When Hammer Brother Mario, press
this button to toss a hammer forward in an arc shape.  Like fireballs,
you can only throw two at a time.

                         -----------------
                         Advanced Controls
                         -----------------

Gap Dash: A move of Mario's since Super Mario Bros., and a useful one
at that.  When there are one-space pits, do not try to jump over them.
Instead, Mario can just dash over them (hold B to run).  It's a very
useful tactic in some areas.

Sliding: If you are on a slope, you can slide into enemies by ducking
(Down).  It's quite a useful tactic in some areas.  If there is a ramp
at the end, you can jump off the edge at the end to make a long jump.

Grab: When you see a shell, you can lift and carry it by approaching it
and pressing (or holding) B.  Release B to release whatever you're
holding.  This is great for positioning the shell just right for an
attack.

Flying: As Raccoon Mario or Tanooki Mario, you are able to fly.  Run
forward (hold B) until your power meter is full.  Then jump (A) to take
into the air.  To remain in flight, press A more (this wags your tail).
And to hover down, press A repeatedly to keep your tail extended,
giving you a slow descent.

Statue Stomp: If you press Down and B at the same time as Tanooki Mario,
you'll transform into a statue (this was an ability of the Tanooki, a
mythical Japanese creature).  As such, enemies won't detect you and you
can drop onto enemies forcefully.  However, you can stay in the statue
state for only five seconds or so on end.

                            ------------
                            Map Controls
                            ------------

D-Pad: Scroll through the item bar and move Mario in the corresponding
direction.

A Button: Use this to select an item in the item bar or to select a
space to enter if it is enterable.

B Button: Use this to bring up the item bar.  It can also close it.
-                                -----                                -


And those are the controls of Super Mario Bros. 3.  All basic controls
also apply to the Two Player Battle Mode.  Now, let's get to the best
part, the walkthrough!
-----------------------------------------------------------------------
  _________________________________________________________________
 /                                                                 \
/                                                                   \
||----------------------------Section 2*-----------------------------||
\                                                                   /
 \_________________________________________________________________/

=======================================================================
===============================World 1*================================
=======================================================================

Grass Land is the first region of the Mushroom World that we will
liberate.  Appropriately, it is also the easiest.  Small as it is,
though, it contains two large secrets (see "World 9" for details), and
it is a wonderful introduction to the game, despite the fact that it's
almost the smallest world in the game.

+---------------------------------------------+
|                   MAP KEY                   |
+---------------------------------------------+
|# = Action Scene Panel (Level)               |
|C = Castle                                   |
|F = Fortress                                 |
|H = Hammer Brothers Relative Location        |
|L = Locked Door                              |
|o = Circular Space                           |
|P = Spade Panel                              |
|S = Start Panel                              |
|T = Toad's House                             |
+---------------------------------------------+

                              1--o--2--3--o
                              |     |     |
                              |     |     |
                         --S--o     o--4--T
                              L     |
World 1 - Grass Land           o--F--P
                              |
                              |
                              o  T--o---H-C
                              |     |
                              5--o--6

-----------------------------------------------------------------------
--------------------------------Bonuses--------------------------------
-----------------------------------------------------------------------

Toad's House 1: Random (3)
Contents      : Mushroom, Fire Flower, Super Leaf

Toad's House 2: Random (3)
Contents      : Mushroom, Fire Flower, Super Leaf

Spade Panel 1

Hammer Brother 1: Starman

-----------------------------------------------------------------------
------------------------------Walkthrough------------------------------
-----------------------------------------------------------------------

                         +-----------------+
                         |    Level 1-1    |
                         +-----------------+

Go right to find a Goomba, your first enemy.  Stomp on it to defeat it
(or just skip it if you'd like) to find two ? Blocks to your right.
Hit them from below for two coins.  When you get 100 coins, you get a
1UP.  Jump onto the pink block to the right and use it to hit the high-
floating ? Blocks for a coin and a Super Mushroom, which I will call
"Mushrooms" from here on out.  Take it to become Super Mario.  In this
form, you can sustain two hits before losing a life and you are twice
as tall as normal.  To the right is an enemy called a Venus Fire Trap,
related to the Piranha Plant.  It rises up from its pipe and shoots a
single fireball in your direction.  If you stand next to the pipe, it
will retreat into it.  Jump onto the pipe and jump right to hit
another ? Block for a coin.  Now jump right onto the blocks there and
drop to the green block the turtle is on.  This red-shelled turtle is
called a Koopa Troopa, the backbone of the Koopa Troop.  Jump onto it
and it will retreat into its shell.  Pick up the shell with B and then
walk right.  See the ? Block on the ground there?  Release B to send
the shell into the block.  Out comes, assuming you managed to stay as
Super Mario, a Super Leaf.  Now, you have two options.

ROUTE 1: As Raccoon Mario, you have many new abilities.  Press B to
swing your tail around, which can defeat enemies.  Raccoon Mario's
other advantage is flight.  Go right and defeat the Goomba and Para-
Goomba with jumps or tail whips.  Then, stand back at the ? Block you
got the Super Leaf from, and take off running (hold B to run).  When
you see a trail of coins leading to the upper-right, jump and press A
repeatedly to fly upward.  Neat-o!  Follow this trail of coins to
clouds in the sky, but land on a pink block.  Take the three coins here
on the block and hit the ? Block while looking right so that the 1UP
Mushroom inside goes right.  Claim it for an extra life before going
right to more coins.  When you have them all, go left to the edge of
the clouds.  Take off from there to fly until you see a pipe to land on.
Take it down to find coins in the shape of a 3 (for Super Mario Bros.
3).  Upon exiting, go left to find a Koopa Troopa (red) and some yellow
blocks.

ROUTE 2: If you aren't Raccoon Mario, go right of the ? Block and hit
the other one for a coin.  Now, defeat the Goomba to find a Para-Goomba,
a winged version of the enemy (still weak, though).  If you jump on it,
it loses its wings and becomes a normal Goomba.  Skip them and go right
A wave of Koopa Paratroopa, winged versions of the Koopa Troopa, are
bounding forth to crush you.  Get on the ground, let them pass over you
on the blocks, and then go right to another ? Block.  Hit it for a
power-up (a power-up is any item that changes your form - a Mushroom, a
Super Leaf, or a Fire Flower).  Now go right to a few small stones you
can jump on.  Jump right, pass two Piranha Plants, one of which is a
Venus Fire Trap, and you'll reach a series of blocks by a Koopa Troopa
of the red variety.

REJOINED: Jump onto the Koopa Troopa and kick its shell to the left.
It should carve out an opening in the blocks.  If you hit the
overhanging one, a P Switch (blue) will appear.  If you jump on it, all
the blocks here turn to coins.  Collect them all before going right.
Jump through the opening in the pipes, go right past the pipe, and then
proceed to a black screen.  This is the end of the level.  If you jump
into the flashing slot, you'll get a card.  Three cards get you a 1UP
if they don't match.  Three Mushrooms get you a 2UP, three Fire Flowers
a 3UP, and three Starmen a 5UP.  Jump into the card to complete the
level!  Congrats on your first level completed.

                         +-----------------+
                         |    Level 1-2    |
                         +-----------------+

Grass Land really lives up to its name here.  Go right up the hill and
jump to a pipe.  See the Goomba coming up the hill?  If you stand on
the hill and press Down, you can slide right into it.  But, jump before
you reach the end as not to slide into a pit.  Hit the ? Block there
for a power-up, and then use the block to jump to the horizontal pipe
above.  Out the right side are endless Goombas coming and to the right
of it is a Para-Goomba.  Defeat or avoid both.  Then go right, not
collecting any coins.  If you are Super or Raccoon Mario, run right and
duck to slide under the blocks (if you're regular Mario, just walk
under it).  Jump to hit the left block, making a P Switch appear.  Jump
on the switch to make the coins there turn into blocks.  Jump from them
to the pipe, which you should take down to a group of coins.  Notice
the music; it is from Level 1-2 of Super Mario Bros.  In any case, go
left through the pipe to emerge outside.  Go right from there to
reappear by the pipe you just took.

Avoid the Venus Fire Trap and go right past two Goombas to reach a hil.
Jump to the top and defeat the Para-Goomba to the right.  Now bounce on
the second Jump Block (the white block with the musical note in it) to
knock down a power-up.  Take it and go right to a Venus Fire Trap and
more Jump Blocks.  Jump right to a pipe and stand there.  Face left and
jump into the bottom of the Jump Block overhead for a Starman, which
goes right.  If you take it, your jump changes into a flying somersault
and you become Invincible Mario!  As such, you can touch any enemy
(most, at least) and kill them instantly!  Run right past a series of
enemies, plowing through them, until you reach a light brown Para-
Goomba flying overhead.  It drops enemies called Mugger Micro-Goombas.
Named for their skill, they latch onto you to slow you down.  Just run
right past them to find the card, the end of the level.

                         +-----------------+
                         |    Level 1-3    |
                         +-----------------+

A level famous for its secret, see "World 9" for those details.  Start
by going right and jumping on the Koopa Troopa here.  Grab and hold the
shell (it will come in handy later).  Release into the enemy to the
right and then bounce up the Jump Blocks to a red Koopa Troopa.  Kick
its shell to the left and watch it clear out a path for you.  One block
contains a power-up, and the right ? Block a coin.  Also, if you jump
just right of the leftmost ? Block, you'll make a red Jump Block appear.
Bounce on the top and press A as you go up to reach "coin heaven."

Here, collect coins on the ground as the screen scrolls right.  If you
are Raccoon Mario, you can take off into the skies when you see the
third series of coins and hit a block surrounded by coins for a 1UP
Mushroom (make sure to hit it while facing left).  From there, go right
some more to reach a pipe.  After possibly collecting all 57 coins (22
around the 1UP block, and 35 along the ground), take the pipe at the
end to fall to the normal level.  Simply go right to the card, the end
of the level.

                         +-----------------+
                         |    Level 1-4    |
                         +-----------------+

This, as is Level 1-3, is an optional level.  But, if you collect 44
coins or more in this level, something special might happen...  See
"White Toad's Houses" for more details.  This is one of the few levels
that scrolls to the right constantly, making you move with the screen.

Jump right onto the blocks there and then jump onto the wooden plank
floating in the air (if the clouds weren't enough, then surly that's
proof that there's something wrong with this level...).  Jump through the
six coins here to land on the blocks to the right.  Jump right when you
can, and be sure to drop to the lower level.  Face left and hit the
block left of the upper-right block for a 1UP Mushroom, which will
slide right.

Now defeat the Koopa Troopa and grab its shell.  Jump right onto the
upper block and release the shell (be careful not to be hit when it
bounces back) for a 1UP Mushroom.

Now jump right to a wooden plank.  Be sure to line yourself up with the
row of coins and then drop down until you have them all on the plank.
Then jump through the opening.  Hit the two blocks above the opening if
you are Super Mario or better.  The second one in this stack contains
several coins.

Now continue right to see a Koopa Paratroopa floating up and down.
Jump onto it, pressing A after you land to bounce off of it through the
coins, and land on the pipe.  Take it down to appear by a Boomerang
Brother.  You've encountered them before, but that was in 1-3 when you
killed it with a shell.  They throw boomerangs, up to two at a time,
although almost any attack can kill them.  For now, though, just avoid
them and go right to the card.  Mission complete!

                      +-----------------------+
                      |    Toad's House #1    |
                      +-----------------------+

Normally, I will not cover this as a level (I list this sort of
information below the map), but I will now because it is World 1.  Here,
a local Toad has this to say:

"Pick a box.  Its contents will help you on your way."

Gifted speaker though he is, he has a simple but helpful game for you
to play.  He'll let you take the contents of a chest for your use, but
you don't know what you'll get (in this house, anyways).  Here's how it
works.  There are three chests, and three treasures are shuffled within
(in this case, all the power-ups).  You can pick one (press B to select
a chest) and keep the item inside.  To use it, press B on the map to
bring up the "item bar."  Select an item with A and you can use it on
the map so that you begin the next level with it.  As I show below the
map, this is how you read this information (I will not review this in
each world).

Toad's House 1: Random (3)
Contents      : Mushroom, Fire Flower, Super Leaf

Toad's House 1 says that they randomly shuffle three items, which are a
Mushroom, a Fire Flower, and a Super Leaf.  Easy, enough, right?

Note: I feel I should record this observation.  If you use a fireball
from Fire Mario within a Toad's House, it will appear green.  Green
fireballs are trademark of Luigi, although Luigi used red fireballs in
this game.  It's probably just a discoloring glitch, but it is
interesting nonetheless.  Luigi first used green fireballs on the N64
in Super Smash Bros.

                        +-------------------+
                        |    Spade Panel    |
                        +-------------------+

Again, I will not normally cover this type of space, but I will for
World 1 because this is the first time you'll play it.  A local Toad
will let you play a game to try to earn extra lives.  He has this to
say:

"Line up the pictures and get a prize!  You only get one try."

Pictures of a Mushroom, a Fire Flower, and a Starman have been
trisected (cut into three equal parts), and they are now moving in a
horizontal slot machine manner.  Your job?  To make a complete picture,
of course!  Press A to stop the top layer first.  Then A for the middle
and then A for the bottom.  If you have lined up a perfect picture of a
Mushroom, you get a 2UP.  Fire Flowers earn you a 3UP, and Starmen earn
a 5UP.  You know what to aim for.

Also, an N-Mark Spade Panel might appear.  It's a Spade Panel with a
white N in the middle of the spade.  If it does appear, Toad has this
to say:

"Flip over any two cards and see if they match.  You can only miss
twice!"

Just flip over cards and hope for matches.  You get whatever you get to
match (that is, match two Fire Flower cards, you get a Fire Flower, and
so on).  For details on always winning, please see "Toad's Houses &
Bonuses" in Section 3.

                    +---------------------------+
                    |    World 1 Fortress #1    |
                    +---------------------------+

Throughout the Mushroom World, Bowser has set up fortresses to cut off
transportation in the region.  Guarded by a fierce warrior, inside is a
key that can unlock a roadblock on the surface.  Forts tend to be
fairly difficult, or at least in later worlds.  Of course, it is very
easy this time around.

Proceed to the right and hop up the stairs.  Do not just jump over the
lava here.  Within it is a Podoboo, a living fireball.  It will jump
upward and then descend back into the lava from which it came,
dangerous to the touch all the way (also, falling in the lava will
instantly kill you, just like pits).  As it is falling, jump over the
pit.  Repeat this for the next few gaps and you'll reach a ? Block.  Be
sure to face right and hit it for a power-up.  This time, assuming you
were big, it is a Fire Flower.

If you take it, you'll become Fire Mario.  In this form, press B to
shoot a fireball forward.  Fire is harmful to most enemies.  Now jump
over the next few gaps to reach a hallway.  Ahead are enemies called
Roto-Discs.  They revolve around a fixed point (the orb), but they are
very easy to bypass in this fortress.  Walk by when they are not in the
hallway and then go right to a lava pool.  When the dual Podoboos are
both descending, jump the gap to another ledge.  Here, jump when the
Roto-Disc is down.

You'll reach a ? Block by a Dry Bones, the skeletal remains of a Koopa
Troopa.  If you hit the ? Block, you can get a Super Leaf.  The Fire
Flower is actually better for defeating an enemy ahead; don't take the
leaf unless you are utilizing a certain secret in this fortress (see
"World 9" for details on this secret).  Dry Bones cannot be permanently
destroyed in your current condition.  If you jump on it, it will
crumple up into a pile of bones, but it will rise from the dead (well,
it's already dead, actually...) shortly afterward.  In any case, go right
to a doorway.  Press Up on the D-Pad to take it.

The ceiling, which is conveniently lined with spikes, is falling into
the floor.  Walk forward so that you're under the alcove above and
stand there until the ceiling starts to rise.  Jump over the next two
gaps and run right to the wall.  Stand there to avoid being crushed.
Take the door when you can.

Mini-Boss: Boom-Boom

Go right to find... AAAAAAAAAHHH!  It's a monster!!!  Looking like a
turtle with flapping arms, a spiky back, and some sort of cloth over
its eyes as if it were a Teenage Mutant Ninja Koopa, it is truly
terrifying (the nightmares just don't stop...).  Luckily, we can defeat
this beast quite easily.  As it runs toward you, jump on its head.
Momentarily flattened, Boom-Boom flaunts its spikes before chasing you
again, this time faster than before.  It might even jump across the
room to hit you (if you're far away enough).  Jump on its head again
and it does the old spike pattern.  This time, Boom-Boom is fast.  It
makes me wonder what he's on...  Jump on him one more time like last time
and the Magic Ball appears.  You can also beat him with five fireballs
if you're Fire Mario.  Grab the Magic Ball to complete the level.  The
Locked Door on the map is now destroyed.  Huzzah!

                         +-----------------+
                         |    Level 1-5    |
                         +-----------------+

Your first underground level, featuring the sewer music of Super Mario
Bros.  You start sliding down a slope, pummeling the Buzzy Beetles
foolish enough to try to hike up it.  You land in a pool of water with
coins over it (take them).  Now go right to find a reverse Piranha
Plant (it's going down!  Take a picture of this!) and a Buzzy Beetle.
Jump on the Buzzy Beetle, which behaves just life a fire-proof Koopa
Troopa, and kick its shell into the Piranha Plant for a double whammy.
Now go right to a fork in the road.

Decisions, decisions...  Take the upper path, but stop as soon as it
leads to open air (outside the tunnels).  Jump against the left edge of
the opening to reveal a red Jump Block.  Bounce on it to reach... coin
heaven!

As usual, collect the 35 coins on the ground.  If you are Raccoon Mario,
you can fly up after the third set for 22 more coins and a 1UP (be sure
to face left when you hit the block!).  Take the pipe at the end to
fall back into the level.

Go right to a slope.  Slide down it, right through a Koopa Troopa, and
you'll reach a tunnel.  Take it, avoiding a Venus Fire Trap and two
Piranha Plants as you go right.  At the end, jump and press Up to enter
the warp pipe here.  Now go right to nab the card!

                         +-----------------+
                         |    Level 1-6    |
                         +-----------------+

A level reminiscent of 1-4...  Curses...  Jump to the right and take the
coins above the Koopa Troopa.  Kick its shell to the right so that it
defeats the Koopa Troopa below the ? Block, and then jump to the block.
Hit it for a power-up, jump onto the block, and jump right twice to the
platform on the line.

Jump right across the Jump Blocks to bounce off a Koopa Paratroopa
(red).  When you land, defeat the green Koopa Troopa below that was
fenced in, and be sure to use its shell to break the blocks on either
side of the "fence."  Now hit the block above the rightmost bush for a
1UP Mushroom.  Now that you have it, jump right to a fork of sorts.
Jump to the upper path (the lower path is almost suicidal), of course,
and walk to the gap ahead.  Fall down to the block there, from which
you should jump to the plank to the right.

Ride it to some coins, avoiding a red Koopa Paratroopa, and you'll have
to jump off to a pair of blocks at the end.  From there, jump right
(you don't have to bounce on the Koopa Paratroopa, but you can if you'd
like) to reach the black border.  Dodge a Koopa Troopa and nab the card.

                     +-------------------------+
                     |    Hammer Brother #1    |
                     +-------------------------+

You must've noticed this little guy wandering around the map.  He
started in front of the Castle, but he could be anywhere by now (well,
in the general area).  After defeating him, be sure to stop at the
Toad's House near here, too!

This is a simple brawl with a Hammer Brother.  Throwing hammers, two at
a time (in Super Mario Bros., they threw more like six at a time), they
are somewhat dangerous alone.  Run under their arc of hammers to be
below them (that is, assuming they jumped to the upper level).  The
best way to beat them is to run under their block and hit it, knocking
them off.  Now, Fire Mario can be useful in defeating them from a
distance.  If you can get in close, Raccoon Mario's tail whip will also
work.  And if you really, and I mean REALLY, stink, then you can use a
Starman before the fight.  It all adds up in the end, of course,
because the prize for winning is a Starman.  Before taking it, though,
hit the rightmost block for a Fire Flower.  Then take the treasure
chest that appears for winning.

                   +-----------------------------+
                   |    Larry Koopa's Airship    |
                   +-----------------------------+

Now that we've cleared all the levels, we can advance to the Castle.
There, the king has been transformed into a dog (a Cobrat if you're
playing a remake)!  Toad explains this like so:

"Oh, it's terrible!  The King has been transformed!  Please find the
Magic Wand so we can change him back."

Yes, how embarrassing for the king of Grass Land.  Accept their
challenge and Mario will embark on a dangerous journey.  The airship of
Larry Koopa, Bowser's youngest child (I won't even comment.  Too easy),
is docked at the castle, and you can take the anchor up to the bow.  We
must fight our way to Larry Koopa, the mischievous conqueror Grass Land!
By defeating him, we can retake the Magic Wand and transform the king
back into his original state.

Airships are, quite simply put, a whole load of gunpowder slapped onto
a wooden frame.  As the screen scrolls right automatically, you'll be
forced to dodge a series of cannonballs and Bullet Bills, both of which
can be defeated by jumping on them.  Bullet Bills are the smiling
missiles fired from Bullet Bill Blasters.  Cannons fire cannonballs,
which I refuse to capitalize, even if it is an enemy.

Go right past two cannons to reach a B. B. Blaster.  Stand on top of it
until a cannonball is fired at you.  At that point, jump right to the
wooden cylinder here and duck on the right side.  When possible, jump
right over the Bullet Bill Blaster.  As the screen expands, hit the ?
Block for a Fire Flower (or a Mushroom).  If you're Raccoon Mario,
ignore it.  Otherwise, take it.

Make sure to take it when the rotating cannon to the right is pointing
diagonally.  Then, when it faces horizontally, drop below the block and
run to the right cylinder.  When the cannon is horizontal, jump the
cylinder and go right.  Now, when you can, go right and stand by the
Bullet Bill Blaster.  Then, as the screen scrolls to the right, jump to
the pipe and take it down to the arena... of DOOM!  Okay, I'll never do
that again... in this guide.

Boss: Larry Koopa

Quite a simple boss, really.

|                 |          With an arena like so, this is a very easy
|                 |          fight.  As it begins, the dread Larry is
|                 |          opposite you.  In his hands is the Magic
|    __ _         |          Wand, and you must beat him to save Grass
|___|  | |________|          Land.  Larry's only attack is waving the
                            wand at you to cast three "magic rings" at

you.  You can jump to avoid those.  He has no other abilities beside
that.  To hurt him, just jump on his head.  After retreating into his
shell and making some disgusting sound, he jumps to a different part of
the arena.  No worries, though.  You can jump on his head again.  He
repeats it, the music becomes more intense, and one more jump beats him.
Alternately, you can flame him ten times as Fire Mario for the same
effect.  His shell spins around and he jumps out of the room, dropping
the Magic Wand as he flees.  Take it to beat the level!  Oh yeah (said
in Kool-Aid guy voice)!  The screen flashes and you drop from the ship
to the Castle.  The king is back to his good old self again.  After
thanking you, he gives you a letter from the princess, his superior,
I'd bet.

"Greetings,

If you see any ghosts, be careful.  They will give chase if you turn
away.  I have enclosed a jewel that helps protect you.

                                                    Princess
                                                      Toadstool."

Inside is a Magic Wing, a fantastic item.  When you use it, your power
meter stays full for the whole level (it also turns you into Raccoon
Mario).  In this way, you can just fly over an entire level.  Use it
when difficulty arises.

=======================================================================
===============================World 2*================================
=======================================================================

We can now move on into the expansive Desert Land, the second region of
the Mushroom World.  Far tougher than that piece of cake, World 1, this
world has a fortress with ghosts!  Don't worry, though.  Things are
still relatively easy.  Oddly, Mario isn't affected by the heat at all,
although I think the sun may get to him...

+---------------------------------------------+
|                   MAP KEY                   |
+---------------------------------------------+
|# = Action Scene Panel (Level)               |
|[ = Pipe 1                                   |
|] = Pipe Linking w/ Pipe 1                   |
|C = Castle                                   |
|F = Fortress                                 |
|H = Hammer Brothers Relative Location        |
|L = Locked Door                              |
|o = Circular Space                           |
|P = Spade Panel                              |
|Q = Quicksand (Level)                        |
|R = Breakable Rock                           |
|S = Start Panel                              |
|T = Toad's House                             |
|Y = Pyramid (Level)                          |
+---------------------------------------------+

                    P--o--2  o--o  T--H--4--oR--o--T
                       |  |  |  |     |     |     |
                    o--o  o  o  3--o--Q     o     o
                    |     |  |  |     |     |     |
World 2 -            1     F--o--o--[  o  C  o     H--o
   Desert Land      |           |     |  |  |        |
                    o  T--]     oR-o  5  o--Y        o
                    |     L        |  |     |
               --S--o--o--o        P--o--o--H

-----------------------------------------------------------------------
--------------------------------Bonuses--------------------------------
-----------------------------------------------------------------------

Toad's House 1: Random (3)
Contents      : Mushroom, Fire Flower, Super Leaf

Toad's House 2: Random (3)
Contents      : Mushroom, Fire Flower, Super Leaf

Toad's House 3: Pre-Selected
Contents      : Frog Suit

Spade Panel 1

Spade Panel 2

Hammer Brother 1: Music Box

Hammer Brother 2: Hammer

Hammer Brother 3: Magic Whistle

-----------------------------------------------------------------------
------------------------------Walkthrough------------------------------
-----------------------------------------------------------------------

                         +-----------------+
                         |    Level 2-1    |
                         +-----------------+

The desert is a mean, jerk-of-a-place.  Go right and a block will try
to jump on you.  Jump on it instead and continue right to face two more
such blocks.  Be sure to stop along the way for a Mushroom/Super Leaf
in the ? Block.  Now go right to slightly rising pillars, all of which
have those jumping blocks on them.  Jump them before they can jump you,
of course.  Afterwards, hit the ? Block to the right for a Starman!

Run, Mario, run!  Plow through a Firesnake, those linked flames, and
other enemies, until you reach a series of Jump Blocks.  Bounce up them
to the purple piping.  It is around here that you're Starman should
wear off.  Defeat the Goombas present and go right to find two blocks.
Bump into the left one for a power-up.  Now, on the ground, jump
between them to hit a Jump Block.  Bounce up onto the purple pipe to
the right.

Just waltz on over to your right until you drop to ground.  If you want
to risk it, you can break the block in the piping to jump into it,
collecting coins and avoiding Firesnakes as you go.  If not, just go
right to find two Piranha Plants and a jumping block.  Destroy the
latter and get onto the right pipe.  Take it down when the Piranha
Plant is out to a secret room.  Hit the P Switch present and then take
the pipe above.  When you emerge, collect the coins and defeat the
jumping block.  Now go right to the black screen.  Defeat the jumping
block there first, and take the card second.

                         +-----------------+
                         |    Level 2-2    |
                         +-----------------+

Play the Spade Panel game before coming here, of course.  Also, note
that you want to get at least 30 coins in this level to unlock a little
secret...  See "White Toad's Houses" in Section 3 for details...

Start by going right up a hill.  Defeat the Goomba and then jump over
the quicksand to the right (in the quicksand is a Venus Fire Trap
capable of spitting two fireballs at once).  If you run fast enough,
you'll bump into a block holding a Super Leaf or a Mushroom.  Take it,
jump right onto the pipe, jump over the quicksand, and avoid the
fireballs of the Venus Fire Trap.

Upon landing, you'll come across some water.  In it are green fish
called Cheep-Cheeps.  Since you want to collect coins and avoiding
enemies equals good, it is best to get onto the wooden plank here.  It
floats over the water with only Koopa Paratroopas and blocks to get in
your way.  Hit any blocks you can for coins (the first two you duck
under contain them, but not others).  Be sure to hit the P Switch for
major coinage, too.  At the end, take the pipe to the black border.
Collect the card and be proud.

                    +---------------------------+
                    |    World 2 Fortress #1    |
                    +---------------------------+

Princess Toadstool warned us of ghosts.  Her letter is misleading,
though.  Magic Wings do nothing to ward off ghosts; don't use it.  This
level introduces two very popular enemies, as you will soon see.

Go forward to find three Dry Bones.  Jump on them or jump over them;
just get past them.  Then, you'll come across a large blue block with a
grim face.  This is a Thwomp, which would find itself a home in many
Mario games in the future.  It crashes down as soon as you get close,
and then it slowly rises.  As it rises, run under it to more Dry Bones.
Defeat them and go right to find another Thwomp.  But, right of it is
another new, very popular enemy, "Boo" Diddly.  In later games, the
name was changed to just "Boo," and I will use this name for the
remainder of the guide.

As the Thwomp rises, jump past it.  Boo is just hovering there.  But,
if you should turn your back to it, it will "give chase," as Toadstool
put it.  So, instead of standing there, let's run right and take a pipe
up to a new room.  Of course, walls do not limit Boos; he can still
chase you if he wants.  So, we mustn't tarry here.

Go right to find a spiked floor and a Thwomp hovering menacingly above
it.  Jump to the edge of the ledge and wait for Thwomp to drop.  Run
right quickly and jump to the gray block shining there.  If you can
duck beneath it and hit it before Boo attacks, you'll get a power-up
(or if you wag your tail to hit it as Raccoon Mario).  In any case,
when you pass, run right to just make it under three Thwomps and reach
a door.  Take it to a really new room.

Lowering spikes and Boos.  What a lovely combination.  Wait for the
spikes to begin rising and run right to the opening.  Repeat the
process, but turn around immediately afterward to stare down the Boo.
This time, as the spikes lower, jump onto the block that borders it.
Hop along these blocks, jump to the next, and then hop to a door.  Take
it to meet the master of the fortress.

Mini-Boss: Boom-Boom

This is exactly the same as last time, only Boom-Boom is gray this time.
Jump on his head three times.  After each jump (except the third, of
course), Boom-Boom increases speed and shows his spikes.  If you are
far enough away, it'll try to jump to you.  In any case, you'll beat
this easy boss for the Magic Ball.  Take it and the fortress is toppled.
It also unlocks the Locked Door on the map.  Talk about cool.

                         +-----------------+
                         |    Level 2-3    |
                         +-----------------+

Visit the Toad's House using the pipe before coming here.  Go right by
a Firesnake and you'll reach a red Koopa Troopa.  Stomp it and then
lift its shell.  Stand on the ? Block above (the left one) and release
it.  Take the power-up from the right block and then hit the other ?
Block for a coin.

Go right to similarly stacked blocks (in a pyramid shape, of course).
Hit the right ? Block for a Starman!  As Mario would say, yahoo!  Run
right, plowing through those enemies to reach a third pyramid.  Jump to
the top, bust through the blocks, and hit the ? Blocks for a power-up
leaning on the Super Leaf side of the tree.

If you are Raccoon Mario, get onto the base of this pyramid and take
off running into flight.  Fly up to some blocks with a P Switch on them.
Hit the switch and drop down into a whole mess of coins!  Collect all
that you can (one coin that seems solid contains a 1UP Mushroom when
hit from below) before going right past a series of jumping blocks.

Hit the Koopa Troopas' shells into the blocks.  They will collect for
you many coins, as well as carve a path to a pipe.  Take it down to the
black border.  Run right to take a card.


                         +-----------------+
                         |    Quicksand    |
                         +-----------------+

Notice a sun in the upper-left corner.  It seems a little agitated.  Go
right, jumping over a quicksand pit, and then jump right again.  Avoid
the attack of a Venus Fire Trap, jump clear over a Koopa Paratroopa,
and continue right to another quicksand pit.  Jump over it when the two
Venus Fire Traps are down and not dangerous.  Continue right to find a
tornado (this could possibly be a Tweester, the name for certain
tornadoes in the Mario universe).  Jump into it and you'll fall through
to the ground.  Go right to some blocks.  Here's where it gets ugly.

The sun starts to rotate violently.  It is now Angry Sun, an unbeatable
enemy who will dog you throughout the rest of the level.  Run right,
avoiding a Koopa Paratroopa and dodging the Angry Sun as it swoops down
to attack you.  Jump another quicksand pit after a Koopa Paratroopa and
dodge the Angry Sun a few more times to reach the card.  Take it to end
this level!  Talk about sunburns (pun!).

                     +-------------------------+
                     |    Hammer Brother #1    |
                     +-------------------------+

The Hammer Brother here is no Hammer Brother.  It is actually a...
Boomerang Brother!  Gasp!  It is actually quite easy to beat.  If you
are Fire Mario, it is made even easier; you can just roast it from a
distance.  If not, wait for it to throw two boomerangs.  Then, jump
over it and stomp it.  Avoid any boomerangs as they return and you'll
have won.  If you are really horrible, a Starman might also be
beneficial.  The reward for beating this Boomerang Brother is a Music
Box.  When you use this item, all Hammer Brothers on the map freeze in
their current positions (they go to sleep).  Very useful, huh?

                         +-----------------+
                         |    Level 2-4    |
                         +-----------------+

Be sure to visit the Toad's House while you're here.  Now, either this
or Level 2-5 is unnecessary for reaching the castle.  Really, 2-5 is a
better pick because you access the Pyramid, a Hammer Brother, and a
Spade Panel, but it's your choice.  There are two possible ways to
complete this level.  I will cover both.

ROUTE 1: The recommended route is this one.  You must be Raccoon Mario
to make use of it.  Go right, defeat the Para-Goomba, and then run left,
taking off into flight.  Bust through the block column to reach an
upper area.  Neat-o.  Go right until you see a pool of water with an
opening into it.

ROUTE 1 (Continued): Fall in and bust the blocks to the right of the
opening (be wary of the Cheep-Cheep) for a P Switch.  Jump out of the
water and hit it.  Now collect the coins before the time runs out.  Now
go right to a series of aerial coins.  Eventually, you'll come to a
fork in the road.  At first, take the lower route, hitting every block
for a coin.  Then backtrack to the fork and take the upper route,
collecting all the coins as you go.  At the end, bounce on the Koopa
Paratroopas to reach some blocks in the air.

ROUTE 1 (Continued): Collect coins without busting blocks if possible.
Then hit the second block from the left, the upper one, for a P Switch.
Hit it, collect the coins, and then go right to some Jump Blocks.  Drop
through the opening there.  Wait for the switch to wear off if it
hasn't yet and then collect the coins in the openings.  When you have
them all, go right to the border.  Now continue right to jump over a
Boomerang Brother to the card.  Mission complete!

ROUTE 2: The far less glamorous route, take this only if you don't have
a Super Leaf.  Go right and defeat the Para-Goomba.  Stomp on the Koopa
Troopa ahead, grab its shell, and toss it into the ? Block.
Immediately afterwards, jump to the ? Block for a power-up.  If it is a
Super Leaf, go back and do Route 1.  Go right, grabbing the shell of a
Koopa Troopa, and then kick it right to a ? Block.  It's a power-up.
If you get the Super Leaf, then return back and use Route 1.  If you're
still being stubborn and you're set on Route 2, then I will guide you
through it.

ROUTE 2 (Continued): Go right past a Boomerang Brother/Koopa Paratroopa
combo.  You'll reach another Boomerang Brother shortly after.  Stand
right next to the block and wait for two boomerangs to pass.  Now jump
either over the brother or onto him before jumping right over a gap.
Hit the ? Block for a Mushroom or a Super Leaf (duck if it is a Super
Leaf until you can get it), but be sure to avoid the fireballs of a
Venus Fire Trap.  Now go right past a final Boomerang Brother to reach
little alcoves filled with coins.  Collect them all and go right to a
border.  Avoid the Boomerang Brother here and take the card.

                         +-----------------+
                         |    Level 2-5    |
                         +-----------------+

Ahead is a feared enemy, the Chain Chomp.  It enjoys some popularity,
but it is not a real regular in the Mario scene (not as much as Boo,
for instance).  If you're brave enough, you can hit the ? Blocks for a
power-up and a coin, but it is very stupid and risky.  Jump over it and
get onto the blocks.  If you stick around the Chain Chomp for about 150
seconds, it breaks free of its "post," and it is truly fearsome.

Jump to the top of these blocks and then leap right to a Koopa Troopa
of the red kind.  Defeat or pass it and go right over a gap to another
Chain Chomp.  Kill the Goomba and then jump to the next blocks, hiking
up them past Goombas below.  At the end, you'll reach two Koopa Troopas.
Use one's shell to hit the block to the right for a coin.  Now go right
to another Koopa Troopa.  Hit its shell to the right, causing a chain
reaction that hits a block and makes a vine grow, just like a beanstalk!

Jump to the vine and climb it by pressing Up on the D-Pad.  At the top,
hop left along the clouds for coins.  You'll reach a pipe, too.  Take
it to a secret room.  If you are small, hit the rightmost block for a
Mushroom.  Then hit the central block for a P Switch.  Bust blocks to
reach it and press it.  Collect the coins and then take the pipe down.

When you emerge, go right to some blocks.  Hit them for a power-up and
three coins.  Now drop right to a black border where you can claim a
card guarded by a Chain Chomp.

                     +-------------------------+
                     |    Hammer Brother #2    |
                     +-------------------------+

Make sure to use the Spade panel before coming here.  A Boomerang
Brother is your opponent here.  Run forward after two boomerangs are
thrown and they return.  Then, a simple jump will do the trick.  But,
there are easier ways to accomplish this.  You could flame them as Fire
Mario, get in close as Raccoon Mario for a tail whip, or touch them as
Invincible Mario.  However you choose to beat them, the reward is a
good one - a Hammer.  With it, you can break through a rock on the map.
Do not use it yet, though.  I will instruct you on using it to the
maximum effect.

                      +-----------------------+
                      |    Toad's House #3    |
                      +-----------------------+

I do not normally discuss Toad's Houses, but this one is well-hidden
and quite worth your time, I assure you.  You should have a Hammer from
your last Hammer Brother battle.  Get to the circular space in the
upper-right corner, just right of 2-4, and use the Hammer.  This
creates a path to a Toad's House.  Notice on the map the oasis is in
the shape of III, which is "3" in Roman numerals.  That stands for
Super Mario Bros. 3, of course.  Inside the Toad's House, Toad is
giving away good treasure.  However, this isn't your shuffled Mushroom-
Fire Flower-Super Leaf junk we normally get stuck with.  No, all three
chests contain a Frog Suit.  Below is a little explanation of the Forg
Suit's uses.

                       +---------------------+
                       |    The Frog Suit    |
                       +---------------------+

You've just gotten the Frog Suit.  When worn, you become Frog Mario, an
agile swimmer.  Although ungainly on land (you can't even walk straight
when you have it on land.  Instead, you hop forward), it provides a
huge jump.  But, more importantly, it is great in the water.  In the
water, Frog Mario can control his swimming just by using the D-Pad.
And, if you need to swim faster, just press A quickly.  Frog Mario can
even resist strong currents.  Do not use it yet, though.  It really
comes in handy in the next world.

                     +-------------------------+
                     |    Hammer Brother #3    |
                     +-------------------------+

There is also a Hammer Brother here, and it's a toughie.  These aren't
Hammer Brothers, though.  Oh no, these are far harder.  They are Fiery
Brothers, and they spit fireballs at high speeds.  To make matters
worse, there are two.  The best way to beat them is to come with a
Starman.  Invincible Mario has no trouble at all teaching these
hotheads (pun!) a lesson.  Alternately, if you're a daring fighter,
jump onto the first brother's head and bounce off of it onto the second.
A bit harder, but it works well.  If you are Fire Mario, you can shoot
them before they shoot you.  Raccoon Mario can tail whip them, too, but
it isn't advised.  There's almost no way you could get close enough to
use it.

When you win, you receive a great item - the Magic Whistle.  Use it to
reach World 9, Warp Land.  From there, you can access several other
levels.  Use it if you don't want to trek through every single world.
There are three Magic Whistles in the game.  To find the other two, see
"World 9" in Section 3 of this guide.

                          +---------------+
                          |    Pyramid    |
                          +---------------+

Back on track, a pyramid is all that stands between us and the Castle.
Jump onto the steps and take the door to enter it.

Inside, go forward to a Buzzy Beetle on some stairs.  Grab its shell
and throw it into the fenced off area.  Then hit the ? Block for a
power-up.  Now go right to find a three-way fork in the road.  Take the
middle path with a Buzzy Beetle's shell in hand.  Launch it into the
stacked blocks and then run or slide under the opening you've created
for yourself.

Jump on the pipe and then jump left.  Go left and then jump right.  Use
the shell of the Buzzy Beetle to hit the stack to the right.  Afterward,
slide or run under the block and stop.  The discolored area - three
blocks away from the wooden block here - has a block there.  Hit it,
jump onto the block, and then jump to the pipe, which you should take
up.

Here, jump onto the ? Block and bust the block above it.  Collect all
the coins along both levels before returning to the bottom.  Then slide
under the block and hit it for a P Switch.  Hit it, collect the coins,
and then take the pipe out of this bonus area.

Jump onto the slope to the right.  Take it up, but tread cautiously.
On the roof, two Buzzy Beetles are waiting to fall onto you.  On the
ground are two Buzzy Beetles as well.  Avoid the roof ones when they
fall and slide, but you use one shell from a ground beetle to hit the
stack of blocks to the right.  Run/slide under the opening to a pipe.
After the Piranha Plant, take the pipe at the end to the surface.  To
the right, just left of a Boomerang Brother, is the card.

                 +---------------------------------+
                 |    Morton Koopa Jr's Airship    |
                 +---------------------------------+

There's nothing left to do now but see the king.  As Toad so thoroughly
explains, he has been transformed into an animal.  In the NES version,
it's a spider.  And in future remakes, it's a Hoopster, the ladybug
enemies from Super Mario Bros. 2 (USA).  So, Mario boards the green
ship of Morton Koopa Jr., the second-youngest in the family.  We must
defeat him if we are to restore the king to his original form.

Drop down to the lower level as soon as the screen expands and duck
there to avoid some Bullet Bills.  When the screen expands enough, jump
past the Bullet Bill Blasters to the right.  Jump onto the upper ledge
and stand left of the diagonal cannon.  When the screen expands enough,
drop right and stay there until it continues to the right.  Pass a
series of Bullet Bill Blasters to reach a ? Block.  Hit it for a
Mushroom or a Fire Flower.

Then jump to the crates to the right.  As the screen lowers, the path
of the Bullet Bills curves downward.  So, it is safe to drop to the
floor as the screen is lowering.  Then, as it begins to rise and after
the blasters to the right have fired, jump up the crates to reach
safety at the top.  Go right to see Rocky Wrenches.  I'd bet that the
Monty Mole evolved from their image.  They come endlessly to throw -
you guessed it - miter saws, err, wrenches at you.  Jump over them,
jump on the hatches to knock them down (they'll rise again, though).
Now, avoid some more Bullet Bills until you go right to a pipe.  Take
it down to meet your destiny.

Boss: Morton Koopa Jr.

|                  |         Morton is just as weak as his little
|                  |         brother, Larry Koopa.  Although it's more
|             __ __|         bumpy than Larry's, his battle tactics are
|    __ __   |  |  |         exactly the same.  Aside from tackling you
|___|  |  |__|  |  |         with his massive body, Morton can use the
                            stolen Magic Wand to cast three magical

rings at you.  Jump to avoid these, and you'd might as well land on
Morton's head, his weak point.  Three jumps to the head will defeat
this tubby Koopa Kid, although ten fireballs do the same things.  Three
hits and he spins about in his shell before fleeing, dropping the Magic
Wand in his flight.  Take it to fall back to the king, who is now back
to his good old self.  Like before, he has a letter from the princess
for you.

"Greetings,

You can stomp on your enemies using a Goomba's shoe.  I have enclosed a
jewel that helps protect you.

                                                    Princess
                                                      Toadstool."

She gives you Jugem's Cloud, an item that lets you bypass an entire
level - not beating it, though.  So, you can advance in one direction,
but there's no turning back after that.  Her little tip here is
actually used in World 5, quite a ways off.  In any case, let's move on
to the next world.

=======================================================================
===============================World 3*================================
=======================================================================

It goes from one extreme to the next.  Grass to sand to water...  Water
Land is the originally named world that sprawls across the screen.
Filled with watery levels, it's the perfect chance to use your Frog
Suit.  Man are you going to hate this world...  It has two forts, nine
levels, and a whole ton of options, plus a considerably harder boss
than most.  Here's where the difficulty really increases from the other
worlds.

+---------------------------------------------+
|                   MAP KEY                   |
+---------------------------------------------+
|# = Action Scene Panel (Level)               |
|[ = Pipe 1                                   |
|] = Pipe Linking w/ Pipe 1                   |
|( = Pipe 2                                   |
|) = Pipe Linking w/ Pipe 2                   |
|{ = Pipe 3                                   |
|} = Pipe Linking w/ Pipe 3                   |
|B = Bridge                                   |
|C = Castle                                   |
|D = Dock                                     |
|F = Fortress                                 |
|H = Hammer Brothers Relative Location        |
|L = Locked Door                              |
|o = Circular Space                           |
|P = Spade Panel                              |
|R = Breakable Rock                           |
|S = Start Panel                              |
|T = Toad's House                             |
+---------------------------------------------+

  T--o--o--3  TB-oB-o--6--o--7--o                D--T
     |     |     |  |  B        |
     2     o     4--H  8--o--P--F
     |     |     |  |  |        L      P--T     World 3 -
     o  P--F--o--o  o  o--9--{  (      |       Water Land
     |     |     |  |               D--T--P
     1     o-L]  5--oR-o--o--D                                C--o--}
     |     |
--S--[RPR--H--)

-----------------------------------------------------------------------
--------------------------------Bonuses--------------------------------
-----------------------------------------------------------------------

Toad's House 1: Pre-Selected
Contents      : Frog Suit

Toad's House 2: Random (3)
Contents      : Fire Flower, Super Leaf, Frog Suit

Toad's House 3: Random (3)
Contents      : Fire Flower, Super Leaf, Frog Suit

Toad's House 4: Random (3)
Contents      : Fire Flower, Super Leaf, Frog Suit

Toad's House 5: Random (3)
Contents      : Mushroom, Fire Flower, Super Leaf

Spade Panel 1

Spade Panel 2

Spade Panel 3

Spade Panel 4

Hammer Brother 1: Hammer

Hammer Brother 2: Starman

-----------------------------------------------------------------------
------------------------------Walkthrough------------------------------
-----------------------------------------------------------------------

                         +-----------------+
                         |    Level 3-1    |
                         +-----------------+

You start right out in the water.  When you float down, go left and
you'll sink to a ? Block, a Fire Flower if you're Super Mario or higher.
Take it, as it will be very useful, and swim back up to the starting
point.

Swim right and you'll pass a pipe as well as a Blooper.  These squids
will try to slowly descend to you.  But, they are weak to fireballs!
After defeating two, you'll reach a large opening.  Swim right to a
pipe and jump out of the water and onto the top of it.

We're taking a shortcut!  Go right to a little alcove containing a ?
Block (Mushroom or a Fire Flower), and then go right out of it to water.
The other option involved swimming through the lava globs of a Lava
Lotus, a transparent plant that is related to the Piranha Plant.  This
is by far superior.

When you land, simply swim right along the top of the water.  A Blooper
with Blooper Babies is below, but it won't reach you.  One final
Blooper will try to swim into you, but a quick fireball will kill it.
Now take the pipe out of here to reach the black border.  Below this
pipe was a 1UP Mushroom and some extra coins, but they are rather
difficult to get.  So, just go right and grab the card.

                         +-----------------+
                         |    Level 3-2    |
                         +-----------------+

See the water below you?  Treat the water as a pit, because falling
into it will kill you.  How, you ask.  Give it a second, and a Cheep-
Cheep swims from the left and starts swimming beneath you.  Unless you
have fireballs, it will hit you.  But that's not the real terror of the
deep I'm talking about.  This level's just practice for that.

Jump right across the planks to reach some falling platforms in the
shape of a D on its side.  If you stand on them for long enough, they
fall.  Take note of this.  Now hit the ? Block for a power-up, either a
Mushroom or a Fire Flower, and then jump right onto the plank.  Duck
under the first obstacle and then jump over the rest, including Cheep-
Cheeps that launch themselves at you.  Then, at the end, jump to
falling platforms with a coin block over them and then jump right to
another plank to begin the process again.

You just have to avoid Cheep-Cheeps leaping out of the water for a
short time before you see some yellow bricks above.  Jump onto them and
jump from them to the block just left of a pipe.  Wait for the Venus
Fire Trap to retreat into its pipe before taking it yourself.  Go right
here, avoiding one final Cheep-Cheep, to find the black border.  Take
your card and be thankful that the level's over.

                         +-----------------+
                         |    Level 3-3    |
                         +-----------------+

Be sure to stop at the Toad's House before coming here.  It will
automatically give you a Frog Suit, which aids you in swimming.  I
don't recommend using it here, though, because it's not a submerged
level.  Instead, it's much worse.  Remember that "terror of the deep" I
was talking about.  Well, the terror of the shallows is even more
deadly.  It is a bloated Cheep-Cheep named Boss Bass.  It hops out of
the water in an attempt to swallow you whole, and it results in
instantaneous death.  And to make matters worse, the level's floor
continually dips into the water while Cheep-Cheeps make aerial enemies
out of themselves.

Note: If you are Fire Mario, use a fireball on that pathetic Boss Bass.
It's a big help.

Start by leaping across the gap to the right.  If you fall in the water,
you're as good as dead.  Jump across the floor to the other side,
avoiding a Cheep-Cheep as it jumps, and then leap right onto a Jump
Block.  If it is a Mushroom, ignore it; you can't get it safely.  If
not, take what you can and run right, wary of a Koopa Troopa along the
way.  At the end, jump right until you reach a high stack of blocks you
can stand on safely.

When the flipping platform to the right has just spun about, jump onto
the right side of it.  As it spins, it will fling you right onto the
ground.  Cool!  Now grab a block and use it to hit the Koopa Troopa to
the right.  The other can go to Boss Bass if you have good aim.  Hit
the block above for a Mushroom or a Fire Flower and run right.  Jump
across the blocks, ignoring the tempting coins if you're wise, and
you'll reach a spinning platform.  Jump from it to the pipe to the
right, which you should take.  Jump right onto land when you surface
and take the card in the black border.

                    +---------------------------+
                    |    World 3 Fortress #1    |
                    +---------------------------+

A new look for forts...  This is a maze fort, the worse kind.  Go right
to find a Roto-Disc and a Dry Bones.  Let the latter come to you.
Stomp it before you run right when the Roto-Disc is up.  Jump onto the
block when it is to the left, and then go right to avoid a second Roto-
Disc.  Now take the stairs up, drop to a pipe, and proceed right to a
Thwomp.  As it rises, run under it, and you will reach a hallway filled
with doors and other enemies.

The first, second, third, fourth, seventh, and eighth door all lead to
the same place - a trap room filled with water.  When you land, swim
left, hitting ? Blocks along the way for power-ups (either Mushrooms or
Super Leaves).  To exit this room, swim to the leftmost pipe and enter
it.  It leads to the point right before the Thwomp, the pipe there.
Any other pipe in the pool of Cheep-Cheeps room leads to the Thwomp,
too, by the way.

The fifth door leads to the pool room as well, but it leads to a block
with a 1UP Mushroom in it.  Hit the block while facing left and take an
extra life for yourself.

The ninth and final door leads to a room filled with coins.  First,
jump to hit invisible coin blocks to the right in the openings.  Then
jump above the door to hit another coin block (invisible).  Use it to
reach the fenced off coins.  Take the door back into the hallway
afterward.

But it is the sixth door that you want to enter to beat the level.  It
leads to a staircase to another door.  Take it and go right to find...

Mini-Boss: Boom-Boom

A persistent fellow, huh?  Boom-Boom has learned a new trick this time,
even though the battle starts off normally.  Jump on his head once the
rumble begins.  Stunned but not out, Boom-Boom does something totally
unexpected - he sprouts wings and begins to fly around the room.
Either hit him as he swoops down or try to hit him as he first starts
to fly upward.  Then it's just one more hit and Boom-Boom goes boom.
Take the Magic Ball and do an obnoxious victory dance over his sorry,
beaten body, 'cause we just owned him!

                     +-------------------------+
                     |    Hammer Brother #1    |
                     +-------------------------+

This is our first battle with a duo of Hammer Brothers.  It is fought
much like many encounters are in Super Mario Bros.  They will start
throwing arcing hammers as usual from the tops of two rows of bricks.
Wait for them to jump up so that neither one of them is on the ground.
Then run forward and jump to hit the block that the lower Hammer
Brother is on.  This defeats one.  Wait for the upper one to drop down
to the lower level and then bust its block.  The reward for victory is
a Hammer.  You can use it to destroy a nearby rock blocking a Spade
Panel, but I recommend keeping it for later use.

                         +-----------------+
                         |    Level 3-4    |
                         +-----------------+

If you hurry to the slope to the right, you can slide through two
Goombas.  Afterward, go right to a Piranha Plant.  Jump over it and
then over the water patch to the right.  Now head right to a Venus Fire
Trap.  Jump over it to hit the ? Block.  If it's a Mushroom, duck right
next to the pipe until the Mushroom comes to you.  Afterward, jump from
the block to the hill and slide down the slope.  At the end, the hill
curves upward for a ramp.  Jump off it at the end to reach another hill
(if you didn't make it, you'll land in the water.  Hit an invisible
block against the hillside to the right and use it to reach the
hilltop).

Slide down it to reach two ? Blocks.  Hit them, stomp the Para-Goomba
quickly to avoid spreading Mugger Micro-Goombas, and slide under the
blocks (or run if you're small) to hit the second one.  A P Switch
appears!  Hit it.  A whole mess of silver coins appear, which I advise
you collect.  Afterward, go right, wary of the Venus Fire Trap, and hit
more blocks for a power-up and coins.

Continue right to some blocks.  You can hit one for a 1UP Mushroom, but
it's the least of your concerns.  Overhead comes a Lakitu, an old enemy
from Super Mario Bros.  It throws down Spiny Eggs, which will roll at
you.  So, getting the extra life can be complicated.  Go right, jumping
over gaps and ignoring blocks, until you can take a card from the black
border's slot.  That was a refreshing level after all that water
nonsense.

                         +-----------------+
                         |    Level 3-5    |
                         +-----------------+

Step into the water and swim right to wooden blocks.  See those black
jellyfish?  They are rare enemies called Jelectros.  They are basically
underwater mines that cannot be passed; let's swim downward.  Uh-oh!
It's Boss Bass!  No, it's Big Bertha, which isn't quite as bad.  She
doesn't try to eat you, but she releases Baby Cheeps to attack you.

When she's to the right, swim down.  After passing a pipe, swim to the
top, avoiding Bloopers and other underwater enemies, until you come to
a stack of wooden blocks.  Swim downwards, avoiding Jelectros and
hitting the central ? Block for a power-up, to reach a pipe to the
right.

Drop down under it and swim right to reach a gang of Jelectros.  Swim
past them and then get on the ground.  See the Big Bertha?  Get right
under her and walk right.  When she's facing the left side of the
screen and when the Cheep-Cheep overhead is to the left, swim upwards
and enter the pipe.

Jump onto the bobbing wooden plank to the right and continue right to
take the card from the slot.  Oh yeah!

                     +-------------------------+
                     |    Hammer Brother #2    |
                     +-------------------------+

We just have two simple Hammer Brothers.  This one, though, has the
potential to be dangerous.  If you are small Mario and if this Hammer
Brother is in a watery area on the map, then a pool of water will make
things difficult on the bottom of the screen.  If that's the case, then
use fireballs or a Starman to beat them.  Otherwise, just defeat these
simple Hammer Brothers like you did the last.  The reward this time is
a Starman.

                        +-------------------+
                        |    Dock & Boat    |
                        +-------------------+

This is on the map, but it's well-worth your time.  You have the Hammer
from the first Hammer Brother, right?  Well, use it on the Rock right
of Level 3-5.  This opens the path to a dock that you can take off from.
All you have to do is ride the boat to the island to the right, which
contains two Toad's Houses and two Spade Panels, much better than one
Spade Panel.  But that's not all.  If you get off this island and sail
further right, you'll reach another isolated Toad's House.  Also, be
sure to visit the Toad's House to the upper-left of Level 3-4.  Enjoy.

                         +-----------------+
                         |    Level 3-6    |
                         +-----------------+

It's a side-scrolling level that pushes you.  To make matters worse,
there's hardly any stable land at all.  Jump right onto some falling
platforms.  If you continually jump off of them from each landing, they
won't give up on you.  Hit the ? Block while facing left for a power-up,
by the way.  Then, jump right to a wooden plank.  When you can, jump
clear over the spinning platform to the falling platforms.

Now you have options.  Jump to the plank to the right.  Using tail
whips or the Koopa Troopas' shell, you can hit blocks ahead for coins,
but you must be moving right constantly.  Use a Grab Block to hit
another brick (on the lower leve) that contains a Super Leaf or
Mushroom.  Happy coin-collecting.  After a Koopa Paratroopa, you'll
reach three Grab Blocks.

Throw one into the block to the right for a P Switch.  Hit it, collect
coins quickly (the leftmost one can be hit for a 1UP Mushroom), and get
onto the upper level (beware a Koopa Paratroopa bounding through here,
though).  Then jump to the blocks ahead, from which you should jump to
the spinning platform.  Fall to the pipe and take it down.  Jump past a
Koopa Paratroopa and nab the card.  You have done well, grasshopper.

                         +-----------------+
                         |    Level 3-7    |
                         +-----------------+

Jump to hit the ? Block overhead.  Below is an enemy called a Spike.
It is weak to everything, but it can launch two spike balls at you.  So,
go right and stomp a Spike.  Now jump the gap to the right and jump
onto the platform to reach the blocks to the right.

Jump right onto the summit to the right.  From it, jump right to send a
Koopa Troopa's shell at a Spike, and then jump right to a pipe.  Now
jump right to a Koopa Troopa, which you can hit to defeat two Spikes
and get a power-up from a block.  Then hit the upper blocks for coins.

If you are Super Mario or better (you must be if you just got the
power-up.  If you need another power-up, go right to a blue pyramid.
Hit the second block for one, and then return to the vine), jump into
the upper-left block to make a vine grow.  Take it up to some clouds,
and follow them to a P Switch and many coins.

Afterward, go right to the vine's block.  Stand on it and jump right to
more clouds.  Above the central one is an invisible Jump Block; jump
there to make it appear.  Now bounce on it to reach coin heaven!

Collect a series of coins as the screen slides right.  At the end, take
the treasure from the chest for a Jugem's Cloud.  Now that's bang for
your buck!

Jump right to a blue staircase with Spikes aplenty on it.

                         +-----------------+
                         |    Level 3-8    |
                         +-----------------+

In this level, try to collect a minimum of 44 coins.  You might get a
nice prize...  See "White Toad's Houses" for details on this and more.

NOTE: If you are Fire Mario, you can defeat Boss Bass with a fireball.

Most unfortunately, this level is modeled after 3-3; the floor dips
into the Boss Bass-infested water from time to time.  Jump onto the
block to the right and stand there until the ground begins to rise up.
Jump right, sending the shell of the Koopa Troopa into the blocks.  A
vine grows; get on and take it up to a Jump Block.

Hit it for a power-up.  Now jump right to a stack of blocks.  If you
remove the lower two (you can only do this as Super Mario or higher),
you can hit this block for coins.  From it, jump right to several coins
and a Koopa Troopa.  Use its shell to hit the blocks and kill Boss Bass.
Climb the vine that results to avoid Boss Bass, who re-spawns afterward,
and then jump right to a group of coins.

Hit the block hovering in the air to the right to make a vine grow.
Now go right afterward to a fork in the road.  If you are Fire Mario,
then take the lower route.  Fry Boss Bass each time he reappears and
collect the coins.  Otherwise, take the upper route to a pipe.  You
emerge on a bridge.  Run right on it to reach the card slot that marks
the end of this level!

                    +---------------------------+
                    |    World 3 Fortress #2    |
                    +---------------------------+

If you play your cards right, this is actually an unnecessary level.
That is, if you beat 3-8 right after 3-6 and then go to 3-9, but it is
of little importance.  If you want to play this level, be my guest.

Jump into the pool of water ahead and take the pipe.  I can see where
there is going...  An underwater fortress...  Go right when you emerge, or
are submerged, and you'll find a Roto-Disc.  Swim past it and the
Cheep-Cheeps that follow to find a ? Block.  Hit it for a power-up.
Swim right by another Roto-Disc.  After avoiding the high-flying Cheep-
Cheep, take a pipe down to another room in this fort.

See these white bars?  They're called Stretches.  Two Boos occupy them
and run over the surface to try to hit you.  Swim under the first two,
being careful not to enter the suction pit below, and you'll reach a
new hallway.  The Stretch here has no partner; it is safe to walk under
the bottom half of the bar ahead.  Then you'll reach two bars
positioned so that you can just barely swim between them.  Do so to
reach a pipe.  Mario sure can hold his breath for a long time...

Mini-Boss: Boom-Boom

Air!  Oh, yes, and this loser.  I guess three beatings wasn't enough.
Let's take him out!  Two blocks in the air serve as "obstacles," but
they do nothing.  To beat Boom-Boom, jump on his head.  Then, as he
recovers, jump onto his head before he sprouts wings and takes to the
ceiling.  Otherwise, you'll have to jump his head when he swoops down
to attack you.  A final hit (he loses wings after the second jump) on
this speedy reject will make him explode.  Take the Magic Ball he was
guarding and the Locked Door goes down.  Hooray.  We beat an
unnecessary level...

                         +-----------------+
                         |    Level 3-9    |
                         +-----------------+

This level is alternately known as "World 3, Version 2.0 - Explosives
Land," due to extreme explosives concentration.  Go right off this
starting block to a stack of blocks.  Jump it and go right to see a
Bullet Bill Blaster and bricks.  If you can, bust a hole in these
bricks and walk along the top.  The only "desirable" brick to hit is
three block widths away from the blaster - a power-up.  Make sure to
avoid the Mugger Micro-Goombas, while you're at it.

One way or another, you'll go right past the blaster to meet a new
enemy, the Bob-omb.  Introduced in Super Mario Bros. 2 (USA), they are
the only enemy from that game to appear in this game.  Anyways, they
walk around and will explode eventually if given enough time.  If you
jump on them, you can pick them up and throw them.  But, they will
explode shortly after being stomped.  In any case, go right to the
upper route, which is much easier.

Now drop right at the end.  Go right to some Jump Blocks surrounded by
Grab Blocks.  Grab your way into the caged-off area so that you can hit
the middle block, which is a power-up.  Now go right to a Koopa
Paratroopa that you must lift blocks to reach.  After de-winging and
de-shelling it, go right to a pipe.  Remove the blocks around it to go...
underwater, of course!

Swim right past Cheep-Cheeps to reach a pipe.  Yes, take it!  Thank
goodness that was short.  Surfaced, let's go right to take the card
from the slot.

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

Take the pipe near 3-9 to reach the castle, which has a lovely
waterfront view on its own private island.  The poor king of Water Land
has been transformed into a turtle, ironically (he's been transformed
into a Dino Rhino, the large fire-breathing dinosaurs from Chocolate
Island in Super Mario World, in the remakes).

Upon boarding an appropriately blue bow, the quest for the Magic Wand
begins.  Jump right over the wooden cylinder to reach three Rocky
Wrenches who will reappear after being stomped.  Avoid their wrenches,
which slope upward as the screen does so, and avoid the Bullet Bills of
the blaster to the right.  Now go right to rising cylinders while
avoiding cannonballs.  Be sure to drop below the cannons when you can
(lest you be crushed as the screen scrolls right), and then go right to
jump by the Bullet Bill Blaster.  Jump left to hit the ? Block for a
power-up.  Now jump right, hopefully onto the safer upper level.  Walk
along, avoiding all forms of projectiles, and jump over the B. B.
Blasters releasing flames below.  Now, afterward, jump right over the
cylinder to three Rocky Wrenches.  Defeat them as they appear and jump
right to a pipe.  Take it down to the boss.

Boss: Wendy O. Koopa

|                  |         Bowser's only daughter, Wendy is still way
|                  |         tougher than either Larry or Morton.  She
|                  |         starts the battle by casting a ring-shaped
|                  |         blast that will ricochet about the room.
|__________________|         Don't just watch out for her, but for her
                            attack; it can hurt you.  Other than that,

though, Wendy is a pushover.  She jumps around the room to attack, and
is beaten with three stomps on the head.  Luckily, the room is large
enough that her bouncing attacks do hardly anything; most of the time
they're too far up to matter.  So, jump on her head when the coast is
clear.  After a leap to the other side of the room, she adds another
blast, which either looks like a bracelet or a lifeguard's inner tube
(because this is Water Land) to the mix.  Stomp her again and a third
blast is added, but only one more jump is needed.  All spells dissipate
and she flees the ship, leaving a Magic Wand behind.  Alternately, you
can give her ten fireballs to chew on, which is a superior method; she
will only cast one ring.  Either way you choose to do it, it must be
done.  Note that we have now seen three different shell colors - green,
gray, and pink, respectively.  Anyways, take the Magic Wand that she
drops and return it to the Mushroom King of this land.  After saying
exactly what the Grass and Desert Land kings say, you get a letter from
Toadstool.

"Greetings,

The White Block contains magic powers that will enable you to defeat
your enemies.  I have enclosed a jewel that helps protect you.

                                                    Princess
                                                      Toadstool."

=======================================================================
===============================World 4*================================
=======================================================================

Giant Land is quite an interesting place.  It's my personal favorite
world, because everything, including enemies, is HUGE!  Yes, it makes
for a very cool playing experience.  Fortunately, though, the map isn't
quite as big as Water Land.  So, let's get started.

+---------------------------------------------+
|                   MAP KEY                   |
+---------------------------------------------+
|# = Action Scene Panel (Level)               |
|[ = Pipe 1                                   |
|] = Pipe Linking w/ Pipe 1                   |
|( = Pipe 2                                   |
|) = Pipe Linking w/ Pipe 2                   |
|C = Castle                                   |
|F = Fortress                                 |
|H = Hammer Brothers Relative Location        |
|L = Locked Door                              |
|o = Circular Space                           |
|P = Spade Panel                              |
|R = Breakable Rock                           |
|S = Start Panel                              |
|T = Toad's House                             |
+---------------------------------------------+

                        World 4 - Giant Land

              --S-[        T--6--o--o  (L-F--H--3--o--2
                |             |     |     |        |  |
                o       C--oL-H--F  H--o  o--P     T  o
                |             |     |  |  |           |
                )          P--5--o--o  o--4     TR-]--1
                                         |
                                         T

-----------------------------------------------------------------------
--------------------------------Bonuses--------------------------------
-----------------------------------------------------------------------

Toad's House 1: Pre-Selected
Contents      : Tanooki Suit

Toad's House 2: Random (3)
Contents      : Mushroom, Fire Flower, Super Leaf

Toad's House 3: Random (3)
Contents      : Mushroom, Fire Flower, Super Leaf

Toad's House 4: Random (3)
Contents      : Fire Flower, Super Leaf, Tanooki Suit

Spade Panel 1

Spade Panel 2

Hammer Brother 1: Jugem's Cloud

Hammer Brother 2: Starman

Hammer Brother 3: Magic Wing

-----------------------------------------------------------------------
------------------------------Walkthrough------------------------------
-----------------------------------------------------------------------

                         +-----------------+
                         |    Level 4-1    |
                         +-----------------+

Take the pipe right of the Start Panel to enter this level.  Also, note
that you can reach the Spade Panel by the pipe only if you have a spare
Hammer from either World 2 or World 3.  Now, you might not get the
theme of this world just by looking at the map.  You'd guess something
like "Island Land" or "Rock Land," but neither of those come close.
Upon starting the level, it becomes clear.  This is Giant Land, and
everything but you is larger than life.

Go forward to see two Piranhacus Giganticuses.  Jump onto their pipes
when they are down to reach a ? Block.  Hit it for a coin and then go
right to a Koopa Troopa.  Even though they have their own name (Green
Gargantuan Koopa Troopa), I will just call them "Koopa Troopa" for
convenience.  Well, kick the shell of your big buddy right to bust a
brick and make a space for you to hit the ? Block for a power-up.  Also,
notice a Giant Goomba to the left.  Same as normal, just bigger.  Now
jump right to a pipe.

A Koopa Paratroopa is bounding forth.  With its gigantic frame, it can
barely move let alone fly.  Defeat it if you'd like and jump into the
water.  Swim through it to reach a Giant Goomba and another Koopa
Paratroopa.  Defeat them both, hitting the blocks for coins and a
power-up (from the ? Block).  Then go right through an opening to an
enormous pipe.  Jump from it to the cloud to the right.  Defeat the
Koopa Troopa on the next cloud over, too.  Then head right past a few
more to a pipe.  Avoid the fire of a noticeably small Venus Fire Trap,
and then enter the pipe before your gargantuan friend can get in the
way.

Run right to the black border.  Take the card to end this level.  Gone
but not forgotten...


                         +-----------------+
                         |    Level 4-2    |
                         +-----------------+

This level could yield a special prize if only you collect at least 22
coins in it.  For more details on this, see "White Toad's Houses" in
Section 3.

Curses...  It's a 3-3 style water level.  Jump right onto the large pipe.
You should know that you can jump on the Cheep-Cheep if you'd like to.
Now steal the pipe from the Koopa Troopa ahead and use its shell to
defeat the Cheep-Cheep and other "Red Giant Koopa Troopa."  Then jump
to the pipe of the Piranhacus Giganticus when it is down, and to the
next pipe after that.  Take the Grab Block on the edge and launch it
into the ? Block to the right, releasing a power-up.  Now jump onto the
cloud and wait for the land to rise.

Jump right past another Venus Fire Trap to reach a P Switch at the
bottom of a high stack of blocks.  Hit it, collect some coins, and hit
the ? Block to the right.  It's a Starman!  Yipee (*clicks heels twice
as jumps*)!  Run right with it, plowing through those sorry bums they
call enemies, and you'll reach a pipe (be sure to collect coins along
the way, though).  Take it to the black border, which just so happens
to contain the card.  Fancy that.

                         +-----------------+
                         |    Level 4-3    |
                         +-----------------+

Go to the Toad's House before entering, just to be safe.  Go right to
find... a Sledge Brother.  Picture normal Hammer Brothers only green,
tubbier, and having the ability to cause stunning quakes each time they
jump.  If you can't get by here, a Starman will help you greatly.
Otherwise, you need to get by two of these titans to reach a pipe.  I
suggest jumping on them after they throw their hammers, but it's up to
you.  That's where the level really begins.

Now that we're underground, let's walk on over to the right.  Three
Buzzy Beetles are here to give you trouble, and one comes from the
ceiling for a surprise attack.  Lucky for you, one shell driven into
their ugly faces can beat them all in one swift shot.  From there, jump
right to a few coin blocks guarded fiercely by a Buzzy Beetle.  Defeat
the wimp, hit the blocks, and then bounce off a Koopa Paratroopa (bite
size) to the right for some coins.  You'll land below a Buzzy Beetle on
the roof, but it's easily avoided.

Jump right to a lone ? Block.  Hit it while facing right and you'll get
a power-up.  Then jump right to a tunnel, where a Spiny will attack you
from the roof.  A Buzzy Beetle from the ground will also assail you.
Just avoid them.  Jump right to another tunnel, complete with Spiny on
the ceiling.  Now jump right to a new tunnel.  Hit the blocks above for
a 1UP Mushroom that will go right.  In the meantime, avoid enemies to
the right while you hurry to catch the mushroom in time.  Once you have
it, jump right to a small set of platforms.

At the end, take a pipe up to a black border.  Run right to find the
card.  What a day!

                     +-------------------------+
                     |    Hammer Brother #1    |
                     +-------------------------+

As you well know, Hammer Brothers aren't your run-of-the-mill
pipsqueaks here in Giant Land.  They are massive Sledge Brothers, whose
jumps rock the earth and whose tremors paralyze you in place.  They
also throw hammers.  My suggestions?  Well, this one is a loner, making
him pretty easy to beat.  He'll stand there and throw one hammer.  Run
up to him under the hammer and jump on him.  Mission accomplished!
Alternately, use a Starman or a Fire Flower.  But if it does jump, jump
as well.  That way, you won't be stunned by its landing.  The reward
for beating this guy is a Jugem's Cloud.  Nice.

                    +---------------------------+
                    |    World 4 Fortress #1    |
                    +---------------------------+

Go right up some stairs.  See those candles?  The flames?  They are
"Hot Foots," annoying flame enemies.  They chase you as soon as you
pass.  As for the Thwomp, it moves horizontally.  Lucky for you, Mario
drops faster than it can.  Go right now to trigger a Hot Foot and a
Thwomp.  As the Thwomp glides back into place, jump to the top of the
block stack.  Now go right to five pipes.  There are two options now,
but I'll guide you to the easiest.

Take the third pipe from either side down to an "underground" section.
Follow a Dry Bones to the right and stomp it when a second appears.
Stomp it, too, and go right to four ? Blocks with a Boo in the distance.
Hit these blocks for a power-up, and then go right to the wall, turning
to face the Boo as you do so.  Jump three spaces away from the wall to
hit an invisible block.  Jump one space to the right to hit another one.
Use these to reach the ground to the right, on which you should quickly
enter a pipe.  Go right to reach... him.

Mini-Boss: Boom-Boom

This is your basic mini-boss fight, no wings attached.  The only
hindrance is a badly placed platform in the air, but it's nothing,
really.  Lure Boom-Boom to the sides of the platform and jump on him.
He increases speed and comes at you again.  Two more stomps and one
more increase-speed cycle and the Magic Ball is yours!  Use it to
destroy the Locked Door on the map.

                         +-----------------+
                         |    Level 4-4    |
                         +-----------------+

Go to the Spade Panel while you're here and the Toad's House afterward.
Anyways, drat.  This is one of those terrible water levels where
everything's huge.  Lakitu starts above you, chucking his Spinies.
Jump on him to defeat him and stop the Spiny storm.  Now, go right to
a ? Block.  Hit it for a power-up, and then return to the block.

Stand on the left edge of it, press A, and then hold left to swim off
of it.  You'll be sinking so quickly that you will pass through the
current of a pipe, taking you to a pipe you can go up into.  First, go
into the compartment to the right and hit the block for a P Switch.
Hit it and collect the silver coins like crazy!  Then swim right and
hit the block that makes the floor of the other compartment complete.
Out comes a P Switch.  Collect the others coins beforehand and then use
the switch.  Collect gold coins like crazy!  Then go right to a pipe.
Take it.

Rise up to the surface.  Lakitu is back, and you want to stomp him.
Defeat him every time he returns and continue right across the top of
the water to a pipe.  Take it out of here.  Go right to take the card.

                     +-------------------------+
                     |    Hammer Brother #2    |
                     +-------------------------+

A repeat of the last enemy, Hammer Brother # 2 is a lone Sledge Brother
with a bad attitude.  Run forward under its arc of hammers.  It will
throw one hammer, giving you an opportunity to jump on it.  If Sledge
Brother-bopping isn't your cup of tea, then use a Starman or a Fire
Flower.  Both provide easy ways to defeat one.  Just don't waste
invincibility time being stunned.  The reward this time is a Starman.

                         +-----------------+
                         |    Level 4-5    |
                         +-----------------+

Jump right to a stack of blocks, avoiding or defeating a Koopa Troopa
and a Koopa Paratroopa of the large variety as you go.  At the bottom
of this pyramid stack, jump on the turtle here and knock its shell into
the block to the left.  If you hit the ? Block now, you will get a
power-up.

Jump right over a Piranhacus Giganticus's pipe to reach Bullet Bill
Blasters.  These are especially tricky because they also fire Missile
Bills.  They are "homing" in a way, because they turn around to make a
second round before they go off-screen.  Hit the central ? Block for a
power-up on the Fire Flower side of things, but then get onto the ?
Blocks' tops.  Use them to avoid the blasters until you reach a
Piranhacus Giganticus.

Jump from it to the block to the Piranha Plant, and then get atop the
blaster to the right.  Jump from it to hit the block above to make a
vine start to grow.  Jump to the blaster to the right and then jump to
the vine to the left.  Take it up to a pipe.  Inside this room, hit
the ? Block for a Tanooki Suit!

I will explain the full uses of this later, but treat it as a Super
Leaf for now.  Hit the P Switch you uncover from another block to get
some coins.  Then take the pipe out and hover down (press A repeatedly
to hover) through a plethora of coins.  At the end, you'll take a pipe
to the black border.  The card is just steps away...

                         +-----------------+
                         |    Level 4-6    |
                         +-----------------+

An interesting level to say the least.  Go forward to find a Koopa
Paratroopa bounding down the path.  Clip its wings and get it in its
shell.  Lift the latter and toss it into the cage to the right to
create an opening (or, if you're Super Mario or better, jump into the
blocks to create an easier entrance).  Inside, hit the rightmost block
on the upper level you can hit for a 1UP Mushroom (be sure to be facing
right when you do so).  Take it graciously.

Jump the gap to the right for coins and then jump onto the pipe.  To
the right, defeat a Koopa Troopa, go right to hit a ? Block for a
power-up, return left, and enter the door after crushing two Giant
Goombas.

The door leads to... normal-size stuff!  Go right past two Goombas and
jump the gap to hit a ? Block for a coin.  Continue right and bump into
the second block up to let loose a Starman.  Get onto the blocks and
run right to take it.  Run right, plowing through enemies (note that
the third space over from the second Piranha Plant you'll see ahead
contains a 1UP Mushroom in an invisible block), until you see a door in
a block above you.

Take it to Giant Land again.  Go right past a Koopa Paratroopa and a
Piranhacus Giganticus to reach Koopa Troopas on two blocks.  Hit the
left two blocks for coins, and then jump right onto the shell of a
Koopa Paratroopa.  Afterward, go right to the black border.  Just watch
out for a Koopa Paratroopa along the way.

                     +-------------------------+
                     |    Hammer Brother #3    |
                     +-------------------------+

It's just your usual Sledge Brother.  You know the strategies!  Use a
Fire Flower or a Starman if you're really bad, but a simple jump to the
head will do after they throw a hammer.  Your reward for beating this
enemy is a Magic Wing.

                    +---------------------------+
                    |    World 4 Fortress #2    |
                    +---------------------------+

Be sure to clear the Spade Panel and Toad's House by Level 4-5 and 4-6,
respectively, before coming here.  This level must be beaten to create
a bridge to the castle.  Fortunately for us, it isn't that hard.

Take the stairs to a pool of lava.  Jump right onto the falling
platform and jump repeatedly to keep it up.  Jump right to another one
and then right to a third.  Hit the ? Block, grab the power-up, and
defeat the Dry Bones if you have vendetta against skeletal Koopa
Troopas.  Now jump right to another platform and then to another.
Immediately bounce off of the Dry Bones to reach the next platform; it
is impossible to jump to it naturally.  Then jump right a few more
times to reach a hallway with stable floors.

Go right, defeating Dry Bones as you go, until you see a block.  You
can reach it by bouncing off of a Dry Bones.  Hit it to make a gray P
Switch appear.  Coins form in a rectangular shape around what would
make a doorway...  Press Up there if you want to take this route, which
is long but rewarding.  If you want to cut to the chase, take Route 2,
outlined below.

ROUTE 1: Jump on the ! Platform to the left to be lifted up to a row of
wooden blocks.  Jump on another ! Platform if you want.  When you jump,
you change its direction depending on which way you're facing.  Or, you
could just jump to the Piranha Plant's pipe and take another ! Platform
up.  Take the right pipe when you emerge to reach a power-up ? Block of
the Fire Flower sort.  Then take the pipe to the right of it.  When you
emerge, take the pipe to your right to an ! Platform.  Guide it up,
then left (jump while facing left to make it start going in that
direction), then up so that you go through the opening away from the
Piranha Plant, then right, then up through the opening, and then jump
to the pipe.  Take it already!

ROUTE 1 (Continued): You fall to a room with a few coins in it.  Take
them and then jump to the pipe.  Do not take it, though.  Instead,
stand on the edge and jump upward to hit a block for a coin.  From it,
jump left to hit another block.  From the new block, jump left to hit a
block for a 1UP Mushroom.  Now take the pipe.

ROUTE 1 (Continued): Hit the large ? Block for three separate 1UP
Mushrooms.  SCORE!!!  But wait, there's more!  If you are Raccoon Mario,
stand on the right side of the room, run left, and take off flying
against the left wall.  You'll break through to a room containing 30
coins.  When you're done collecting or if you didn't go, take the right
pipe at the bottom afterward.

ROUTE 1 (Continued): You emerge in a hallway.  Defeat three Dry Bones
and run past a Roto-Disc to reach the mini-boss.

ROUTE 2: Jump on the block to the hallway, going past Roto-Discs and a
few Dry Bones to reach the mini-boss afterward.  I suggest that you let
Dry Bones come to you before running past Roto-Discs; Dry Bones can
complicate matters.

Mini-Boss: Boom-Boom

A few blocks scattered around the room obstruct your jumping space, but
it's no big deal.  Stand on a block, fall on Boom-Boom.  Lather, rinse,
repeat.  Three hits on the increasingly quick turtle will give you the
Magic Ball, thus creating a bridge to the castle.

                     +-------------------------+
                     |    Tanooki Suit Uses    |
                     +-------------------------+

You've likely already gotten one of these from either 4-5 or Toad's
Houses, but I should explain them now.  Tanookis are mythical creatures
in Japanese mythology - raccoons that can transform into statues.  In
this form, Tanooki Mario has all the abilities of Raccoon Mario and
more.  First, if Tanooki Mario is hit (this applies to all suited Mario
transformations), he reverts to whatever form he was in when he donned
the suit.  Furthermore, if you press Down and B at the same time, Mario
becomes a statue for about five seconds.  In this form, enemies cannot
detect you and you can drop on enemies forcefully.  This is called a
"statue stomp."  Use the suits when you feel it necessary.  It's really
quite nice.

                    +----------------------------+
                    |    Iggy Koopa's Airship    |
                    +----------------------------+

The king has been transformed into a dinosaur.  In remakes, he's Donkey
Kong Jr., Mario's nemesis from the game of the same name back in
arcades.  Either way, we need to turn him back into his good old self
with the Magic Wand, which means we need to face Iggy Koopa in combat
on board his airship.

Jump right when the screen expands onto a Flame Thrower.  Stay there
until you see three coins that you can grab.  Now drop down to the
floor and collect the coins there.  Now, to the right are more Flame
Throwers to avoid, but it's quite simple.  When the flames are down,
jump over them.  Continue along this path, avoiding Flame Throwers,
until you see a Rocky Wrench above.  When the screen expands, you
should be able to jump onto the upper deck and hit a ? Block for a
power-up.  Then jump onto the Flame Thrower to the right.  Stay on it
until the screen expands enough that you can leap right onto a wooden
platform.  Stay there until you can step down to a wooden platform to
the lower-right, and then jump right past another Flame Thrower.  Walk
up these "stairs," wary of Flame Throwers all the way through, to reach
the pipe that leads to the shipmaster.

Boss: Iggy Koopa

|                  |         Iggy is a blue-shelled Koopa with what
|                  |         would appear to be a bad comb-over.  He's
|__      ___       |         the middle child (if you don't count the
|  |___ |   |_     |         eighth Koopaling, Bowser Jr., who debuted
|  |   ||   | |____|         in Super Mario Sunshine many years later).
                            His fighting style is in no way unique.

He basically copied Larry and Morton, but he's mixed things up a bit.
First, he has the bumpiest arena yet, and he can fire two sets of magic
rings at you in succession.  But, stomping him should not be
problematic.  After each bonk on the head, his jumps' height increases.
Still, he is fairly easy.  Three hits or ten fireballs will make him
flee, dropping the Magic Wand in his flight.  Take it.  Mario will drop
through the floor and reach the castle.  The king is restored back to
his normal, rather odd-looking self, and he gives you a letter from
Princess Toadstool.

"Greetings,

The thief who stole the Whistle has escaped to the east side of the
Sand Dunes.  I have enclosed a jewel that helps protect you.

                                                    Princess
                                                      Toadstool."

Actually, she's giving us a hint for World 2.  We're past it.
Coincidentally, she gave us a tip for World 5 when we were in World 2.
Anyways, she gives us a Magic Wing to help us survive the upcoming
world.  It'll be quite useful if you think about what the next world
represents...

=======================================================================
===============================World 5*================================
=======================================================================

At first, this seems to be a pretty short world.  You might not even
understand what its theme is at first.  But Sky Land is much more
expansive than you'd think.  The map might even give some of it away.

+---------------------------------------------+
|                   MAP KEY                   |
+---------------------------------------------+
|# = Action Scene Panel (Level)               |
|[ = Pipe 1                                   |
|] = Pipe Linking w/ Pipe 1                   |
|C = Castle                                   |
|F = Fortress                                 |
|H = Hammer Brothers Relative Location        |
|L = Locked Door                              |
|o = Circular Space                           |
|P = Spade Panel                              |
|S = Start Panel                              |
|T = Toad's House                             |
|W = Tower & Tower's Pipe (Level)             |
+---------------------------------------------+

                          Ground Portion

                           o--2--T  3--H
                           |  |     |  |
                           1  [  ]--o  o--W
                           |     |     |
                           o-LF--o  o--H
                           |  |     |
                         --S  o--P--o

                         World 5 - Sky Land

                                          T
                                          |
                                 W     o--5
                                 |     |  |
                              oL-o--4--o  P
                              |           |
                           P--o--F--o--7--o
                                 |  |     |
                        C--o--9--8  H--T--6

                         The Sky Sector

-----------------------------------------------------------------------
--------------------------------Bonuses--------------------------------
-----------------------------------------------------------------------

Toad's House 1: Pre-Selected
Contents      : Tanooki Suit

Toad's House 2: Random (3)
Contents      : Fire Flower, Super Leaf, Tanooki Suit

Toad's House 3: Random (3)
Contents      : Mushroom, Fire Flower, Super Leaf

Spade Panel 1

Spade Panel 2

Spade Panel 3

Hammer Brother 1: Starman

Hammer Brother 2: Magic Wing

Hammer Brother 3: Music Box

-----------------------------------------------------------------------
------------------------------Walkthrough------------------------------
-----------------------------------------------------------------------

                         +-----------------+
                         |    Level 5-1    |
                         +-----------------+

Coming at you is a strange version of the Buzzy Beetle called a Buster
Beetle.  All you have to do to defeat it is hop on it.  But, they are
dangerous in the respect that they can throw blocks at you if any
present themselves.  Now go right after that to hit a block for a
power-up (if it's a Mushroom, take it quickly before it slides right to
a Chain Chomp).

TRICK: If you are Raccoon Mario, this shortcut will aid you greatly.
If you clear all the bricks with a tail whip, stand as right as you can
without falling victim to the Chain Chomp, run left, hopping over the
block, and then taking off into flight, fly over the wooden block.
You'll enter a pipe.  Take the next pipe to the right outside, where
you can bust the blocks here for four 1UP Mushrooms in total.  Nice!
Return inside the pipe room and fly up, but duck before you jump, so
that you can fly into the area above and be sucked into the wall.  Now
a treasure chest is at your feet, and it contains a Music Box.  What a
way to finish a level, right?

Now we must trek up a series of platforms with Chain Chomps.  The
second is guarding a ? Block that can be used to get a Super Leaf (to
get it, bait it forward and then run right.  Exit this compartment
through the breakable block above).  If so, return to the start of the
level and do the trick there.

Continue right, jumping over a Chain Chomp, to reach a stairway.
Defeat a Buster Beetle as it climbs down the stairs, and then you'll
see white plants called Nippers.  When you jump over them, they jump up
to try to nip you.  Hit the ? Block above you for a coin, and then jump
right over the plant, collecting three coins as you go.  Then jump over
two more Nippers to reach a series of ? Blocks.  Hit the third one from
the left for a... Starman!

As Invincible Mario, run right, flipping through the air and trouncing
the enemies.  Nippers will be destroyed, Buster Beetles will be run
over, and you will reach the border.  Jump to the card over a Nipper
for a level completed.

                         +-----------------+
                         |    Level 5-2    |
                         +-----------------+

We appear to be on some sort of white material - snow, perhaps.  In any
event, take the pipe down to the underground.  You fall right down to a
Jump Block.  Now, there are two possible paths to take from here.

ROUTE 1: Bounce to the next Jump Block to the right to knock a power-up
loose.  Fall down to get it.  As you fall, you'll pass through a series
of coins and land in water.  Take the middle pipe here to advance.

ROUTE 1 (Continued): You fall down into a pool of water that is home to
a Cheep-Cheep.  Get out to the right and dodge block thrown by the
Buster Beetle to the right.  Now go right past two Piranha Plants, one
of which can be killed by using the Grab Block, and you'll reach a
slope.  Don't slide down it, though.  Walk down to find a Buster Beetle
positioned to pelt you with a block.  Stomp it once it has fired, and
then go right to Piranha Plants.

ROUTE 1 (Continued): Pass them as well as a Venus Fire Trap to find
another deadly Buster Beetle by three coin block.  If you stand in
place, it will not hit you, though, assuming you stand right by the
blocks.  Defeat it afterward and move on to a Grab Block.  If you can
throw a block at the lower one before it throws one at you, you will
defeat it first.  Now defeat more Buster Beetles in between Piranha
Plants to reach a pipe.  Take it up and go right to take the card from
the black border.

ROUTE 2: You'll fall onto a Jump Block.  Bounce right onto another one
and then right onto a brick block.  Climb up these blocks, but be sure
to stop when you see a platform that's longer than the others; two
Koopa Troopas will drop onto it.  Then take a pipe up to the outside.
Slide on the slope here through two Goombas and jump at the end to
another slope.

ROUTE 2 (Continued): You'll come to a pipe; take it.  You'll come to a
large room with giant ? Block in the middle of it.  Hit the leftmost
block for a power-up in case you aren't Super Mario or better and bust
the blocks to reach the ? Block, which contains three 1UP Mushrooms.
Now take a pipe out of here.  Hit the blocks for coins to the right
(the one on the ground also holds a coin.  Get it by knocking the shell
of the Koopa Troopa into it).  Now take the pipe to the right.  When
you emerge, move beyond the hills to the black border where there card
is in wait.

                         +-----------------+
                         |    Level 5-3    |
                         +-----------------+

Be sure to visit the Toad's House before this for a guaranteed Tanooki
Suit.  Now, this level is one of the best in the game.  It features the
almighty and unstoppable Kuribo's Shoe, what is undoubtedly the best
power-up in the game.  It is unfortunate, though, that Kuribo's Shoe is
limited to this level alone.  In case you were wondering, "Kuribo" is
Japanese for "Goomba."

Take the pipe down to appear in the level.  For a twist on things, this
level expands to the left.  Genius!  Jump left to hit a ? Block when
the Spiny is away for a power-up.  Jump to the pipe with the Venus Fire
Trap in it and you'll find a Kuribo's Goomba, a jumping Goomba in a
green shoe.  Wait for it to get on a block and then hit the block,
knocking the Goomba out.  Now jump into the shoe to become Kuribo's
Mario.  Only Invincible Mario could put a dent in this form.

Hop left across a field of Spinies and jump some pipes to reach more
enemies you can bounce on and defeat, including a Bob-omb.  You'll come
to a field of Munchers, invulnerable plants related to the Nipper.  But,
you can hop across them as Kuribo's Mario, hitting the blocks above for
a 1UP Mushroom and coins as you go.  Now hop across the tops of Piranha
Plants to reach a pipe to the left.

We're headed right now.  Jump along the enemies, collecting coins and
defeating enemies (there's a Kuribo's Goomba along the way can use to
renew your status as Kuribo's Mario if you lost it).  Now jump right
over Munchers, collecting coins, getting a power-up from a ? Block,
until you come to one of the only enemies that can threaten you - a
Venus Fire Trap.  Dodge its fireballs, wait for it to retreat, and jump
onto the pipe.  Now you can peacefully continue right, defeating all
enemies and collecting all coins, to reach a pipe.  Take it to reach
the black border and the card.  Unfortunately, you cannot stay as
Kuribo's Mario, even if you did keep it until the end.  This is a sad
day indeed...

                    +---------------------------+
                    |    World 5 Fortress #1    |
                    +---------------------------+

Although it's an unnecessary level, you could've chosen to play it
instead of 5-3, which would be stupid because you wouldn't experience
Kuribo's Mario, but that's up to you.  Be sure to play the game on the
Spade Panel before you come here, by the way.

Go forward to quite the obstacle - a Podoboo jumping upward while a
Roto-Disc orbits around an orb over the lava.  When the Roto-Disc is to
the right and the Podoboo is down, jump across the lava pool, but stop
yourself lest you skid under a Thwomp.  If you are Super Mario or
better, you can bust the bricks here, leaving the second from the left
intact to use as a steppingstone, and jump up to a Super Leaf.  Either
way, go right to a staircase with two Roto-Discs on it (really quite
easy, though).

Stop at the end due to a hidden Thwomp ahead.  Hit the left block by
the Thwomp for a power-up.  Now go right past dual Roto-Discs.  Good
ducking skills can save you here.  Now go right to an opening with a
Boo in it.  Run against the right wall and face left.  When the Roto-
Disc comes around, jump to avoid it.  When the Thwomp is rising, jump
onto the orb of the Roto-Disc and duck there if you're big.  Wait for
the timing to be right and pass right through a mess of Thwomp and
Roto-Disc to reach another wall.  Stand against it and wait for the
Thwomp to start rising.  If the Roto-Disc isn't in the way, jumping
under it to see a pool of lava.

Leap across it to a bunch of blocks.  See the Thwomp ahead?  Hop onto
the platform beneath it and then quickly jump right away from it,
deftly avoiding its fall.  You'll come to a door that you can take to
find the dungeon master, so to speak.

Mini-Boss: Boom-Boom

It's just like your first fight with him.  Nothing in the air, no wings
to be unleashed, and speed increases after every hit but the last.
Jump on him three times, take the Magic Ball, and bust out a cool catch
phrase, preferably a pun, that relates to the situation.  All that
beating Boom-Boom did was create a bridge that can be a shortcut past
5-1 and 5-2, but it isn't that good, really.  Right now, there's
nowhere to go but up.  Shall we?

                     +-------------------------+
                     |    Hammer Brother #1    |
                     +-------------------------+

We're back to normal Hammer Brothers again.  Run forward under the arc
of their hammers and jump to hit the block they're on to knock them off,
thus beating them.  Wait for the upper Hammer Brother to jump down to
the lower level, and then beat him like the other.  If you can't beat
them with your natural jumping prowess for some reason, use a Fire
Flower or a Starman before coming here.  It should make life easier.
The treasure they were guarding was a Starman.  You'll have to squeeze
it into your item bar, am I right?

                     +-------------------------+
                     |    Hammer Brother #2    |
                     +-------------------------+

This time, a Magic Wing is at stake.  The fight is just like the last.
Run forward, jumping into the bottom of the block the first Hammer
Brother is standing on, and then wait for the second to lower himself
to the lower block row, and then hit its block to defeat it.
Alternately, beat them from a distance with fireballs as Fire Mario or
use a Starman to pummel them as Invincible Mario.  In whatever way you
defeat them, you'll win a Magic Wing for yourself afterwards.

                    +-------------------------+
                    |    The Winding Tower    |
                    +-------------------------+

Well, the dead-end path leads here.  Let's scale the tower!  This
basically is a fortress, only way easier.  Go forward and avoid a Roto-
Disc series, hitting a ? Block for a power-up along the way, to reach a
pipe up to the next level.

Just go left past two Thwomps.  It's as simple as that.  Then take a
pipe up.

We are now outside.  Jump right, wary of a jumping block from World 2,
and wag your tail (if you are Raccoon Mario) against the central block
on the turret to the right of the starting one for a 1UP Mushroom.  Now
jump right to a wall.  If you're Raccoon Mario, wag your tail against
the side blocks for coins.  Then take the pipe up.

Ahead, avoid a Thwomp and a Roto-Disc (ooh, fancy) to reach a pipe past
a spike bed.  Do you really need me to help on this level?  Take the
pipe up to the left.

Jump right and hit the blocks for coins.  Then hit the brick block to
make a blue vine grow.  Interesting...  Climb it up to two clouds.  Then
take the pipe there up.  Level complete!  Welcome to the real Sky Land!

                         +-----------------+
                         |    Level 5-4    |
                         +-----------------+

Go right and hit the ? Block for a power-up.  Note that you can fly
over this level completely (it is rather self-explanatory; fly off from
the first cloud.  Land.  Fly), but I'll assume you don't.

Jump into the spinning platform to be flung right onto another platform
(alternately, stand on the ? Block and jump clear over the platform).
Repeat this to the right (or just jump over the spinning platform) to
reach a somewhat tricky part.

Jump onto the platform ahead.  It will tilt depending on where you
stand.  Jump repeatedly and make sure to leap right onto the spinning
platform as it is spinning so that you land when it is still.  Jump
right again and then land on a cloud.

Stand back, run forward, and jump right over the spinning platform to
three wooden blocks.  Now jump over these blocks, which create a
waterfall for some reason (so this is how it rains...), and you'll reach
more spinning platforms.  Jump onto the first, jump to the second as it
spins to land when it is still, jump to the third, and then jump to the
fourth like you did the second.  Now just jump to the cloud and in the
pipe you go.

Here, a Lakitu above is throwing down Spinies to stop you at the black
border.  Let it throw down four and then take the card.  All enemies
turn into coins, earning you 15000 points and a 1UP.  Pretty nifty, eh?

                         +-----------------+
                         |    Level 5-5    |
                         +-----------------+

Collecting coins in this level might earn you a special prize...  Try
getting at least 28 coins to make it happen.  See "White Toad's Houses"
for details on this.

The ground is made of falling platforms.  Quite simple, really.  Go
forward, defeating two Koopa Paratroopas, jumping all the way, to find
a Para-Goomba dropping Mugger Micro-Goombas.  Defeat the former as soon
as possible.

Now, go back and take the shell of a Koopa Paratroopa.  Go right to the
stack of three wooden blocks and stand on it.  Now release the shell.
It will hit the block, earning you a power-up, and then bust the bricks
here.  Take the second pipe to fall through several coins and find a
large ? Block.  Hit it for a Tanooki Suit!  Now take the pipe out of
here.

You'll land with a Fire Chomp coming at you from the left.  It shoots
several fireballs at you and then self-destructs.  To defeat it, just
stomp on its head (the large black ball).  Now break through the blocks
here and hit the leftmost brick block for a coin.  If you were hit,
there are two power-ups in the area - the right block and the wooden
blocks to the lower-right that can be bumped into you.  Both provide
you with either a Mushroom or a Super Leaf.  But, don't take them
unless you were hit, or you'll lose your status as Tanooki Mario.

Note: If you go left, you can earn more coins.  Jump past a Para-Goomba
and a Piranha Plant to reach a series of coins over falling platforms.
Collect them all, position yourself on the leftmost block, and let it
fall.  Jump off once you've taken the coin from below.  Now repeat the
process until you've gotten all the coins.  Afterward, go right back to
where you exited the pipe.

Now go right past more falling platforms and enemies to reach the black
border that marks the end of the level.  Neat-o!

                         +-----------------+
                         |    Level 5-6    |
                         +-----------------+

Be sure to visit the Spade Panel and Toad's House before coming here.
This is an... interesting level.  It introduces you to Para-Beetles, red-
shelled Buzzy Beetles with wings.  As the screen scrolls right, they
fly left.  Although certain suits have powers that can defeat them, you
need their help.  Jump onto their backs to cross gaps.

Ahead, it is rather optional.  Jump on the Para-Beetles to reach the
three coins above if you want them.  Then you'll have to jump across
them to cross enormous gaps to reach a ? Block that can be hit for a
power-up that's rather risky to get.  Afterwards, use a Koopa
Paratroopa or Para-Beetles to reach a Jump Block.  Bounce on it to
reach coins above and land on the wooden block to the right.  Repeat
this with the next Jump Block, but this time you'll land on brick
blocks.

If you stand on the lower level and hit the second block from the right
on the upper level, you'll hit a P Switch.  Use it to collect coins and
pass platforms (beware a Fire Chomp) with the greatest of ease.  At the
end, take a pipe to the black border.

Let Lakitu throw four Spinies onto the screen before you take the card.
The four Spinies earn you 1000, 2000, 4000, and 8000 points,
respectively, and Lakitu will give you a 1UP as they are turned into
coins.  A great way to make use of enemies (that's what this level is
all about!).

                         +-----------------+
                         |    Level 5-7    |
                         +-----------------+

You can either beat this level or 5-6, or both if you want points.
Either way, stop at the nearby Toad's House afterward.  Also, this
level is home to an odd area.  If you take the first pipe you reach
down, you'll find an area with a P Switch.  If you hit it, and if you
have used a Magic Wing, you can fly up to collect many coins.  Also,
this level is an "invincible level," meaning that it is possible to
play through it as Invincible Mario completely.  It's a neat trick, and
I will explain which blocks to hit for replacement Starmen, although
it's up to you to go through as quickly as possible.  You must use a
Starman before entering for it to work.

Go forward, defeating a Koopa Troopa, and jump over a few blocks to
reach three ? Blocks.  Hit them for coins, and then go right to find a
wooden block.  Jump into it to defeat the jumping block atop it (it
also gives you a Mushroom or a Fire Flower).  Now go right, jumping up
a series of blocks (jumping included) to reach a Venus Fire Trap
surrounded by coin blocks.

Go right to reach a Lakitu followed by some Bullet Bill Blasters.  Jump
over them and then run right as quickly as possible to outrun Bullet
Bills and Spinies and reach a pipe.  Take it to reach the black border.

A Lakitu is here to hit you.  If you let its Spinies accumulate to four
and then take the card, you'll receive 15000 points and a 1UP to boot.
Hooray for Lakitu!

STARMAN ROUTE: Run forward and hit the ? Block for a Starman.  Ahead,
hit the first ? Block in a set of three for another Starman.  Now go
forward to reach three blocks by a Venus Fire Trap.  Hit the block
above for another Starman, and then zip right as quickly as your little
plumber's feet can take you to reach a pipe at the end of the level.
Now take that card and rejoice!

                     +-------------------------+
                     |    Hammer Brother #3    |
                     +-------------------------+

Aside from a change of scenery (you fight on clouds), there's nothing
special about these twin Hammer Brothers.  Stay put for now as they
throw hammers in arcs.  When they jump so that one is on the upper
layer and one on the lower, run under their hammer fire and jump to hit
the block the lower Hammer Brother is situated on.  He'll be knocked
off and defeated.  Then wait for the other to jump down.  Repeat the
process to win yourself a Music Box.  If only you could sell items...

                    +---------------------------+
                    |    World 5 Fortress #2    |
                    +---------------------------+

Jump right across the lava to a block, and then jump to the pipe.  Take
it down to more lava.

Jump two bridges over, waiting for Podoboos to be down before jumping,
and stop.  The next two bridges have reversed Podoboos; they fly down
from the ceiling to hit you.  Wait for them to start rising to jump
across the gap.  Now stop at the bridge with six ? Blocks on it.  There
are Podoboos on either side of the blocks; tread cautiously.  Hit the
first five blocks for coins, defeating a Dry Bones as you go, and hit
the sixth for a... Starman!

Run, Invincible Mario, run!  After defeating Podoboos and possibly a
Boo, you'll reach two ? Blocks that the power wears off at.  Hit the
blocks for a power-up (face right as you do so), but don't go forward
past the blocks until the reversed Podoboo rises.  Then jump right over
another Podoboo as it drops to reach a bridge laden with Podoboos,
reversed and normal, jumping over and under it.  Also note the presence
of a Boo.  Pass a Podoboo, stop, and face the Boo.  Repeat this until
you can take a pipe up.  Go right to find everyone's favorite...

Mini-Boss: Boom-Boom

He's got a trick up his non-existent sleeves, but it's just as bad as
his health is going to be in a few moments.  Stomp on him.  Upon
recuperating, he grows wings.  You can either jump on him as he rises
up to the ceiling or as he swoops down.  It's really just a difference
in time; both are very easy.  Then he starts to run about like a madman.
Just give him the old one-two-jump and he's out like a light.  Use the
Magic Ball, please.

                         +-----------------+
                         |    Level 5-8    |
                         +-----------------+

Have you visited the Spade Panel yet?  If not, I recommend doing so.
Start by jumping over a gap to the right and hitting the blocks here
for three coins and a power-up.  Jump right three more clouds to reach
another sky-walker (yet another not-so-obscure Star Wars reference),
Lakitu.  With irritating Spinies aplenty, he'll really make life tough.

Jump right across the clouds to reach a ? Block.  Jump to it and give
Lakitu a taste of your shoe from there (jump on him!  Make him swim
with the fishes!  No, wait, Mario isn't that kind of Italian...).  Then
take the power-up from the ? Block.  Everyone wins!  Jump right across
a few more clouds to reach a pipe in peace.  Well, take it.

Lakitu is back!   This time, though, he serves a purpose.  Go right by
the card slot and let the big Spinies fall.  When four of them can call
that screen their home, take the card.  Not only will you get a card
and five coins from the enemies, but you will get 15000 points, a 1UP,
and a brand new car!  Well, maybe not so much the last one...

                         +-----------------+
                         |    Level 5-9    |
                         +-----------------+

The only thing between us and the king's castle...  And it's a side-
scrolling level filled with jumps.  The screen starts scrolling to the
upper-right.  Jump onto or over the Koopa Paratroopa to reach another
cloud, and then jump up a series of wooden planks.  They are pretty
standard until you reach a horizontally moving one.

Jump onto it and then jump left while going up, curving right as soon
as you're out from under the platform to land on it.  In other words,
jump like a backwards D, starting from the bottom.  When you land, take
it up to more planks.  A Fire Chomp assaults you as you rise, and it's
either you or it.  Jump onto it and bounce off of its shiny head to
land on a platform to the right.

Another Fire Chomp can be used shortly afterward to reach the next
platform.  Then it's another horizontal platform and one more vertical
one to reach a pipe over a cloud.  Take this pipe to the end of the
level.

Of course, a Lakitu decided it wanted to mess with us at the end.  Run
right to the card slot and let it throw four Spinies.  Then take the
card.  You'll get 15000 points and a 1UP because they were on the
screen when you beat the level, turning them into coins worth major
points.  Now that's more bang for your card.

                   +---------------------------+
                   |    Roy Koopa's Airship    |
                   +---------------------------+

The king has been transformed into a crown-wearing vulture!  In remakes,
he's an Albatross, the bird enemies from Super Mario Bros. 2.  It's up
to Mario to deliver the Magic Wand to its rightful owner.  And to that,
we'll have to whoop what is the second-toughest Koopaling in the game.

So, Mario boards the airship.  It's a revival of Larry Koopa's ship -
tons of gunpowder.  Go forward to a cannon and a Flame Thrower.  Avoid
both their attacks and keep your eyes peeled for two cannons appearing
in the lower-right corner.  When it's safe, hit the ? Block for a
power-up.  Then just right by a Bullet Bill Blaster to find several
cannons.  Stake it out in a corner, jumping when appropriate, until you
can jump over a wooden cylinder to reach a depression.  Duck there to
avoid a Bullet Bill Blaster, and then move on to reach eight diagonal
cannons (!).  It might be beneficial to you to bounce off a cannonball
above the cannons.  After one last Bullet Bill, take the pipe down to
the boss.

Boss: Roy Koopa

|                  |         This pink-shelled heavyweight is the hard-
|                  |         est Koopa Kid by far so far, resembling
|                  |         Morton Koopa Jr. (only Roy wear a pair of
|   __    ____     |         shades).  Roy's jumps are just like those
|__|  |__|    |____|         of a Sledge Brother; his jumps paralyze
                            you in place with their shockwaves.  But,

aside from that considerable advantage, he's just like his brothers.
He has low jumps, meaning you can jump on him easily as he's coming at
you.  His strategy is to stun you and then shoot his magic attack,
which will end the battle in seconds.  So, when he jumps, you jump.
Either use ten fireballs or use the recommended three jumps to his head.
He does a double-jump each time he is hit; watch out for that.  He
flees when defeated, leaving behind a Magic Wand for you to take.  The
king is restored to his normal, old geezer form, and we get a letter
from Princess Toadstool.

"Greetings,

Be careful in the Ice World.  The creatures trapped in the ice will
come to life if warmed.  I have enclosed a jewel that helps protect you.

                                                    Princess
                                                      Toadstool."

How sweet!  We get a Jugem's Cloud and some good advice as we head off
to my least favorite world, # 6.

=======================================================================
===============================World 6*================================
=======================================================================

Terrible, eerie music on the map, low traction, many levels, THREE
fortresses - Ice Land has got it all.  It's even named after a real
country!  I guess they could've called Grass Land Green Land and Water
Land Fin Land (fins of a fish).  But, back to my ramblings.  Hopefully,
you will dislike this world, thus proving your sanity.  Okay, so maybe
I'm exaggerating a bit, but this is no World 4, let me tell you.  This
is almost as big as Water Land, but Water Land cheats with all of its
boating space.

+---------------------------------------------+
|                   MAP KEY                   |
+---------------------------------------------+
|# = Action Scene Panel (Level)               |
|[ = Pipe 1                                   |
|] = Pipe Linking w/ Pipe 1                   |
|( = Pipe 2                                   |
|) = Pipe Linking w/ Pipe 2                   |
|C = Castle                                   |
|F = Fortress                                 |
|H = Hammer Brothers Relative Location        |
|L = Locked Door                              |
|o = Circular Space                           |
|P = Spade Panel                              |
|R = Breakable Rock                           |
|S = Start Panel                              |
|T = Toad's House                             |
+---------------------------------------------+

                      World 6 - Ice Land

                  T              )--oL-o
                  |                    |
            o--2--o-R]              o--o--o     9--o--o
            |     |                 |     |     |     |
 --S--o--1--P  F--HL-o--(  o--6--o  F--o  8--o--o  F--oL-o--o--o--C
      |     |     |  |     |     |     |        |     |
      [     o--o--3  P--4--o  T  H--HR-o--7     o--o--10
                           |  |  |  |     |
                           o--5--o--o--P--o

-----------------------------------------------------------------------
--------------------------------Bonuses--------------------------------
-----------------------------------------------------------------------

Toad's House 1: Random (3)
Contents      : Mushroom, Fire Flower, Super Leaf

Toad's House 2: Pre-Selected
Contents      : Hammer Brother Suit

Spade Panel 1

Spade Panel 2

Spade Panel 3

Hammer Brother 1: Hammer

Hammer Brother 2: Jugem's Cloud

Hammer Brother 3: Starman

-----------------------------------------------------------------------
------------------------------Walkthrough------------------------------
-----------------------------------------------------------------------

                         +-----------------+
                         |    Level 6-1    |
                         +-----------------+

Already you can get a feel for the slippery terrain in Ice Land.  Go
forward and hit the ? Block for a power-up.  The enemy to the right is
a Ptooie, Piranha Plants that balance spiked balls above their heads.
Jump this one when the ball descends.  To the right is a walking one.
Jump under its spiked ball when it goes sky-high to reach a Piranha
Plant.  Jump onto its pipe and go right to a Venus Fire Trap.
Afterward, go right to two more Ptooies.

Jump through their spiked balls when they rise simultaneously to reach
a ? Block with a coin tucked inside.  Now jump right to a few icy
blocks.  Hit the ? Block above them for a power-up, and then go right
for six coins that are guarded by two Ptooies' spiked balls.

After it is one final Ptooie.  Stand on the lip of its pipe as you wait
for the spiked ball to rise, and then jump between the ball and the
plant.  Now just skid right to the card that ends this level.

                         +-----------------+
                         |    Level 6-2    |
                         +-----------------+

Make sure you stop at the Spade Panel before coming here.  Jump right
from the starting platform to another platform.  As you must've noticed,
this is a side-scrolling level.  When the screen opens enough, jump
right to an ice platform.  Stay there until you can see another
platform to the lower-right.  Jump to it, grab the Grab Block, and
slide it into the ? Block to the right for a power-up.

Jump on the clouds ahead to bypass the huge stack of brick blocks.
After that, just jump along the platforms, collecting coins as you go,
to reach a humongous stack of wooden blocks.  Jump up clouds as the
screen scrolls upward to get to the top.  Then jump over it to reach
solid platforms.

You'll soon reach one with two Grab Blocks on it.  Use these to hit the
brick block above them for coins.  Then jump right to a Koopa Troopa
and right again to another platform.  The screen starts to scroll to
the lower-right now.

Jump down the platforms through three coins to reach a Koopa Troopa.
Defeat it, wait for a cloud to come your way, and then drop from it to
the wooden blocks to the right.  Jump right to another block platform
to a cloud to a pipe.  Take it down to the black border.  Go right to
find the card that ends this level.

                         +-----------------+
                         |    Level 6-3    |
                         +-----------------+

You must do this or 6-2.  Either way, raid the Toad's House and Spade
Panel afterwards.  Jump to the Jump Blocks to your right.  Bounce off
of them to a wooden platform to the right, which you should duck (or
stand if you're small) on to pass under a Grab Block stack.  Jump from
it to the platform above, on which you should take the shell of a Koopa
Troopa.  Jump right with it and cast it into a ? Block for a power-up.

Now jump carefully across the gaps to collect six coins.  When you
reach the Koopa Troopa, defeat it, and then jump over the Grab Block
stack to your right.  Grab the shell of this Koopa Troopa and launch it
into the brick block to the right.  A vine grows!  Climb it to a Jump
Block, and bounce from it to a pipe!

Take it to reach a giant ? Block that can be hit for a Tanooki Suit.
Once you have it, stand against the right wall and take off flying as
run left.  Fly upward, break through the blocks as you fly, and you'll
reach a chamber with thirty coins in it.  Take them all, drop to the
lower level, and take the pipe out of here.

Jump and hover to the right (hover by pressing A repeatedly).  You'll
land on a thin stack of Grab Blocks.  Jump right from there to a brick
block, and drop from it to a wooden plank.  Duck there to get under the
Grab Block stack.  Now jump right, bouncing off Koopa Paratroopas, to
reach the black border.  Take a card and be proud.  The level is over.

                     +-------------------------+
                     |    Hammer Brother #1    |
                     +-------------------------+

It's your normal Hammer Brother pair - with a twist!  Yes, the ground
is covered in an icy veneer that makes you skid, but it should not
concern you.  Just run under their arc of hammers and hit the block
they're standing on, just like all the previous times.  If this
challenges you, try using a Starman or a Fire Flower for easy victories.
To the victor go the spoils, and that's a Hammer this time around.  You
can use it to break the rock near the pipe.  If this Hammer Brother
moved toward you, this could effectively allow you to skip 6-2 and 6-3.
Or, you could save it to use later to bypass Level 6-7.

                    +---------------------------+
                    |    World 6 Fortress #1    |
                    +---------------------------+

Drop right onto the floor and then jump onto the platform to the right.
It takes you past several Podoboos you must jump over and a power-up in
a ? Block.  It then passes over a long bed of spikes before beginning
its descent.  A Hot Foot will try to drop onto you, but it's nothing a
simple move to the left or a jump (or both!) can't handle.  Then you'll
just have to jump or duck to avoid Roto-Discs.  Make sure to hop off
the platform before it hits the spike bed.  Otherwise, you couldn't
take the door to the right.

Ahead are two Roto-Discs orbiting the same orb.  Simply walk up to the
stack, jump onto the orb when you can, and then go right to a ? Block.
You can hit it for a power-up (either a Super Leaf or a Mushroom).  Now
go right to two Roto-Discs circling around ? Blocks.  One contains a
Starman!  As Invincible Mario, run right to a door.  Take it!

Mini-Boss: Boom-Boom

If you're still Invincible Mario, just tackle Boom-Boom to end the
battle rather quickly.  It's pretty cool because the Magic Ball will
appear upside-down afterward.  Alternately, you'll have to jump on his
head (it's a wonder he doesn't suffer from severe head trauma...) three
times.  The second stomp encourages him to grow wings.  Either crush
him before he can take to the skies or use the blocks in the air to
reach him while he pointlessly flies back and forth above.  One more
stomp on a swifter Boom-Boom will give you the Magic Ball.  Use it to
destroy the Locked Door on the map.

                         +-----------------+
                         |    Level 6-4    |
                         +-----------------+

Take a shot at the Spade Panel game before coming here.  Jump to the
other side of the ledge, jump back to the falling platforms, take the
coins, and then jump back to the white ledge to the right.  Now jump
right onto the spinning platform as it spins so that you land on it
when it's still.  Jump from it to the Grab Block to the upper-right to
another spinning platform if you want to risk it for the coins.  If not,
just jump right to a wooden block.  Jump right to see a few Goombas.
Let them march themselves into a chasm, but follow them until you're
below the brick block.  Hit it while looking right to make a 1UP
Mushroom pop out.  Take it and then take the stairs back up.

Jump right onto an icy ledge.  From there, jump to a wooden plank to
the right.  Ride it around, taking coins and a power-up as you go,
until you're satisfied, at which point you should jump to a wooden
plank to the right.  Jump from it to a pair of wooden blocks to two
wooden planks.  Ride them to a P Switch.  Hit it!

You fall down through a series of coins.  Run right, collecting coins
by using sliding ducks under the platforms, until it wears off.  You
should have passed a Fire Chomp along the way and reached three coins.
Jump into the spinning platform at the end to be flung toward the black
border.  Take the card and rejoice; the level is over.

                         +-----------------+
                         |    Level 6-5    |
                         +-----------------+

You now have a choice - do either 6-5 or 6-6.  6-5 is clearly the
better choice because it gives you access to a Toad's House with an
awesome item inside, but I'll let you choose for yourself.  In any case,
this is a very singular level; you can move beyond the black border to
continue the level.  So, this is easier than it might seem.

Set up like an icy version of the Pyramid level in World 2, enter the
pipe to be underground.  A Buster Beetle ahead runs away from you (keep
running!).  Follow to a point; you want to enter the pipe ahead.  Hit
the ? Block for a power-up.  Go back down afterward and take the pipe
back up to hit the ? Block again for another power-up.  This means that
you're guaranteed to be Raccoon Mario.  Now go left through the pipe in
the power-up room.  If you get hit at any time, return to that pipe to
become Raccoon Mario.  It is necessary for beating the level.

Immediately tail whip the Venus Fire Trap that pops up.  Now hike up
the slope, trek down the stairs, and hide behind your brick block
shield.  Defeat the Buster Beetle afterward and take a Grab Block in
your hands.  Use it to defeat two Buster Beetles ahead.  Now go back
right to a Koopa Troopa.  Grab its shell after jumping on it and stand
to the right.  Run left to fill your power meter and then fly through
the opening above the Grab Block stack.  You'll reach two Nippers.  Use
the shell to defeat them and create a path to a pipe.  Use this pipe
top reach the black border, the end of the level.  Be sure to pay the
Toad in the Toad's House a visit after this!

                         +-----------------+
                         |    Level 6-6    |
                         +-----------------+

Go forward and take the pipe.  You'll drop down to a fork in the road.
The high road is better than the low road here.  Take it, avoiding a
Spike as you go, to find four pools of water a Cheep-Cheep jumps in and
out of.  Past these two menaces, though, is a ? Block containing either
a Mushroom or a Fire Flower.  After taking one, hopefully the Fire
Flower, return to the low road.

A Cheep-Cheep and several Piranha Plants/Venus Fire Traps reside here.
There's also one Spike to take note of.  And don't be fooled by slopes.
Do not slide on them or you'll crash into a Venus Fire Trap.  Just pass
through these parts peacefully, unless you have the power of flames, to
reach the water.  Drat.

Swim right to a Cheep-Cheep.  Defeat/avoid it and then swim upward to a
pocket of air (not that Mario needs air).  If you jump one space from
the right wall, you'll hit an invisible block for a 1UP Mushroom.
Return to the depths.

Swim right, taking the upper route, to reach even more water and Cheep-
Cheeps.  Swim along the top of the water to reach two ? Blocks, one of
which is a power-up of the Fire Flower variety.  Swim through a gap
after that to the right and sink down slowly to a wooden block.  Swim
right now to enter a tunnel.  It's filled with Piranha Plants that will
come up to bite you even if you're on top of their pipes; swim
cautiously (or set them on fire).

You'll come out to land shortly after that.  Defeat a few Spikes ahead
with jumps or fireballs to reach several Cheep-Cheep pools.  If you
defeat that fish, you can go right to a pipe.  Take it up, defeat a
Spike to the right, and then advance to the black border to finish the
level.

                     +-------------------------+
                     |    Hammer Brother #2    |
                     +-------------------------+

Same deal as before.  There's ice on the ground, two Hammer Brothers on
different brick rows, and then there's you.  Run forward, busting or
jumping into whichever block the lower one stands on, and then do the
same for the other one when it jumps down.  If you still can't seem to
beat them, try using a Starman or a Fire Flower before entering.  It
should make things a little easier.  Your reward is a Jugem's Cloud.

                     +-------------------------+
                     |    Hammer Brother #3    |
                     +-------------------------+

This is just like the Hammer Brother duo.  Wait for them to be on
separate brick rows.  Run forward under hammer arc.  Hit block they are
standing on.  Repeat when the other jumps down.  Take prize - a Starman.
If you don't beat them that way, then fireballs from Fire Mario or a
touch of Invincible Mario will do the trick.  And, after this little
brawl, a Spade Panel is your for the taking before playing 6-7/busting
a rock with a Hammer.

                         +-----------------+
                         |    Level 6-7    |
                         +-----------------+

A minimum of 78, yes, SEVENTY-EIGHT, coins must be gotten in this level
to win yourself a special prize.  What is it?  Why not check out "White
Toad's Houses" for the details on this and other levels like this.

It's a side-scrolling level, everybody.  Jump forward to three falling
platforms.  When you see three more, stand on the rightmost one of the
second set and let it fall.  Jump before you die to get three coins and
land by a ? Block.  Hit it while looking right and take a power-up.
Quickly stand on a falling platform to let it plummet downward.  Jump
to the group of four falling platforms to the right and fall on the
third one through six more coins, jumping to the platform to the right.
Just beware a Fire Chomp in the area.

Collect three more coins to the right using the fake-fall technique we
used earlier, and then jump right to the Grab Block, above which are
three more coins.  This all adds up to 15 coins so far.  Jump forward,
collecting three more coins from a fake fall, and jump right to a coin
block.  Hit it and then take three more coins from a fall (22).  Jump
right to find three coins in the air - take them (25).  Hit the brick
block for an additional coin and then jump onto the falling platforms
to the right (30).  Fall through here for four more coins and then jump
to the ? Block to the right.  It must be a Fire Flower if you hope to
get the required amount of coins.

Go right now, collecting several more coins, which I think comes to
(41), and you'll reach a pipe.  Fall on a falling platform and jump to
two Jump Blocks to reach and take it.

Here's where it all comes together.  You fall onto many frozen coins.
Collect all of them by flaming them, then hitting an invisible block
left of the iced-over money for a coin, and then go right to finish the
level.  Hopefully, you got enough to have 78.

                    +---------------------------+
                    |    World 6 Fortress #2    |
                    +---------------------------+

An ice fortress...  Note that the whole place is frozen on the ground,
meaning that every step will be a slippery one.  You are very liable to
skidding here.

Go right under a Boo, turning around once you've passed it, and drop
through a horizontal Thwomp's opening.  When you land, go right a bit
to a ? Block.  Hit it for a Mushroom/Super Leaf, and then scale the
Grab Blocks to a horizontal Thwomp.  When it is slowly moving right,
jump to the hallway and get past the frozen block quickly.  Then drop
through the hole ahead when the Thwomp is returning to its post.

Go right to trigger a Thwomp above.  Jump onto the Grab Block on the
edge and wait for your motion-sensitive friend above you to be moving
to the left.  As soon as he is past, jump upward and run right (either
running under the blocks or sliding under them, both of which are easy
thanks to the icy floors).  Now just go right and jump to two Roto-
Discs.  When you can, step under the ? Block (even as Super Mario or
better, they won't hit you).  Then jump to hit the block, releasing a
Mushroom/Super Leaf.

Now go right to trigger a Thwomp.  Jump up and start going right, but
turn to face left.  You'll slide past two Roto-Discs, facing a Boo as
you go, and you'll hopefully stop before you fall to a Thwomp.  As it
is returning to its original position, drop through and go right slowly.
A Thwomp will fly at you, which isn't that bad unless you're running.
Wait for it to start moving right and jump to a door.  Take it to the
mini-boss.

Mini-Boss: Boom-Boom

The common dungeon master drops in from a ledge against the right side
of the room.  Two other blocks are placed to obstruct your jumps, but
they are not bothersome at all.  They are placed there to let Boom-Boom
make jumps and bounce off of them.  In other words, they're there
because the programmers didn't want to actually program Boom-Boom to
make unpredictable jumps; they just stuck in some blocks to make him do
it automatically.  In any case, he just runs around sliding with you.
Because he slides very quickly, do not go under his ledge; he'll ram
into you.  He has no flying stunts to speak of, and three stomps or
five fireballs will do him in.  Take the Magic Ball afterward to create
a bridge on the map to connect some pipes, and then throw the ball
straight down to the goalpost.  The crowd goes wild!

                         +-----------------+
                         |    Level 6-8    |
                         +-----------------+

Somehow it's spring or summer outside.  Lift a Grab Block and let it
slam into the ? Block to the right for a power-up.  Then jump over the
Ptooie to the right when the spiked ball is down.  Alternately, you
could use a Grab Block to defeat the Ptooie.  Then go right to a Koopa
Troopa.  Grab its shell and let it bulldoze through a hill of Nippers.
Watch the points stack up - 100, 200, 400, 800, 1000, and then the
Koopa Troopa shell should outpace you.

Now go right to find several Spikes.  Jump over them and you'll reach
the Buster Beetle brigade.  First, use a Grab Block to hit a ? Block
for, like the last block, either a Super Leaf or a Mushroom.  Then let
another Grab Block mow down a few Buster Beetles ahead.  Go right to a
large H spelled out with Grab Blocks where you can defeat another
Buster Beetle.  Now go right to a hill.  Slide down it and jump at the
ramp at the end to land on the grass.  Run right to reach the black
border where you can find the card and finish the level.

                         +-----------------+
                         |    Level 6-9    |
                         +-----------------+

There are two very different paths through this level.  One is
extremely easy, and for this reason I will not cover the long, boring,
unrewarding water route.

There is an interesting glitch in the game that I call the "wall kick
glitch," named after Mario's famed wall kick introduced in Super Mario
64.  We'll be using it here (if you don't want to use the glitch, then
a Magic Wing will get you to the same place).

Walk forward to a pipe.  Stand on the edge and then run forward,
jumping against the ice wall.  As soon as you make contact with the
wall (and I mean the very instant), press A and Up at the same time to
perform a second jump.  This gives reliable results for me.  It should
for you, too.  It might take some practice, but you'll get it
eventually.  You want to use the wall kick to get on top of the ice
wall.  Walk forward to reach what seems to be a dead-end.  Instead of
jumping over it, though, grab the Grab Block and push it forward.  Now
walk forward for a 1UP Mushroom.  You'll fall down and be able to go
right to the card slot to finish the level.  Now there's a good level.

                        +------------------+
                        |    Level 6-10    |
                        +------------------+

Either do this or 6-9 (I'd recommend 6-9, but it's your choice).  Jump
forward to a Koopa Troopa.  Use it shells to hit the next Koopa Troopa
before proceeding right to reach a ? Block and two more Koopa Troopas.
Defeat them with their own shells before going right to see a huge
brick stack.  Get ready for major coinage.

Lift a Grab Block and knock it into the first brick block left of the
giant block stack.  This causes a vine to grow.  Take it up and hit
three brick blocks for a P Switch.  Hit it and dive into the coin
mountain to the right!  When it's over, go right to find three frozen
coins and three ? Blocks, one of which contains a power-up.  If you're
Fire Mario, melt the ice to the right for three coins (just don't melt
the Munchers' ice).  Then go right to more coins.

Melt them if you can and collect the riches.  Then go right to jump a
gap (don't melt the ice of the Munchers, obviously) to reach a coin
paradise.  Collect them if you can, wary of Buster Beetles, and then
jump right to a Grab Block.

Jump right of it onto a spinning platform (jump when its still and then
quickly jump off to the right).  Take the shell of this Koopa Troopa,
run right, and jump to the card.  You'll earn yourself a coin and 1000
points by bringing the shell along for the ride.

                    +---------------------------+
                    |    World 6 Fortress #3    |
                    +---------------------------+

Note: If you run forward as Raccoon Mario and start flying over the
first conveyor belt, you'll reach a platform with a 1UP Mushroom in a
block over it.

Resist the urge to jump for the first few steps.  Go forward until
you're out from under the spiked ceiling to reach two Roto-Discs
orbiting an orb.  Get onto the orb and jump right to a conveyor belt to
another orb.  A Boo is to the right; turn around to bait it to you, and
then turn right when it's right by you.  Jump over it when the
opportunity presents itself to another conveyor belt, and mad dash
across it to jump to a Stretch's bar.  Hit a ? Block for a power-up
there if you dare...  Then jump right over another Stretch's bar.

Stare down a Boo ahead of you.  Then run right under a Stretch, jumping
to the orb a Roto-Disc is circling, and then stepping onto a conveyor
belt.  Try to stop yourself from running into the Thwomp and run under
it as it rises.  Then go right on another conveyor belt by another
Roto-Disc.  You'll reach dual Roto-Discs orbiting about dual Stretches.
When the coast is clear, jump to the right side of the Stretch's bar to
the next Stretch's bar.  Jump over the ghost head and then leap right
over a spike bed to reach a door.  Take it, please!

You'll drop down to a room with three Boos and a rising floor.  Run
right and turn around to look at all three at once to keep them still.
Just wait for a door to become level with you and take it to the...

Mini-Boss: Boom-Boom

With five different blocks in the air, jumping space is at a premium.
Still, Boom-Boom is easy.  He doesn't even attempt to fly.  Get onto
the middle block and wait for Boom-Boom to run below you.  Drop onto
him, set yourself up again, and repeat this twice to earn yourself the
Magic Ball.  Take it to unlock the final Locked Door of Ice Land.

                  +-------------------------------+
                  |    The Hammer Brother Suit    |
                  +-------------------------------+

It is time to discuss the amazing Hammer Brother Suit that you might've
gotten from the Toad's House after 6-5.  In my opinion, it's the best
suit in the game.  It operates somewhat like Fire Mario.  Walk around
dressed as a Hammer Brother and press B to throw hammers.  You can have
two out at once, and hammers can kill almost anything in one shot.  But
wait, there's more!  If you duck as Hammer Brother Mario, you will
retreat into a fire-proof helmet for a few seconds.  It's a wonderful
addition to any item collection.

                   +-----------------------------+
                   |    Lemmy Koopa's Airship    |
                   +-----------------------------+

The unfortunate king of this barren wasteland (unfortunate because he
is the king of THIS world) has been transformed... into a seal (he's a
Monty Mole in remakes)!  Look how he balances the crown on his nose
playfully!  Only by defeating the demented (that is, more demented than
the rest) child of the Koopa Royal Line can we win back the Magic Wand
and restore him to his normal self.

Ahead is a bolt platform.  You can either jump on it and hop
continuously to cross the gap (the same type of platform was modeled
after this in Super Mario RPG in the Factory area), or wait for the
screen to expand and make a running leap over this crazy contraption.
Jump onto the next bolt platform and wait until you can see the next.
Jump to it afterwards and then jump to land to the right when you can.
Ahead are Flame Throwers blocking your path.  Wait for them to stop
spewing flames to continue over/under/by them.  You'll continue up this
path to reach two ? Blocks, the left of which contains either a
Mushroom or a Super Leaf.  From there, you must pass one final Flame
Thrower to the right to reach the pipe leading to the boss room.  That
was a surprisingly easy airship...

Boss: Lemmy Koopa

|                  |         Just like in Super Mario World, Lemmy
|                  |         mimics his little sister, Wendy.  And,
|                  |         judging by all official artwork, his star-
|                  |         branded balancing ball, and his behavior
|__________________|         in Super Mario World, we're supposed to
                            realize that not everything is right in

his head.  In any case, his room is flat to allow for rolling space
because he feels the need to roll on a ball.  He is quite easy, too.
He has difficulty turning and will start by releasing one ball to
bounce about the room.  You can stomp on them to stop them momentarily,
but don't waste your energy.  Just jump on Lemmy three times to beat
him.  After each stomp, he releases a new ball into the mix.  He rarely
uses the Magic Wand.  After three stomps, he will flee, dropping the
Magic Wand in his flight.  Lemmy can also be beaten with ten fireballs,
which has the added bonus of him only using one ball to ricochet about
the room, but it hard to connect with his actually body because he
stands on that ball of his (was it intended to be a fireball shield?).
In any case, Lemmy is easily beaten, and Mario falls down to the ground
to find the king back to his good old self, big though his nose is (it
does look like that of a seal...).  And he was holding a letter from the
princess for you.

"Greetings,

I am well.  Please retrieve the Magic Whistle hidden in the darkness at
the end of the Third world.  I have enclosed a jewel that helps protect
you.

                                                    Princess
                                                      Toadstool."

That's her longest letter yet.  As for the Magic Whistle, she is
referring to the one hidden in Level 1-3, not World 3.  See "World 9"
for the details.  As for the jewel, it is a Magic Wing.  We have quite
a collection now, hmm?  Let's move on to liberate the last region of
the Mushroom World!  It is guaranteed to be the hardest.

=======================================================================
===============================World 7*================================
=======================================================================

Pipe Land...  This is truly the worst world in the game.  Although it's a
plumber's paradise, it's filled to the brim with warp pipes.  It's so
confusing!  As a result, a little change was in order.  Look at the Map
Key to see my new pipe system exclusive to this world's legend.  You
think it was fun making this map?  Well it wasn't!  Also, Piranha
Plants are the new Hammer Brothers.  Also, this is my least favorite
world.  It just plain stinks, people.

+---------------------------------------------+
|                   MAP KEY                   |
+---------------------------------------------+
|# = Action Scene Panel (Level)               |
|@ = Connecting Pipes                         |
|$ = Connecting Pipes                         |
|% = Connecting Pipes                         |
|^ = Connecting Pipes                         |
|& = Connecting Pipes                         |
|! = Connecting Pipes                         |
|? = Connecting Pipes                         |
|/ = Connecting Pipes                         |
|C = Castle                                   |
|F = Fortress                                 |
|L = Locked Door                              |
|N = Piranha Plant                            |
|o = Circular Space                           |
|P = Spade Panel                              |
|S = Start Panel                              |
|T = Toad's House                             |
+---------------------------------------------+

              S--o--o  &     @  F--P--6   7--o--/
              |     |  |     L  |     |   |     |     ?
World 7 -      1--$  @  T  !--N--o--^  /   P--o--8--T
                                             |
Pipe Land      $--&   o--4--P--o--5--?    !L-9--o--F
              |      |        |     |             |
              2--%   ^        3--%  T       C--o--N

-----------------------------------------------------------------------
--------------------------------Bonuses--------------------------------
-----------------------------------------------------------------------

Toad's House 1: Random (3)
Contents      : Mushroom, Fire Flower, Super Leaf

Toad's House 2: Random (3)
Contents      : Frog Suit, Tanooki Suit, Hammer Brother Suit

Toad's House 3: Random (3)
Contents      : Frog Suit, Tanooki Suit, Hammer Brother Suit

Spade Panel 1

Spade Panel 2

Spade Panel 3

Piranha Plant 1: Magic Wing

Piranha Plant 2: Mushroom

-----------------------------------------------------------------------
------------------------------Walkthrough------------------------------
-----------------------------------------------------------------------

                         +-----------------+
                         |    Level 7-1    |
                         +-----------------+

Enter the door.  It's a terrible, vertical, looping on the side level.
Jump onto the first pipe and then jump left to oust a Koopa Troopa of
its position.  Hit the ? Blocks for coins, jump right, and you'll be
faced with a fork in the road.  But, you can actually take either.

When you emerge, drop left when the Piranha Plant is retreating, go
left when the other Piranha Plant is retreating, and then take the pipe
above.  When you emerge, go left to take the left pipe up.  Then, go
right and jump on the Koopa Troopa to knock its shell into the ? Blocks
for a power-up.

Jump up the platforms here to reach a wooden block.  When the coast is
clear, jump through the opening above.  Remember, the sides loop; the
Koopa Troopa will walk through the right side of the screen and appear
on the left side, and vice versa.  Now jump onto the pipes when the
Piranha Plants are in to reach a Jump Block.

Bounce on it to the pipe to the right, and then jump to the Jump Block
to the left.  Bounce to some wooden blocks from it and then enter a
pipe.  You'll take it up to a wooden frame.  Jump on the first Koopa
Troopa, grab its shell, and walk into the second Koopa Troopa.  Then go
left, jump onto the block, and jump over the Koopa Paratroopa to reach
the pipe.  Take it to the black border that marks the end of this level.

                         +-----------------+
                         |    Level 7-2    |
                         +-----------------+

A minimum of 46 coins is required to unlock a special prize in this
level.  What is it?  Why not check out "White Toad's Houses" for
details?  You'll be glad you did.  Also, be sure to stop at the pipe
right of the pipe you took from the first island to reach the island
with the Toad's House on it before coming here.  Also, for coin-
collecting, you should use the Frog Suit.

It's a desert level.  Go forward and jump over a Nipper.  Use a Grab
Block from the pipe to defeat it and use the other to defeat the Nipper
on the next pipe over.  Ahead, use a Grab Block to hit the first ?
Block for a power-up, the next for a coin.  Now, go right to a pipe,
the one that the Nipper was on, and take it down.

Swim left, not hitting any brick blocks as you go, and you'll reach a P
Switch surrounded by coins.  Collect them all and hit the P Switch.  If
you're Frog Mario, swim right and collect the coins from the bricks as
quickly as possible.

Return to the surface.  Jump right across a series of pipes to reach a
green Koopa Paratroopa.  Defeat it, keeping it in its shell.  To
dispose of the shell, walk up to a surface, standing so that you touch
it, and release the shell.  Now, jump up to fill the entire upper area
with Jump Blocks that were invisible.  Now take the right pipe down to
a power-up.  Take the left pipe now back to water.  Go left to enter
another pipe to return to the surface.

Now go right (if you jump off the seventh Jump Block, a 1UP Mushroom
appears) to a series of Piranha Plant-infested pipes.  When you reach a
particularly low one, take it down.  Take the next pipe and then go
right to the black border's card.

                         +-----------------+
                         |    Level 7-3    |
                         +-----------------+

This is an "invincible level."  Hit the first block for a Starman.  Hit
the first block and run right to slide down a hill to four ? Blocks.
Hit the lower-left one for a Starman to continue this cycle.  Run right
and slide down a hill through some Koopa Troopas.

You'll reach four more ? Blocks next.  Hit the lower-left one for a
Starman and go right, sliding down the hill and jumping off the ramp,
and hit the brick block for a Starman (the above ? Block contains a
power-up).  Now go right to hit a brick block for a P Switch.  Get some
coins with it if you have the time.

Run right and hit either brick block for a Starman.  Then run right to
the black border, jumping for the card at the end.  If you wait for
Lakitu to throw four Spinies, you can finish the level for a 15000
point boost and a 1UP thrown in, too.

                         +-----------------+
                         |    Level 7-4    |
                         +-----------------+

Of course, play the Spade Panel game before coming here.  If you start
that level as Raccoon Mario, you can fly over the wall to the right to
find two 1UP Mushrooms.  But, you'll have to take the pipe here
regardless.

It's an underwater side-scroller.  Oh, joy.  Swim right with the Spiny
Cheep-Cheeps over the Lava Lotus's balls of lava to reach a ? Block.
Hit it for a power-up and then swim right past a Big Bertha to see a
Blooper with Kids.  Avoid it as the screen rises to include Jelectros.

Swim through this mine field of Jelectros to reach a Big Bertha.  Hover
there for a while to avoid her, and then swim right when you can to
another Blooper with Kids to join the current one.  Now fall to the
floor and swim over the "coral" when you can to hit a ? Block for a
power-up.

Afterwards, swim right over a Lava Lotus to reach a Big Bertha and a
few Spiny Cheep-Cheeps.  Avoid all of them and enter a pipe to the
right to find the black border and finish this level

                         +-----------------+
                         |    Level 7-5    |
                         +-----------------+

Take a pipe down to the underground.  Defeat the Koopa Paratroopas
ahead and go right to a pipe.  Take it to another room.  Take the pipe
here to another new room.  Defeat three Bob-ombs coming your way and
jump in the openings to the right (use a Grab Block to defeat the Koopa
Troopa) to fill them in with coin blocks.  Now go all the way right and
jump up to hit a few blocks for coins.  Now take the right pipe to a
power-up.  Get it and then hit the opening to the left for a coin block
to appear.  Take the pipe back down.

Jump onto the upper level to the left and take the first pipe to the
left that you find.  Jump here to make a 1UP Mushroom appear.  Let it
go to the next opening over, take the pipe down, take the next pipe up,
and then collect the 1UP Mushroom.  Now jump out and go left to the
leftmost pipe.  Take it down, collect the power-up from the ? Block,
and then return to that upper room through the pipe second from left.
Go right when you emerge to the rightmost pipe in the room.  Take it
down.

Three Koopa Paratroopas can be found to the right.  Defeat them and
move onto the right, where you can either bounce off an enemy or make a
running jump to the pipe.  When you emerge, go right, taking the low
route to a Bob-omb.  Do a ducking jump to deal with it and go right
through several Grab Blocks to a pipe.  Take it down, go right, fill in
all the spaces above with coin blocks by jumping there, and then go
left past a Spiny to a pipe.

Take it up and go right along the upper route by going right, filling
in several coin blocks there, returning left, jump from the Koopa
Troopa platform to the high platform, going right, and taking the pipe
down.  Now go right and take this pipe up.  Now go right and take the
card from the slot.

                      +-----------------------+
                      |    Piranha Plant 1    |
                      +-----------------------+

Instead of Hammer Brothers, this world has Piranha Plant action.  And
let me say that it pays to come as Invincible Mario or Fire Mario.  Go
right and make running leaps onto each Venus Fire Trap pipe.  Jump
right when the Munchers to the right are down and quickly move to the
end.

Now jump right under a Venus Fire Trap to reach... more Venus Fire Traps!
If you can make it past their barrage of fireballs, you'll reach a
small pipe.  Take it down to a treasure chest with a Magic Wing inside.
Yep, that's the reward for playing this considerably harder "Hammer
Brother."  After this, be sure to raid the nearby Toad's House.

                    +---------------------------+
                    |    World 7 Fortress #1    |
                    +---------------------------+

A fortress made of brick blocks...  If you are regular Mario, you need to
become big.  To do this, follow the below paragraph.  Then rejoin us
one paragraph below that.

BECOMING SUPER MARIO: Go right to a door that you should enter into the
"real" fortress.  All enemies are absent; don't worry.  Just run right
to find a doorway.  Take it to enter a room full of lava.  Jump right,
hit the blocks, and then jump left to a ? Block.  Hit it for the power-
up.  Now return to the first room.

Head under the gray platform and count four blocks to the right.  Jump
there to bust through two blocks to hit one for a P Switch.  This is
going to be good!  Hit it and either jump down through the coins (take
a door twice to return to the room) or enter the door on the gray
blocks.  You must do the latter to advance in the fortress.

Take the first pipe to the right to fall through several coins and
reach a gigantic ? Block that contains a Tanooki Suit.  Cool!  Now go
right up the pipe and then take the pipe to the right.  You're in the
power-up room from before (in "BECOMING SUPER MARIO").  Jump down from
the pipe and hover left to a door.  Take it and then run left to the
left wall.  Turn around and start running right to take off to flight.
At the point where you take off (near an orb a Roto-Disc would normally
circle), fly straight upward to a pipe.  Take it up and walk right to
the mini-boss.

Mini-Boss: Boom-Boom

Who else, right?  Stomp on him once and he grows wings.  Stomp him
again and he drops to the floor (either jump on him as he swoops down
or as he takes off).  One more hit will do the trick.  Sue the Magic
Ball to create for yourself a path to a pipe (a shortcut) and a road to
a new pipe.  Aren't you just bursting with excitement?

                         +-----------------+
                         |    Level 7-6    |
                         +-----------------+

Play the Spade Panel game before coming here (that goes without saying).
Another annoying Pipe Land level is coming at you.  Go forward to a
door.  Enter if you dare...

It would seem that you're stuck, but remember that this is a wrap-
around level; walk left to appear to the right.  Now head up these
stairs to reach six coins and two ? Blocks.  Hit the blocks for one
coin apiece, and then walk left to appear to the right.  Bounce off the
Jump Block onto the ! Platform.  Navigate upward until you reach a !
Platofmr below a spiked block.  Move out of the way of things as it
rises until you see a horizontally moving platform to the left.  Jump
onto the ? Blocks above it and then jump back to the upward moving
platform outline.

Ride it up to a <- Platform, and take it under the ? Blocks.  If the
power-up you want to get was a Mushroom, it should slide right to you.
At the end, drop down and jump onto the ! Platform to the right.  Jump
on it and navigate (change direction by jumping on it) up through an
opening in the spiked ceiling above.  Ditch it for a <- Platform to the
right and take it to a ! Platform.  Ride it up to jump to one to the
right.  Jump from it to the ? Blocks to the left and jump right over a
block stack immediately afterward.  Jump to a ! Platform above and ride
it left past a Piranha Plant.  Then redirect it to the right so that
you can take a pipe up.  Go right upon emerging to take the card from
the slot.

                         +-----------------+
                         |    Level 7-7    |
                         +-----------------+

You have a choice to beat 7-7 or 7-8 now.  While 7-8 is clearly better
(you have access to the Spade Panel and a Toad's House), it's up to you.
If you are Raccoon Mario here, you can fly upward onto the block to hit
an invisible block for a 1UP Mushroom.  But, you'll still have to take
the pipe here.

Go right past two Piranha Plants to find a Starman.  Starting now, you
must be swift.  Run right onto a field of Munchers and hit the ? Block
for a Starman (if you're small; you can stand to skip it if you're
Super Mario or better).  Then go forward to another ? Block that you
can hit for a renewal Starman.  Use it to run right, leaping through
two pipe openings, to reach another opening.  Leap through it and
quickly and hit the ? Block for a Starman (this one in particular is
difficult to make it to).  Now run right, ducking/running under a pipe
and jumping once more to reach a pipe.  Take it to the black border and
the end of the level.

                         +-----------------+
                         |    Level 7-8    |
                         +-----------------+

After this level, stop at a Toad's House and the Spade Panel nearby if
you haven't already done so.  Go right and jump over the initial
Piranha Plant to reach four ? Blocks.  Hit them all for coins and then
make a running leap onto the pipe to the right when possible.  Now go
right onto another pipe.

You must time your jumps ahead very well.  Jump as the Piranha Plant
(ground) to the right first starts to go down.  Repeat this again to
the right and you'll land by three ? Blocks, the leftmost of which
contains a Starman.  Yahoo!  Run right as Invincible Mario, plowing
through enemies (the lower-left brick block ahead is a power-up) to
reach a Nipper, a Piranha Plant, and a Ptooie.  Wait for the Ptooie's
spiky ball to rise and for the Piranha Plant to be up to run right
through them.  You'll come to another Piranha Plant; jump over it.
Then hit the coin brick ahead.  When the Ptooie is over the right pipe
and the Venus Fire Trap is down, take the first pipe down yourself.

Jump across the stairs jump left when you can to a gigantic ? Block.
Hit it for a... Hammer Brother Suit!  YES!  Press B to throw hammers as
Hammer Brother Mario, and duck to become fire-proof.  That's all there
is to know.  Now go right and take the pipe up to two Ptooies.  Crush
them with your hammers and go forward to a Venus Fire Trap.  Use your
hammers of doom to destroy it, too, and then jumps over it to some
Nippers.  Let them taste your steel before you hit the ? Blocks for
coins and the block between the two upper ? Blocks for a 1UP Mushroom.
Then go forward to the black border.  Finish the level up and show off
your Hammer Brother Suit to all your friends!

                         +-----------------+
                         |    Level 7-9    |
                         +-----------------+

It's a pipe maze...  How appropriate.  Go forward to three Jump Blocks.
Unless you're still Hammer Brother Mario (in which case do not get any
power-ups), hit the middle block for a power-up - either a Mushroom or
a Fire Flower.  Then bounce up through the hole above, jumping through
the next, to reach a Para-Goomba.  Defeat it so that you can jump
through the next hole, too.

Go left through a few Grab Blocks to reach another hole.  Jump through
it and go right on the top of the pipe structure to reach two Goombas.
Defeat them as they come to reach a few wooden blocks.  Jump across
them and jump to the top of the structure.  Stop at five Jump Blocks.
From there, move left through a few Grab Blocks to reach a hole.  Jump
through it and remove the Grab Blocks to the right.

Drop under them and go right to a Koopa Paratroopa.  After defeating it,
head right to three ? Blocks.  If you want a power-up, hit the central
one for either a Mushroom or a Fire Flower (if it's the latter, do a
running leap while ducking to reach it).  Now go right to a hole.  Fall
through and go left to bust a brick.  Lift the Grab Blocks, go left
down a hole (enter the compartment above for three coins if you want)
and defeat the Para-Goombas.  Go left to bust another brick and find
many coins (jump in a space with no coins for a 1UP Mushroom).

Return to the Fire Flower/Mushroom you could've gotten last.  Jump
through the hole near there and remove a few Grab Blocks to the right.
Bust a brick above, collect coins, and jump up to go right to a few
wooden blocks.  Go right to a few Grab Blocks.  Take them, go left to
some more, take them, and drop through the hole.  Go left for many
coins, go right to a few Grab Blocks, and then jump through the hole.
Enter the pipe to the right to reach the black border and the card that
marks the end of the level.

                    +---------------------------+
                    |    World 7 Fortress #2    |
                    +---------------------------+

Make a running leap onto the pipe to the right.  Bait a Boo toward you
(defeat-able with hammers) and then jump over it to the pipe to the
right.  Jump to the orb of a Roto-Disc to the right afterwards and then
to another pipe after that.  You'll reach another pipe after that.
Jump from it to the lower pipe to the right.

This next part is tricky.  Wait for the Piranha Plant to the upper-
right to rise and then wait for a second.  Hop onto the pipe ahead and
make a quick jump right to avoid a Thwomp.  The Piranha Plant should be
lowered by now.  Otherwise, you can fake out the Thwomp by jumping
forward and then pulling back (this is easier, in my opinion).  You'll
reach another pipe and another Boo right after that.

Bait the Boo toward you and then look at it to keep it there.  Now jump
to the pipes to the right (only the first and third pipes are home to a
Piranha Plant), from which you can jump right.  Jump through the dual
Piranha Plant pipes as soon as they both lower.  Avoid the fire of a
Venus Fire Trap, jump right onto its pipe, and then jump to another
pipe.  Hit the ? Block and quickly jump onto it for a power-up.

Jump onto the next pipe ahead (nothing's in it).  Now, jump forward and
pull back to bait the Thwomp down.  As it rises, jump onto the pipe it
guards and then to the next pipe.  Lure a Boo to you and then turn
around to keep it put.  Jump to a pipe to the right and another Boo
comes at you.  Jump over it to the gray platform to the right.  Now
drop down and take the pipe.  The hard part of the fortress is over.

Let two Dry Bones come to you.  Defeat them and then slide under the
block, stopping at the end to avoid a Roto-Disc.  Ahead, bait a Thwomp
down and slide under the block as it rises.  You'll come to a staircase
that finally leads to the...

Mini-Boss: Boom-Boom

His hopes of beating us are only a "pipe" dream!  Oh, what a pun!  The
crowd goes wild!  The only things in the air are three blocks.  He does
not fly, either.  Stomp on him three times (remember, he picks up speed
after each hit) to get the Magic Ball.  Now, only one action scene
stands between us and the airship, the end of this miserable world.

                      +-----------------------+
                      |    Piranha Plant 2    |
                      +-----------------------+

Make a running leap onto the Piranha Plant's pipe.  Now make your way
across the Munchers' pipes to the right (or just jump to the Venus Fire
Trap's pipe to the right) until you reach the pipe of the enemy
mentioned in the parenthesis of this sentence.  Then you'll reach the
pipes of several other Venus Fire Traps before a Muncher field.  Use
the Jump Blocks to cross, and take the tall pipe at the end down to
reach your reward for this less-challenging Piranha Plant scene - a
Mushroom.  What a rip-off!

                +----------------------------------+
                |    Ludwig von Koopa's Airship    |
                +----------------------------------+

It is my displeasure to inform you that the king has been transformed
into a (*shudders*) Piranha Plants.  In remakes, he transforms into the
lovable Yoshi from Super Mario World.  In any case, let's restore him
back to his normal state so that all of the Mushroom World will be
liberated.  And that includes this awful Pipe Land.

Go forward to see a bolt platform.  But, we aren't taking it over that
Flame Thrower.  Instead, stand against the scrolling screen and wait
until you can see the next Flame Thrower.  Leap across the gap and land
on the bolt by the Flame Thrower.  Then jump right to solid ground.
Drop to the ? Block for a power-up to the right, and then jump back up
to the upper level.  Again, I recommend jumping to the bolt by the
Flame Thrower.  From it, you can jump to the blue cylinder to the right.
Jump to the next Flame Thrower's bolt, wait for the screen to expand,
and jump to solid ground to the right.  A few Rocky Wrenches and a
sliding duck brings you to a bolt platform.  Jump to the next cylinder
when you can to bypass the bolt, and then leap onto the next Rocky
Wrench.  Get onto the upper level, jump across a few platforms, and
you'll reach three bolt platforms.  Jump to the second, jump to the
third, and then jump to the cylinder.  Beyond it is the pipe that leads
to the wild-haired, turquoise-shelled, final Koopaling of the game.

Boss: Ludwig von Koopa

|                  |         Bowser's eldest son, Ludwig takes the most
|                  |         after his dad.  In Super Mario World, he
|                  |         even breathes flames.  His fighting style
|    ___     ___   |         is unique to only Ludwig, but it borrows
|   |   |___|   |__|         from each other Koopaling except Wendy and
|___|                        Lemmy.  That is, he can two rows of magic

waves at once (a la Larry, Morton, and Iggy), and he can shake the
ground with each jump (a la Roy).  You want to make this a quick battle
or you're history.  Jump on him right away.  He'll do a double-jump
after being hit, and then fire his magic at a stunned Mario.  Jump
repeatedly to avoid the shockwaves and then land on his wide-eyed head.
Definitely the hardest of the bunch, three stomps or ten fireballs
(nearly impossible) will win it for you.  Take the Magic Wand - the
last in the game - and you'll fall down to the king!  Everything is
going so well, I can't wait to read that letter from the princess.
What's this?  It's a letter from..................  BOWSER!!??!!!?!!?  He's Luke's
father?  Wait, no, not that.  He has this to say:

"Yo!

I kidnapped the princess while you were running around.  She's here in
my castle, if you dare to try and rescue her.

                            Ha ha ha...

                         King of the Koopa"

Say it isn't so!  He's leading us to our death because we beat up his
invasion forces (and his children), no doubt, but we must stop at
nothing to rescue Princess Toadstool.  To rescue her, we'll have to
trek into the very kingdom of the Koopa Troop.  Can Mario (and possibly
Luigi) rescue Princess Toadstool?

=======================================================================
===============================World 8*================================
=======================================================================

Welcome to Dark Land, the many part world where Bowser has set up his
entire army, mostly mechanical, to defeat you.  It's the toughest world
by far, but we must brave it if we want to ever see Princess Toadstool
again.  Was it his plan all along to kidnap Toadstool while we were
stopping his children, leaving him plenty of time to set up his
defenses in Dark Land?  It was a victory for him no matter what - if
his children lost or won.  For us, it is a defeat either way.  But, we
can still turn the tables.  Remember these words, grasshopper...  Not
even an entire army can compare to the might of a lone plumber.

+---------------------------------------------+
|                   MAP KEY                   |
+---------------------------------------------+
|# = Action Scene Panel (Level)               |
|[ = Pipe 1                                   |
|] = Pipe Linking w/ Pipe 1                   |
|( = Pipe 2                                   |
|) = Pipe Linking w/ Pipe 2                   |
|{ = Pipe 3                                   |
|} = Pipe Linking w/ Pipe 3                   |
|< = Pipe 4                                   |
|> = Pipe Linking w/ Pipe 4                   |
|/ = Pipe 5                                   |
|\ = Pipe Linking w/ Pipe 5                   |
|` = Pipe 6                                   |
|' = Pipe Linking w/ Pipe 6                   |
|A = Tank Brigade (Level)                     |
|BC = Bowser's Castle                         |
|F = Fortress                                 |
|L = Locked Door                              |
|o = Circular Space                           |
|S = Start Panel                              |
|V = Naval Fleet(Level)                       |
|X = Trap (Level)                             |
|Z = Air Force (Level)                        |
+---------------------------------------------+

                        World 8 - Dark Land

                            The Lava Lake

                                       [
                                       L
PART I                         S     (  o
                              |     |  |
                              o--A--o--V

                            The Graveyard

                                      )
                                      |
PART II                    <--Z     {L-o
                             |
                             o--X--X--X--]

                            The Darkness

                          >--o  `--o--o--o
                             |        |  L
PART III                   o--1     F--o  }
                          |        |
                          2--/--o--o--o--\

                          Bowser's Castle

PART IV                   '--AL-o--o--o--BC

-----------------------------------------------------------------------
--------------------------------Bonuses--------------------------------
-----------------------------------------------------------------------

Trap 1: Super Leaf

Trap 2: Super Leaf

Trap 3: Super Leaf

-----------------------------------------------------------------------
------------------------------Walkthrough------------------------------
-----------------------------------------------------------------------

NOTE: This goes without saying for all levels in the game, but I should
at least say it here.  I am guiding you through the game with the bare
essentials - no fancy item uses.  But, if you want to use a Magic Wing
to fly over a level or use a Jugem's Cloud, be my guest.  For the less
experienced especially, this is a challenging world.  Also, note that
you can skip the trap levels.  It is random when you have to play them.
So, sometimes you'll pass right over them, while other times you'll be
forced to play them.  Keep this in mind as you play.

                         +----------------+
                         |    The Tank    |
                         +----------------+

Bowser's gone all out.  A tank brigade is our first obstacle.  Go
forward and jump onto the first tank, standing over the hatch should a
Rocky Wrench appear.  Then jump right past the diagonal cannon to the
right ands stay there is safety until the screens scrolls to a cannon
firing Bob-ombs.

Jump past it and onto the cannon to the right of it.  If you stand on
the edge, you'll automatically hit the cannonballs as they come.  Then
jump right to another cannon.  Remain there until this tank has wheeled
itself out of the screen.  Two Rocky Wrenches man the next tanks.  Jump
onto their hatches, avoiding Bob-ombs and projectiles as they go, to
reach a third Rocky Wrench.  Crush it (the dark brown type don't
respawn), wait there in safety, and then jump right onto the large
cannon you see.  Jump from it to the next Rocky Wrench.

It should be easy to jump onto the next Rocky Wrench.  Then slide (or
run) under a ? Block, hitting it for a power-up.  And I recommend doing
it before the cannon to the right appears.  Then jump onto that cannon,
defeating the Rocky Wrench you see there.  After two more cannons, find
a good time to leap right onto the head of another Rocky Wrench.  Jump
again to yet another Rocky Wrench.  Dispatch that foolish soldier to
jump right to another Rocky Wrench.  Let it taste your boot, and then
jump right into the melee of Bob-ombs.  Throw one into the other, jump
onto the next tank's cannon, and remain there.  A gigantic cannonball
will be fired at you, but you should be safe where you are.  Get onto
that huge cannon and jump right of it to a pipe.  Take it.

The "mini-boss" of this level is a blue Boomerang Brother.  Since it
has no boss music, I will not treat it as one, though.  If you are Fire
Mario, then give it a fireball.  Otherwise, let it throw two boomerangs,
and let them pass its body.  Then run and jump onto it.  A chest
appears containing a Starman.  Take it to finish the level.

                         +-----------------+
                         |    The Fleet    |
                         +-----------------+

It is Bowser's naval fleet sailing across pools of lava.  Jump onto the
Rocky Wrench ahead.  From it, jump to the top of the cannons to the
right.  If you are super-fast and rather foolish, you can run down and
hit a ? Block for a power-up.

Leap right onto the head of the Rocky Wrench.  Then jump right onto the
next Rocky Wrench, soaring right over a group of Bob-ombs.  Now you
must jump to the next ship.  If you cannot make the jump, then bounce
across on a cannonball.  When you land on the bow, jump onto the next
few cannons, and then onto the Rocky Wrenches that follow.  A huge
cannon is ahead, and we must board a new ship.

Upon landing, duck to avoid the cannonball behind you, but then jump to
avoid a giant cannonball.  Get onto the cannon, jump to the next level,
and then jump over three cannons firing a barrage of cannonballs.  When
you land, go right to a giant cannon.  Let two Bob-ombs ahead explode,
let the cannon fire, and then leap to the pipe.  Take it to...

Mini-Boss: Boom-Boom

He's not the hermit we thought he was; he leaves the fortress every now
and then.  Boom-Boom has a clear, flat, Koopaling-style room.  And not
only that, but he's also incredibly easy.  Jump on him.  He will pick
up speed.  Jump on him again.  He will pick up speed.  Jump on him
again.  He will explode.  Take the Magic Ball to clear a Locked Door on
the map, and then take the pipe there to a new section of Dark Land,
the Graveyard.

                  +-------------------------------+
                  |    The Hammer Brother Trap    |
                  +-------------------------------+

Walk onto what I like to call the "bed of coals."  A hand, probably
that of those buried here (there are skulls all around.  It must be a
Graveyard!), pulls you down into this accursed level.  It's Hammer
Brother city here, and all his cousins are here to play, too.

Walk forward to engage a Fiery Brother.  It doesn't fire with machine
gun-speed like those we fought in World 2, luckily; run forward, jump
the fireballs, and then stomp it.  Now go forward to find a Hammer
Brother duo.  Wait for them to be on separate levels before you run in
and hit whichever blocks they're standing on.  Hit the second's block
when it jumps down.  Then hit the other blocks for a power-up and four
coins.  Now go right to a Boomerang Brother.  When it throws a
boomerang, jump onto it.  Then you'll come to a Sledge Brother.  Jump
immediately to avoid being stunned on this bridge of lava, and jump
onto its head when it has thrown a hammer.  A pipe to the right leads
you to a treasure - a Super Leaf.

                     +------------------------+
                     |    The Podoboo Trap    |
                     +------------------------+

This is a trap level that revolves around Podoboos.  It's actually
quite easy.

Go forward and wait for a Podoboo to fall into the lava.  Jump through
the coins and onto the platform.  Repeat this ahead.  Now, to the right
are dual Podoboos.  When the right one rises, the left does as well.
So, wait for the left one to start falling and then jump over the gap.
There is no Podoboo in the next patch of lava (it was designed to make
you waste time).  Now jump over the next Podoboo as it falls to another
platform.  Repeat this twice to the right to reach a pipe.  Take it up
to open a chest for a Super Leaf.

                   +----------------------------+
                   |    The Cheep-Cheep Trap    |
                   +----------------------------+

This level is reminiscent of Level 2-3 in Super Mario Bros., only
Cheep-Cheeps are flying out from lava, not water.  Cheep-Cheeps are
leaping out at you, making this is a rather difficult level.  If you're
really bad, then why not give Invincible Mario a go?

Get onto the bridge and run forward to two ? Blocks.  Hit them for
coins or skip them, and then jump right across a series of platforms,
avoiding Cheep-Cheeps all the way through.  Hit the next ? Block you
come across for a power-up.  Then duck-slide under the next block stack.
Jump over the next one, too.  Now jump right across more platforms to
an M spelled out in coins (for Mario, of course) to reach a pipe.  Take
it to a treasure chest containing a Super Leaf.  Happy day!

                        +-------------------+
                        |    The Airship    |
                        +-------------------+

More like "airships."  The Magic Wing seems to have been made for this
level...  If you do use it, do not fly too high up or you will die,
though.

Jump from the first ship to the second to the third to the fourth.
Rocky Wrenches and Flame Throwers are going by so quickly they make no
difference.  Now jump to the next, avoiding/defeating another Rocky
Wrench, and continue the pattern.  A "landmark" is the ship with the
large crate and dual Flame Throwers; use the crate or blasters to reach
the next ship.  The only other thing to worry about as you go is
skidding into Rocky Wrenches.  If you are small Mario, it is safe to
stand next to a Rocky Wrench; their wrenches will fly over you.
Otherwise, duck or destroy them.  At the end, you'll reach a pipe.
Take it to the most popular mini-boss in Super Mario Bros. 3!

Mini-Boss: Boom-Boom

You know the drill; stomp him, stomp him before he flies, and then
stomp him again.  He explodes, you take the Magic Ball, and the Locked
Door is downed.  And remember, it is best to stomp on him as he takes
off into flight, but you can also stomp him as he swoops down.  Now we
can explore the region that gives Dark Land it's name.

                         +-----------------+
                         |    Level 8-1    |
                         +-----------------+

There are two possible routes to take.  The first is far superior, but
it requires you be Raccoon Mario.  The second is your normal walking
through the level.

ROUTE 1: If you take off flying from the start (you should have at
least one Super Leaf from the trap levels), you'll reach a P Switch.
Hit it to collect several silver coins.

ROUTE 1 (Continued): Now take off and fly right.  Hover down to a pipe
when you come across one and take it down to a gigantic ? Block.  Hit
it for three 1UP Mushrooms, and then take the pipe out of here.  Run
along here to fill your power meter.  Fly right as far as possible and
then use your tail to hover to a pipe.  One Piranha Plant is all that
stands between you and the end of the level.

Route 2: Jump across the pit to the right, hit the ? Block for a coin,
and then get on the pipe of the Venus Fire Trap.  Then drop to the ?
Block (you can hit it for a power-up) to the right, from which you need
to jump across several pipes.  Dual Venus Fire Traps make it tough, but
you can avoid them completely by standing on the left edge of the
second pipe.  Then go right to two rows of bricks.  The second brick
from the left on either row contains coins.  Get on the top and jump
right to the high Bullet Bill Blaster.

ROUTE 2 (Continued): The ? Block contains a Starman if you can collect
it.  Then go right to a small tunnel filled with Bullet Bill Blasters
with a Boo to the right.  Hit the brick above the blaster for a 1UP
Mushroom (the rest contain coins), and then go right to a black box.
Turn around to stare down the Boo from there.  The ? Blocks above you
and to the right of you contain coins only.

ROUTE 2 (Continued): Jump to the top of the Venus Fire Trap's pipe from
the adjacent block.  Then go right to find stacked Bullet Bill Blaster.
Bounce from one Koopa Paratroopa to the top of the blasters.  If you
dare drop in for the coins, there's an invisible block above the third
hedge from the right.  Then go right to find a Jump Block.

ROUTE 2 (Continued): You must do a running hop onto the Jump Block to
launch yourself to the pipe.  Then jump right to the pipe of a Piranha
Plant when it's dwon.  Go right to the "black border" that blends in so
well to finish the level.

                         +-----------------+
                         |    Level 8-2    |
                         +-----------------+

This is a strange level, but at least there's some contrast in colors.
Go forward to a pit of quicksand.  If you go right, you'll eventually
tangle with an Angry Sun.  So, let's drown in the quicksand!  But, wait,
we don't drown; we fall down into a secret room!  Go left to a pipe.
Take it down to a staircase.  Hike up those steps, hit a brick block
for a power-up, and then take the pipe back up.

NOTE: If you go right, you'll find a pipe with 100 coins tucked inside!
No joke!  They both lead to the same pipe; you must decide what is more
important to you - a power-up or 100 coins.  No brainer, right?  Of
course, the 100 coins require Raccoon or Tanooki Mario to collect them
all.

You'll reappear by a few Venus Fire Traps.  Wait for the one to the
right to lower and then head up the hill.  Take the coins and then
slide down that slope!  You'll come to a Koopa Paratroopa, but you can
just jump over it to bounce on two Jump Blocks.  You'll come to the
end-of-the-level card.  Take it and be proud.  It's the last card in
the game.

                    +---------------------------+
                    |    World 8 Fortress #1    |
                    +---------------------------+

This is a very unique fortress.  It may not be symmetrical, but one
door on one side can be entered to appear by another door on the other
side.  As a result, there are many different ways to complete the
fortress.  Mine covers all the power-ups you'll need.

Go forward past two Roto-Discs.  Head past them to reach a brick above
a door.  Hit the brick for a power-up, and then go right past more
Roto-Discs and a Dry Bones to see a Roto-Disc circling by a door
surrounded by an H of brick blocks.  Break through the blocks (need a
power-up?  Enter the high door to the left, return, and then go back to
the power-up from earlier, the first one we got) and take the door.

Jump instantly!  Otherwise, you'll be on a conveyor belt to your death
in a pool of lava.  Jump right to a stable ledge when the Podoboo is
down.  Now go right on conveyor belts past Podoboos to reach a Thwomp.
Let it crash down, run right over the gap, and hit the ? Block for a
power-up.  If you want to be fully powered-up to Raccoon Mario, you can
take the door the Thwomp is guarding, return, and hit the ? Block again.

Now you must jump across conveyor belts to the right to reach a gray
blocked platform with a door on it.  Enter to find a P Switch.  Hit it
and run right, collecting coins and avoiding Boos, Roto-Discs, a Thwomp,
and reaching a door.  Take it.  When you appear in a new area, run
right and drop down as the Thwomp slowly moves right.  Jump over it and
go left to a few bricks.  Hit them for a P Switch, and then enter the
first door to the right.  Enter and exit it quickly to get power-ups so
that you're at top form.  Then repeat the P Switch deal, but this time
go right to a door on a gray block sticking out of the wall.  Enter,
wait for the switch to wear off, and duck.  You'll pass under a few
spikes on the conveyor belt to reach...

Mini-Boss: Boom-Boom

It's a slight twist with the conveyor belt, but he's still very easy.
He doesn't do the wing trick, for one.  Since you're probably Fire
Mario from getting the power-up from before, you can either nail him
with a fireball five times or beat him like normal - three jumps to the
noggin.  He will then explode, and the Magic Ball will be carried right
on the conveyor belt.  Take it to destroy the Locked Door on the map.
HUZZAH!

                      +-----------------------+
                      |    The Second Wave    |
                      +-----------------------+

We're up against the tank again, with airships above to shoot
cannonballs at you from above.  Jump onto the first tank and then to
the second.  Move right to jump over three cannonballs to reach a
cannon that shoots Bob-ombs.  When one explodes to destroy the others,
jump to the cannons to the right and get on top of them.  A tank of
Rocky Wrenches lies ahead.  Stomp them once to defeat them permanently,
and then move onto the ground.

After avoiding a few cannonballs from the airship above, jump onto the
tank.  Jump past cannons when you can to see one shooting Bob-ombs.
Let one explode before you jump right, possibly bouncing off a
cannonball, to land by another Rocky Wrench.  Defeat it, jump right,
and take the pipe.

Mini-Boss: Boom-Boom

It's the final Boom-Boom in the game.  You can't help but pity that
persistent loser.  Jump onto him once the rumble begins.  He'll then
sprout wings and try to fly upward.  Stomp him before he can do so, or
stomp him when he swoops down later.  Let him feel your boot one last
time.  He will explode, leaving the last Magic Ball in the game behind.
Take it to destroy the last Locked Door in the game.  The path is clear
now.  We can proceed to Bowser's Castle...

                     +-----------------------+
                     |    Bowser's Castle    |
                     +-----------------------+

This is a long, confusing castle.  It is quite appropriate for the last
level of the game.  Without a guide, you could easily fall victim to
the time limit (well, maybe I'm exaggerating).  But, we must find our
way to evil King Bowser if we are to rescue Princess Toadstool.  Also,
we just generally hate Bowser.  Let's-a go!

Go forward to find a Statue.  It shoots a laser at high speeds at a 45-
degree angle.  Run under these Statues as fast as you can to reach a
staircase.  Take it up and walk forward to... huh?  You're taken up the
shaft above by a blue platform.  Jump off at the top and go right to a
falling platform.  Take it down, holding right as you fall, to land in
a hallway.  Run right by a Hot Foot and jump onto the staircase.  Take
the stairs up by the Roto-Discs three to reach the top.  Once there,
jump in the upper-right corner for a 1UP Mushroom.  Now take the stairs
down to a hallway.  Go right in it to find several falling platforms.
Jump across them, wary of the Podoboos, to reach four hallways.  The
bottommost one is 1, the one above it 2, above it 3, and the topmost
one is 4.  # 2 and # 4 are the different paths for proceeding in the
castle to the boss.

1) This leads back to the entrance.  Don't take this hallway.

2) Go right past a few Roto-Discs to reach a Thwomp.  It will come at
you; jump over it.  Use a falling platform (hold right) to reach a new
area.  Jump right past the first Podoboo patch, and then jump right to
the Roto-Disc's orb.  Now jump right to another platform and then to
another one.  From it, take the door.  Go right to find a room filled
with Statues.  However, only the first one is dangerous.  Avoid its
laser and then pass the others, getting a power-up from the ? Block
along the way, to reach a pit of lava with a few blocks hovering over
it.  As you jump across them, though, Bowser will start breathing
flames to hit you.  Yes, even though he's in a different room, he can
still attack.  This is actually from Super Mario Bros.  At the end,
take a door to the boss...

3) This leads to a power-up.  You can then take a falling platform down
to the second choice.

4) To get in here, stand on the upper-rightmost block and let it fall a
bit before jumping into the hallway.  Ahead is a Statue.  Jump over the
first one, but the others are harmless.  When you reach lava, jump
across a few fallen platforms to reach a door (as you jump, Bowser
sends flames your way.  Avoid these).  Take the door to the boss...

BOSS: BOWSER

Not only did Bowser get his name from this game, but he also got his
look - red mane, yellow spikes, etc. - from this game.  Before, he was
called Koopa.  He had white spikes, he was tiny and bald, and he looked
as though he could be some shriveled old man.  In any case, Bowser's
arena of doom (for him!) looks like so:


                             _ _
                            |_|_|
                            | D |      +----------------------------+
_ _                        _|_  |      | Picture Key                |
|_|_|                      |_|_|_|      |-----------                 |
|_|_|----------------------|_|_|_|      | |_|_| = Metal Blocks       |
|_|_|_|_|----------------|_|_|_|_|      | D = Door                   |
|_|_|_|_|_|_|--------|_|_|_|_|_|_|      | - = Breakable Brick        |
                                       +----------------------------+

There are three ways to beat Bowser.  First, there is the normal way in
which Bowser defeats himself.  Stand in the center so that you're above
all three layers of brick blocks.  After firing a few flames, Bowser
will make a tremendous and surprisingly swift jump to crush you.  Run
right or left to avoid it.  Bowser will shatter one layer of bricks
below him.  Now get in the depression he formed.  The instant you see
him jump, hop out and run.  He is now two layers in.  One final time
and he will pass through the floor!  Note that if you are Super Mario
or better, you can duck when he tries to crush you.  He will not hurt
you.  After a long fall, Bowser is defeated.  Then, there are two other
options.  You could fire around 25-35 fireballs to defeat him.  Yes,
he's a toughie.  Alternately, the other way to defeat him requires you
be Hammer Brother Mario.  Depending on how dead-on your aim is, he will
take anywhere from three to ten hammers to defeat (the easiest way to
beat him by far, but still, he's quite strong).

GLITCH: A useful, little-known glitch for beating Bowser is not one
you'd expect.  If you get to the arena before Bowser Raccoon or Tanooki
Mario with a Magic Wing, try to fly above the right wall.  Go left to
the edge, and then go right to fall into the arena.  For some strange
reason, Bowser won't be able to breathe fire.

Do an obnoxious victory dance, throw in some pun about him "going down"
or something like that, and move over to the door.  Enter to find
Princess Toadstool in her room.

"Thank you.  But our princess is in another castle!... Just kidding!
Ha ha ha!  Bye bye."

They now show the credits, showing each land and enemies you faced -
Goombas in Grass Land, Boomerang/Fiery Brother in Desert Land, Blooper
with Kids (as Frog Mario) in Water Land, Boss Bass in Giant Land, Koopa
Troopa (as Tanooki Mario) in Sky Land, Bob-ombs and company in Ice Land,
Piranha Plants (as Hammer Brother Mario) in Pipe Land, and then Bowser
in Dark Land.  Then it's The End.  Short credits, huh?  Personally, I
find the ending to be a let down.  Toadstool does not talk like that!
She doesn't pretend to be a Toad!

CONGRATULATIONS!  You beat the game.  But, since there's no saving
after The End on the NES, you can play again to experience it all over
again!  Try seeing how quickly you can beat the game, or try to get
everything.  Super Mario Bros. 3 is a huge game, and I think you'll
greatly enjoy a second play-through... maybe even as Luigi...
-----------------------------------------------------------------------
  _________________________________________________________________
 /                                                                 \
/                                                                   \
||----------------------------Section 3*-----------------------------||
\                                                                   /
 \_________________________________________________________________/

=======================================================================
===============================World 9*================================
=======================================================================

Some would argue that World 9 - Warp Land - isn't a world, but I beg to
differ.  After all, it says "World 9" in the lower-left corner.  But,
what is this Warp Land I speak of, and how does one reach it?  All will
be explained here, folks.

+---------------------------------------------+
|                   MAP KEY                   |
+---------------------------------------------+
|# = World Pipe Warps To                      |
|o = Circular Space                           |
+---------------------------------------------+

                          WELCOME TO WARP ZONE!

                               o--2--3--4

World 9 - Warp Land             o--5--6--7

                               o--8

To access World 9, you need to use a Magic Whistle, a very rare item.
Only three exist in the game - two in World 1 and one in World 2.
Depending on what world you warp in, you are taken to different areas.
Use it in World 1 and you'll have the option of warping to World 2, 3,
and 4.  Use it World 2, 3, 4, 5, or 6 you can go to World 5, 6, or 7.
Use it in World, 7, 8, or 9 to warp to World 8.  But, how does one get
a Magic Whistle?

There are three, and they are found like so:

1) In Level 1-3, get to the black border at the end.  Turn around and
go left to a white block with a red-shelled Koopa Troopa on it.
Dispatch the Koopa Troopa and then duck on the block.  Eventually, you
will fall through the block!  Yes, you'll be behind the background
hedges.  Run right, jumping an enemy as you go, to run behind the black
border at the end of the level.  Keep going to enter a hidden Toad's
House.  The Toad there will give you the Magic Whistle.  Quite nice of
him, huh?

2) This is found in World 1 Fortress # 1.  Get to the end of the first
room as Super Mario or better.  Hit the ? Block for a Super Leaf to
become Raccoon Mario, and then defeat the Dry Bones to keep it inactive
and out of the way for a while.  Walk right against the wall there,
turn left, and take off.  When your power meter is full, fly upward
into the opening , holding right so that you're flying against the
block mass above, until you land and can walk right.  Go right until
you can no longer, press Up, and you'll go through a doorway.  You fall
down into a room with a treasure chest that contains the fabled Magic
Whistle.  This particular whistle is the only one that Toadstool does
not make reference to in her letters.  Note that this destroys the
Fortress, but not the Locked Door.  Not that it really matters, of
course...

3) A Hammer Brother in World 2 has this Magic Whistle, but you might
not see it.  There's good reason for that, though.  When you get the
Hammer from a Hammer Brother duo in World 2, save it (don't use it to
reach the Spade Panel that is obvious).  When you can, go up a few
spaces from the Pyramid to the upper-rightmost circular space.  Use the
Hammer there to destroy a Rock.  Go right now to find a Toad's House
and a Fiery Brother duo that can be defeated for a Magic Whistle.

Knowing this, it should be easy to reach whichever world you need to.
They had to put something like this in the NES version so that you
could beat it in one sitting (there's no save on the NES version).  And
if you wanted to do a speed test, see the next section for details.

=======================================================================
===========================Minimalist Quest*===========================
=======================================================================

For all those speed demons out there, or for all those lazy video
gamers, I've got you covered.  It is possible to reach World 8 in just
four levels.  How's it done, exactly?  Well, it should be rather
obvious, but I'll explain anyways.

1) Beat Level 1-1.

2) Clear Level 1-2.

3) Play Level 1-3, but don't use the normal exit.  Instead, get the
Magic Whistle in this level (see above section for details).

4) Skip the Spade Panel and Toad's House to play the World 1 Fortress
#1.  Instead of fighting Boom-Boom at the end, though, find the secret
exit by getting the Magic Whistle.

5) Go no further.  Use the Magic Whistle.  You will now have a choice
of either visiting World 2, 3, or 4.  Pick none of them, though.
Instead, use your other Magic Whistle to warp here in World 9.  You'll
be brought to a warp to World 8.  Take this warp.

Now you just have to clear the various levels of World 8 to beat the
game!  Yes, it is possible to beat the game in a reasonable amount of
time.  The only disadvantage to this is that you'll have no items and
few lives in the hardest world in the game.  Only experts can pull it
off.  Good luck.

=======================================================================
=======================Toad's Houses & Bonuses*========================
=======================================================================

There are several bonuses in the game.  Here, I'll give strategies for
winning these bonuses - Toad's Houses, card-collecting, Spade Panels,
and the N-Mark Spade Panel.

                       +---------------------+
                       |    Toad's Houses    |
                       +---------------------+

There isn't much to say, really.  Toad's Houses can give you any of
these items: Mushrooms, Fire Flowers, Super Leaves, Frog Suit, Tanooki
Suit, or the Hammer Brother Suit, differing on which house you visit.
Some special houses also contain a Magic Whistle, Anchors, and Magic
Wings.  Just visit these places, pick up a chest, and take your prize.

                      +-----------------------+
                      |    Card Collecting    |
                      +-----------------------+

You must've noticed that you get cards with either a Mushroom, Fire
Flower, or Starman on them by now.  If you get three non-matching cards
(for instance, two Mushrooms and a Starman), you'll get a 1UP.  If you
get three Mushroom cards, you'll get a 2UP.  Three Fire Flowers earn
you a 3UP.  And three Starman cards, the most desirable, earn you a 5UP.
But, there is a way to guarantee you get a Starman card.  When you
reach the black border, run forward so that your power meter is full.
Jump at a 45-degree angle into the slot, passing through the lower-left
corner of the box.  You'll get a Starman, even if it wasn't flashing on
that.  This should help in getting extra lives.  Also, note that you
can "share" cards with your partner in a Two Player Battle.

                        +-------------------+
                        |    Spade Panel    |
                        +-------------------+

The lining-up pictures game is rather easy to play, but there is no
surefire way to win.  Three pictures - Mushroom, Fire Flower, and a
Starman - are cut into three.  The three parts scroll across the screen
and you must stop them to line them up.  If you can complete a picture
of a Mushroom, you get a 2UP.  Fire Flower pictures earn you a 3UP, and
a 5UP goes to the lucky soul that can match up the parts of a Starman.
Just press A to stop the scrolling and hope for the best.  50 % of the
pictures are Mushrooms, 25 % are Fire Flowers, and the remaining 25 %
are Starmen parts.  So, it's easier to get Mushrooms to line up, but
the chances of lining up pictures of Fire Flowers and Starmen are very
slim.  Good luck.

                     +-------------------------+
                     |    N-Mark Spade Game    |
                     +-------------------------+

This is the most interesting game by far.  The N-Mark Spade Panel
appears every time you get 80,000 points.  When you go, you'll play a
card-matching game in which you can win a 1UP, a Mushroom, A Fire
Flower, a Starman, 10 coins, and/or 20 coins by simply matching the
cards that feature those pictures (you do not get points for collecting
items in this game).  You are allowed to make two mistakes.  If you do,
the game disappears, but you'll pick up playing the same game the next
time it comes to town.  You'll get any one of eight sets of cards,
which is random, and I have diagrams below of each possible setup.

+-----------------------------+
|CARD KEY                     |
+-----------------------------+
|10 = 10 Coins                |
|20 = 20 Coins                |
|FF = Fire Flower             |
|SM = Mushroom                |
|ST = Starman                 |
|UP = 1UP Treasure Chest      |
+-----------------------------+

                        +-----------------+
                        |    Pattern 1    |
                        +-----------------+

                  __    __    __    __    __    __
                 |FF|  |10|  |UP|  |FF|  |UP|  |SM|
                 |__|  |__|  |__|  |__|  |__|  |__|

                  __    __    __    __    __    __
                 |ST|  |SM|  |20|  |ST|  |SM|  |10|
                 |__|  |__|  |__|  |__|  |__|  |__|

                  __    __    __    __    __    __
                 |ST|  |FF|  |20|  |SM|  |FF|  |ST|
                 |__|  |__|  |__|  |__|  |__|  |__|

                        +-----------------+
                        |    Pattern 2    |
                        +-----------------+

                  __    __    __    __    __    __
                 |FF|  |20|  |SM|  |ST|  |UP|  |FF|
                 |__|  |__|  |__|  |__|  |__|  |__|

                  __    __    __    __    __    __
                 |UP|  |FF|  |10|  |SM|  |20|  |ST|
                 |__|  |__|  |__|  |__|  |__|  |__|

                  __    __    __    __    __    __
                 |SM|  |10|  |ST|  |SM|  |FF|  |ST|
                 |__|  |__|  |__|  |__|  |__|  |__|

                        +-----------------+
                        |    Pattern 3    |
                        +-----------------+

                  __    __    __    __    __    __
                 |FF|  |ST|  |UP|  |FF|  |20|  |SM|
                 |__|  |__|  |__|  |__|  |__|  |__|

                  __    __    __    __    __    __
                 |10|  |SM|  |20|  |UP|  |SM|  |10|
                 |__|  |__|  |__|  |__|  |__|  |__|

                  __    __    __    __    __    __
                 |ST|  |FF|  |ST|  |SM|  |FF|  |ST|
                 |__|  |__|  |__|  |__|  |__|  |__|

                        +-----------------+
                        |    Pattern 4    |
                        +-----------------+

                  __    __    __    __    __    __
                 |FF|  |ST|  |UP|  |FF|  |UP|  |SM|
                 |__|  |__|  |__|  |__|  |__|  |__|

                  __    __    __    __    __    __
                 |10|  |SM|  |FF|  |ST|  |SM|  |10|
                 |__|  |__|  |__|  |__|  |__|  |__|

                  __    __    __    __    __    __
                 |ST|  |20|  |20|  |SM|  |FF|  |ST|
                 |__|  |__|  |__|  |__|  |__|  |__|

                        +-----------------+
                        |    Pattern 5    |
                        +-----------------+

                  __    __    __    __    __    __
                 |SM|  |FF|  |20|  |FF|  |10|  |ST|
                 |__|  |__|  |__|  |__|  |__|  |__|

                  __    __    __    __    __    __
                 |20|  |UP|  |SM|  |10|  |UP|  |FF|
                 |__|  |__|  |__|  |__|  |__|  |__|

                  __    __    __    __    __    __
                 |ST|  |SM|  |ST|  |SM|  |FF|  |ST|
                 |__|  |__|  |__|  |__|  |__|  |__|

                        +-----------------+
                        |    Pattern 6    |
                        +-----------------+

                  __    __    __    __    __    __
                 |SM|  |FF|  |UP|  |FF|  |ST|  |ST|
                 |__|  |__|  |__|  |__|  |__|  |__|

                  __    __    __    __    __    __
                 |20|  |ST|  |SM|  |10|  |UP|  |FF|
                 |__|  |__|  |__|  |__|  |__|  |__|

                  __    __    __    __    __    __
                 |20|  |SM|  |10|  |SM|  |FF|  |ST|
                 |__|  |__|  |__|  |__|  |__|  |__|

                        +-----------------+
                        |    Pattern 7    |
                        +-----------------+

                  __    __    __    __    __    __
                 |SM|  |FF|  |20|  |SM|  |10|  |ST|
                 |__|  |__|  |__|  |__|  |__|  |__|

                  __    __    __    __    __    __
                 |FF|  |UP|  |SM|  |10|  |UP|  |20|
                 |__|  |__|  |__|  |__|  |__|  |__|

                  __    __    __    __    __    __
                 |ST|  |FF|  |ST|  |SM|  |FF|  |ST|
                 |__|  |__|  |__|  |__|  |__|  |__|

                        +-----------------+
                        |    Pattern 8    |
                        +-----------------+

                  __    __    __    __    __    __
                 |UP|  |SM|  |10|  |SM|  |FF|  |ST|
                 |__|  |__|  |__|  |__|  |__|  |__|

                  __    __    __    __    __    __
                 |SM|  |10|  |ST|  |20|  |20|  |FF|
                 |__|  |__|  |__|  |__|  |__|  |__|

                  __    __    __    __    __    __
                 |ST|  |UP|  |FF|  |SM|  |FF|  |ST|
                 |__|  |__|  |__|  |__|  |__|  |__|

Notice that the right three cards in the bottom row is always a
Mushroom-Fire Flower-Starman combo.  So, how does knowing what these
are help you?  I've made some simple instructions for determining which
pattern you have.

                 +---------------------------------+
                 |    Determining Your Card Set    |
                 +---------------------------------+

Check the card in the upper-left corner.

I) If it is a 1UP Treasure Chest, you have Pattern 8.

II) If it is a Mushroom, then match the Mushroom to the card third from
the right on the bottom row.  Now select the second card from the right
on the upper row.

A) If it is a Starman, you have Pattern 6.

B) If it is 10 coins, match with the card to the lower-left of the 10
coins card.  Now select the second card from the left on the lower row.
If it is a Mushroom, you have Pattern 5.  If a Fire Flower, you have
Pattern 7.

III) If it is a Fire Flower, match it with the card second from the
right on the bottom row.  Then select the second card from the left on
the upper row.

A) If it is a Starman, then match the Starman with the lower-rightmost
card.  Now select the second card from the right on the upper row.  If
it is a 1UP Treasure Chest, then you have Pattern 4.  If it is 20 coins,
then you have Pattern 3.

B) If it is 10 coins, you have Pattern 1.

C) If it is 20 coins, you have Pattern 2.

Be sure to clear out some spaces in your inventory to gain three new
items.  Hopefully these instructions will help you to identify your
pattern and claim all of the items for yourself.  Everyone wins!

=======================================================================
==============================Coin Ships*==============================
=======================================================================

In World 1, 3, 5, and 6, it is possible to transform the Hammer Brother
into a ship of coins with two Boomerang Brothers at the end.  It is
likely that you won't get this on a normal play-through unless you try,
as certain conditions must be met.

                      +----------------------+
                      |    The Conditions    |
                      +----------------------+

- As I said earlier, it only works in World 1, 3, 5, and 6.

- You must finish the level with a coin total that is a multiple of 11.
The following numbers only work: 11, 22, 33, 44, 55, 66, 77, 88, and 99.

- The ten's digit in your score must match the number in your coin
count (for instance, the ten's digit is 7 and your coin count is 77).
Or, you could have the ten's digit in your score be five more or five
less than the coin count's number (for instance, ten's digit is 2 and
coin count is 77).

- Now you must finish the level.  If the ten's digit of your score is
equal to the ten's digit of your coin count, finish the level with an
even time.  If it is five under/over, finish it with an odd time.

- The coin ship will go away if you die on it.  Also, if you meet these
requirements again, the Hammer Brother will transform back into the
coin ship.

                       +---------------------+
                       |    The Coin Ship    |
                       +---------------------+

The ship is a side-scrolling "level" filled with coins.  Run forward on
the lower level, jumping through the platforms for coins, and then jump
over the cylinder to the right.  Collect coins to the right, jump to a
pipe, and take it down to a duo of Boomerang Brothers.  Defeat them and
take your prize.  This is, after all, the replacement of the Hammer
Brothers.

=======================================================================
=========================White Toad's Houses*==========================
=======================================================================

In the first seven worlds, collecting a certain amount of coins in
certain levels will create a Toad's House painted white.  Inside are
prizes you can get, and some are well-worth the trouble.  Here, I will
list where to collect coins, how many to get (at least), and what the
reward is in the White Toad's House that will appear.

-----------------------------------------------------------------------
Level

Minimum Coin Requirement:

Prize:
-----------------------------------------------------------------------

Above is the setup.  Below is the list.  Let's go!

-----------------------------------------------------------------------
Level 1-4

Minimum Coin Requirement: 44

Prize: Magic Wing
-----------------------------------------------------------------------
Level 2-2

Minimum Coin Requirement: 30

Prize: Anchor
-----------------------------------------------------------------------
Level 3-8

Minimum Coin Requirement: 44

Prize: Magic Wing
-----------------------------------------------------------------------
Level 4-2

Minimum Coin Requirement: 22

Prize: Anchor
-----------------------------------------------------------------------
Level 5-5

Minimum Coin Requirement: 28

Prize: Magic Wing
-----------------------------------------------------------------------
Level 6-7

Minimum Coin Requirement: 78

Prize: Anchor
-----------------------------------------------------------------------
Level 7-2

Minimum Coin Requirement: 46

Prize: Magic Wing
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------

And there you have it, folks.  Try your luck to see if you can win a
fabulous prize!  Good luck to all, and to all a good night!

=======================================================================
==============================1UP Tricks*==============================
=======================================================================

Just like in the original, there are several ways to get 1UPs
continually by making use of the point system.  There are a few good
places to do these, and I'll mention where in each.

                      +-----------------------+
                      |    Endless Airtime    |
                      +-----------------------+

The idea here is to bounce off enemies perpetually to rack up points.
The ninth enemy will yield a 1UP, as will each enemy after that.  This
can be done in several places.  You must be Raccoon Mario to perform
any of them.  The first is Level 1-2.  Go to the pipe that produces
Goombas endlessly (right) and jump on one, being sure to bounce off and
slowly tail-descend to another Goomba produced.  This is rather
difficult to do because Goombas are produced so slowly, though.

A slight variation lies in Dry Bones at the beginning of World 2
Fortress 1.  Round up the first three Dry Bones, be Raccoon Mario, and
stomp on one.  Bounce up, hover down, and stomp on the second.  Do the
same for the third.  By the time the third is hit, the first should
revive, allowing you to continue the cycle endlessly.  The same can be
done for multiple Koopa Troopas or Koopa Paratroopas, but it is
considerably trickier.

Another variation of the idea can be performed in 3-7 and 5-4.  In 3-7,
get to the point where you must kick a Koopa Troopa shell into a block
to make a vine grow.  Stop the shell by stomping it, bounce to the vine,
and drop down to the shell, repeating this endlessly.  The game does
not register the vine as ground, which is why it works.  Of course,
this take much longer than other tricks, and it's rather hard to do,
even as Raccoon Mario.  But a far harder trick lies in 5-4.  Hit it a
Koopa Paratroopa, bounce onto the spinning platform, and repeat.  If
you can manage to repeat this like a good pro should, you'll rake in
the 1UPs.

                     +-----------------------+
                     |    Lakitu to Coins    |
                     +-----------------------+

A few levels have Lakitu follow you at the end of them.  Let him escort
you to the card.  Then have four Spinies be thrown down to your
position.  Take the card.  The four Spinies earn you 15000 points and
Lakitu turns into a 1UP.  Pretty nice, eh?

                     +-------------------------+
                     |    Fortress of Coins    |
                     +-------------------------+

The idea here is to collect at least two lives, die, and repeat.
That's a net gain of one life.  The best application of this is in
World 7 Fortress #1.  Find the P Switch in the first room, hit it, and
fall through the coins.  Take a door and repeat until the time runs out!
You'll earn several extra lives from the coins (it depends on whether
you're Raccoon Mario or not), but you'll lose one from the timer.  That
means that you can return to the fortress and keep on doing it to your
heart's content.  When satisfied with your life count, move on to
actually beat the level.  It's great for replenishing lives you
might've lost while getting to World 7.

                  +-------------------------------+
                  |    Endless Line of Enemies    |
                  +-------------------------------+

When a Koopa Troopa (or any other enemy's) shell is launched into
several enemies, it builds up points until the ninth enemy onward gives
a 1UP Mushroom.  Well, where is one going to find an endless supply of
enemies?  A Lakitu and a Bullet Bill Blaster, of course!  3-4 and 3-9
both have each in them.  In 3-4, bring a Koopa Troopa shell from a
slope to the point where Lakitu appears and there are two blocks on the
ground to fence in your shell.  Throw the shell between the blocks and
let the Spinies of the Lakitu be thrown down there, thus defeating them
for more and more points that become 1UPs.  This runs the risk, however,
of a Spiny being thrown at you.  3-9 has no such risk.  If you take the
first Koopa Troopa shell you find and throw it between two Bullet Bill
Blaster ahead, the shell will bounce continuously, defeating any Bullet
Bills launched, for points and eventually 1UPs.  A very handy trick, it
is, much easier than the endless airtime trick.

Unfortunately, because you do not bounce after landing on a shell, it
is impossible to replicate the awesome 1UP trick in Super Mario Bros.
where you got about 1UP per every two seconds.  But, we don't have a
bad selection here, either.

=======================================================================
=========================Tricks and Glitches*==========================
=======================================================================

This section will cover the myriad tricks and glitches, as the title
says, of Super Mario Bros. 3.  Here goes.

On a side note, thanks to The Mushroom Kingdom web site (the address is
http://www.classicgaming.com/tmk/tmk.shtml) for providing most of these
glitches.  An excellent site on everything Mario-related that I first
noticed when referred there in the guide of spacepope4u.

- In several locations, it is possible to duck on a platform and fall
behind the scenery.  This is intended in Level 1-3, but elsewhere it's
a glitch.  If performed underwater, you'll be "invisible," although air
bubbles still rise up.

- The kings give different thank you messages depending on what suit
you're in.  Yes, it's true.  I have them listed below.  As it turns out,
not even kings can resist the Hammer Brother Suit.

"Oh, me!  Oh my!  You've been transformed!  Shall I change you back
with this wand?" - Frog Mario

"Thank you, kind raccoon.  Please, tell me your name" - Tanooki Mario

"Hey, you!  Can I borrow your clothes?  No dice?  What a drag!" -
Hammer Brother Mario

- In Level 7-8, enter as Tanooki Mario and get to the gigantic ? Block
with the Hammer Brother Suit in it.  Hit it so that the suit is
bouncing about, and when it is about to hit you, press Down and B to
turn into a statue.  If done correctly, you'll have some properties of
Tanooki Mario, but you'll be in the Hammer Brother Suit.  Unfortunately,
this transformation cannot go down pipes, which means that you can't
exit the level in this state.

- If find a pipe that you can take down as Tanooki Mario, stand on the
top and press Down and B to turn into a statue and go down the pipe
simultaneously.  If you do it correctly, you will turn gray as Tanooki
Mario and turn into a statue when you come out of the pipe.

- Strangely, fireballs change color in different settings.  In
Koopaling chambers, they appear whitish gray, and in Toad's Houses they
appear green.  This is only in the NES version, though.

- It is possible to duplicate Grab Blocks.  If you and a Buster Beetle
try to lift the same block at the same time, you will both lift the
same Grab Block, meaning that you pulled a Grab Block out of a Grab
Block.

- You can go down the side of a pipe, but it won't work out very nicely.
You must be Super Mario, and you must be willing to sacrifice your game
(you will be frozen in the level after doing this).  In 3-9 and 7-5,
there are pipes with Grab Blocks on the right side of the pipe.  Lift
and throw away the bottom four Grab Blocks in the stack, leaving only
the fifth.  Now, go to where the Grab Blocks were and duck.  Jump, hold
left (while still holding down).  You'll enter the pipe from the side!
And when you come out, you're behind the scenery.  You can scroll right,
shooting fireballs from random locations, and you won't die, even if
the timer stops.  The only way to stop this odd glitch is to turn the
console off.

- This is an odd glitch found in Level 5-7.  When you reach a Venus
Fire Trap, take the pipe down to a strange area.  When you reach a gray
ledge, hold Down to fall behind the scenery.  If you return to the pipe
and take it up, you'll be Invincible Mario for the rest of the level
(or until you take a pipe down), but you won't have gotten a single
Starman.

- Oddly, jumping/flying too high, especially in a side-scrolling level,
over the screen results in death.  I guess the air's too thin for a
plumber who can breathe underwater...

- If you stand one block away from a pipe or block and throw a shell,
it will pass right through you without hurting you.  If you stand
touching a pipe or any other solid material, the shell will disappear.

- It is possible to make Boom-Boom fly out of a fortress.  But, he
won't return, meaning that you won't get the Magic Ball, meaning that
you'll have to wait for time to expire to win.  To do this, be Raccoon
Mario (or Tanooki Mairo) and be in a fortress where Boom-Boom flies.
When he starts flying, start flying as well, and fly up in a corner.
When Boom-Boom swoops in on you, dodge his attack.  He'll go straight
through the edge of the screen and fly off.

- There are two places in Bowser's Castle where it is possible to pass
through the walls.  For the first, get to the point after the Roto-Disc
staircase where there's an invisible 1UP Mushroom in a block.  If you
stand below the block and duck and jump onto it, you'll pass through
the wall to the right.  In either room before Bowser, if you use a
Magic Wing to duck and fly onto the last Bowser statue and then stop
ducking, you'll pass through the wall right of it, too.

- As you probably know if you read my guide for Bowser, there is a way
to handicap him.  When you reach the door that leads to his room, stop.
You should have a Magic Wing and be Raccoon/Tanooki Mario to do this.
Fly up to the left wall, get on the edge, and run right to fall into
the arena.  Try as he may, Bowser will not be able to breathe fire.

- This is an understandable glitch that somewhat reveals how Bowser is
programmed.  If you stand on a non-breakable block and Bowser jumps,
and then you move right to a breakable block, timing it just right so
that Bowser lands on the breakable block, the block will not break.

- Bowser is only dangerous when stomping you and if you touch his lower
half; Bowser's lower half can be walked right through if you're regular
Mario.  This is why Super Mario must duck to avoid being damaged by a
stomp.  It is surprising that there are so many Bowser and Bowser's
Castle glitches...

- When you beat the game and start playing again, you'll begin with 28
Magic Wings!  Yes, that's your full inventory!  With them at your
disposal, you can skip any and all levels that give you trouble.

Those are the glitches and tricks I've found in Super Mario Bros. 3.
But, that doesn't include some other tricks and glitches covered under
the various "bonus" parts of Section 3.  Check there to see if you can
learn anything else new.

=======================================================================
========================Two Player Battle Mode*========================
=======================================================================

There is an option for playing with two players in Super Mario Bros. 3.
Mario and Luigi (Player One and Player Two, respectively) alternate
turns as they work together to beat the game.  But, let's say Mario
clears Level 1-1.  Then Luigi is passing over 1-1.  If Mario presses A,
then a battle begins to claim each other's cards and turn!  It also
works in reverse on any other level.  In Super Mario All-Stars, there's
an option for playing these battles outside of the main game.

                       +---------------------+
                       |    The Objective    |
                       +---------------------+

The game itself is a huge reference to "Mario Bros.," the arcade game
that Mario and Luigi first starred in together.  Mario and Luigi start
on opposite sides in the sewers of Brooklyn (where they hail from
originally, although Nintendo has since changed them from Brooklyn
residents to Mushroom Kingdom-born citizens.  A group of baddies have
infiltrated the sewers and are now running amuck.  Plumbers as they are,
it's up to Mario and Luigi to clean up this mess.

But, I guess that glory-hog Mario wants to take all the credit, or
Luigi wants to shine for once, and so they are competing with each
other.  In any case, Mario and Luigi compete to see who can defeat the
most enemies (the first to five), or who can survive the longest.

                        +-------------------+
                        |    The Enemies    |
                        +-------------------+

Mario and Luigi wouldn't be here without these guys.  There are only a
few enemies in these sewers, but beating them is trickier than your
usual Goomba.  You defeat all enemies by hitting them from below
(jumping into the block they're standing on).  This applies to all
enemies but the Fireball.  Then you must bump into them to defeat them.
If they are not bumped into soon, enemies will eventually right
themselves (they can also be righted with another blow from beneath).
If you let them right themselves, they will be faster upon righting.
Alternately, hitting the POW Block (you can hit it up to three times
between you two) will defeat any enemies on the ground.

Fireball: These appear when the competing players take too long to
clear out the enemies.  They are indestructible obstacles that appear
from pipes, and they are designed to take out a brother to end the game.

Fly: Hopping out of the pipe, these look like what they sound like -
flies.  Since they are hopping, they might dodge the POW Block.  It's
probably the middle difficulty in the game.

Lobster: This is the hardest enemy in the game.  It requires two hits
to knock it onto its back.  After one hit, it increase speed.

Spiny: This is the most common enemy in the game is the Spiny.  These
walk forward in a straight line (remember, the screen wraps around!)
and require one hit to be defeated.

Note that the last enemy in the game will change color and increase
speed to make it harder.  Defeat any five of these enemies to win.

                          +---------------+
                          |    Purpose    |
                          +---------------+

Battling does serve a few purposes.  Some of them can be cooperative,
while others are for fun/being mean.

- If you jump on the other player in a battle, one of their cards will
pop out of them and bounce about the screen.  You two can use this to
your advantage to get better sets of cards.  For instance, if Player
One has a Starman and a Fire Flower and Player Two has two Starmen,
then Player One could "give" Player Two the Starman card so that Player
Two could get a 5UP.

- The winner gets the next turn.  So, if it's Luigi's turn and Mario
wins the battle, then Mario steals Luigi's turn.  This can be useful if
one player can't beat a level or if you want to be a turn-hog.

- And of course, it's just fun to fight.  This is why Super Mario All-
Stars has a separate mode of play devoted to this.  Also, you can use
this to vie for superiority or reach a Toad's House before your friend,
etc.  It has many more competitive purposes than cooperative ones.

And that's all there is to know about Two Player Battles.  Have fun
duking it out!  Bop him, Mario!

=======================================================================
=========================NES/SNES Differences*=========================
=======================================================================

For one reason or another, Nintendo decided to change a few things in
the remakes of this game.  Super Mario Bros. 3 was included on Super
Mario All-Stars for the SNES in 1993, and it was later re-released on
the GBA as "Super Mario Advance 4: Super Mario Bros. 3."  Why and how
they chose all these crazy numbers and ways to re-release these
classics on Super Mario Advance games is beyond me, but they did.
Since I haven't played SMA 4, I can't identify any differences.  So,
this will cover the NES to SNES differences.

- Obviously, the graphics are better.  The graphic changes are less
noticeable for Super Mario Bros. 3 than other Mario games because it
started with such exceptional graphics.

- On the title screen, the "TM" has been moved to the "Bros" from the
"3."

- A great change, the opening "cinema" now has music.  It really adds a
lot to the scene.

- Speaking of music, letters now have music added to them.

- There's a 2 Player Battle Mode in All-Stars that can be accessed at
any time.

- Controller 1 can no longer pause Player 2's game.

- Upon starting the game, you'll have one more life than you would on
the NES.

- Originally, Luigi used Mario's sprite touched up a bit.  Now Luigi
actually looks different - taller and thinner.  Similarly, the Mario
Bros. now have darker skin.  And now everything looks smoother and
rounder.

- The Spade Panel is blue and the spade rotates about its cover.

- Several things, including fortresses and enemies, have changed
somewhat in color.

- A white block in 5-7 has changed color.

- Three coins have been added near the beginning in 2-2.

- The water level is lowered in 4-4.  This makes it a lot harder to
reach the bonus room at the beginning without the Frog Suit, but it can
be done.

- The background of the status bar is a darker shade of blue (this goes
for several things in the game), and it's been divided into another box;
"World #" and the life count are now boxed off.  Also, the $ sign on
the status bar has been replaced by a coin icon.

- On airships, you can hear thunder and see lightning in the background.

- When you start a level, it now says "Mario Start!" or "Luigi Start!"
based on who you're playing as.  This is from Super Mario World.  Also,
when you enter a level, the screen goes black in a circular shape, not
a rectangle like in the original.

- Cards at the end of levels are now colored (Starman cards are yellow,
etc.).  In fact, things in the black border now have color instead of
being white outlines.

- Cleared levels now have colored letters on them based on who beat
them.  The same goes for the oval-shaped M or L by your life count (it
is now colored red or green).

- In the original, fireballs appeared different colors depending on
where you used them.  They turned white in the arenas with the
Koopalings and green in Toad's Houses.  Now they are universally red.

- When hit in a suit, the outline of the suit leaves your body.  Before,
it just disappeared in a little poof of white smoke.

- A few enemies make new noises now.  Podoboos and Hammer Brothers are
two good examples of this.

- Coins now sparkle, as do Action Scene Panels.

- Just like in Super Mario Bros. 2, doorways are now doors.

- In Toad's Houses, you can now take a chest even while Toad is still
talking.  Speaking of which, Toad resemble his Super Mario Bros. 2 self
more now.  Toad's Houses even feature different items.

- Mushroom Kings are now different animals.  They are listed below
(World) NES/SNES).

1) Dog/Cobrat (snake enemies in Super Mario Bros. 2)
2) Spider/Hoopster (ladybug enemy in Super Mario Bros. 2)
3) Turtle/Dino Rhino (fire-breathing rhinoceros from Super Mario World)
4) Dinosaur/Donkey Kong Jr. (ape from "Donkey Kong Jr." in the arcade)
5) Vulture/Albatross (bird enemy from Super Mario Bros. 2)
6) Seal/Monty Mole (mole enemies from Super Mario World)
7) Piranha Plant/Yoshi (dinosaur ride debuting in Super Mario World)

- For some reason, the names of the kingdoms have been changed.  Grass
Land stays the same, but Desert Land is Desert Hill.  Water Land
becomes Ocean Side, Giant Land is now Isle of Giants, and Sky Land is
just "Sky."  Ice Land remains the same, but Pipe Land is now Pipe Maze.
Dark Land is newly named as Koopa Kingdom.  And World 9 is not
officially named Warp Land.

- The timer no longer works when going between pipes on the map.

- The ending scene that shows the various worlds is changed.

- And of course, the game is now on the SNES with different controls
and the works.  And, you now have the ability to save your game, making
things loads easier (you can beat it multiple sittings)!

And those are the differences between the NES and SNES versions of the
game.  Not too much was changed, fortunately.  Oddly, I enjoy playing
the NES version much more than the SNES version.

=======================================================================
=================================FAQ*==================================
=======================================================================

FAQ stands for "Frequently Asked Questions."  In other words, read this
section before e-mailing me a question because I do not want to answer
the same thing over and over.  Chances are, your question is listed or
covered here.

Question: Why do you always say Super "Mario" and such?  Luigi's in the
game, too, you know!
Answer: I know.  It's just that Mario is the default character and he
is used more often.  And really, Mario and Luigi are just pallet swaps.
So, anything Mario can do Luigi can do.

Question: Do you really have to play all eight worlds?
Answer: No.  You can reach World 8 in just four levels.  See
"Minimalist Quest" for details.

Question: Hey!  I turned off my game when I was in World ___ and now I
have to start over!  Why is that?
Answer: This game, despite the fact that it was released in 1990, has
no save feature.  So, you're going to have to work back up to wherever
you were.  Remakes of the game do have save features, though.

Question: How do I beat [insert level number/boss name here]?
Answer: Please see the appropriate section for that.

Question: Why can't I perform a glitch you listed?
Answer: Well, you might be doing it wrong, but the more likely
explanation is that you're playing a remake.  The SNES and GBA versions
have mended quite a few glitches from the original.

Question: Do you have to get points to beat the game?
Answer: It isn't mandatory, but it is helpful.  You can play the N-Mark
Spade Panel game by getting points, and some point-collection methods
can earn you 1UPs.  But, I wouldn't go out of my way to earn points if
I were you.

Question: You like Super Mario Bros. more than THIS?
Answer: I said so, but I guess I'd debate with myself over this.  It
really depends which version you're playing.  For some strange reason,
I just can't stand the SNES version of this game.  The NES version, on
the other hand, is a little 8-bit piece of heaven.  So, it really
depends what system we're talking about.

Question: How do you get Anchors?
Answer: In White Toad's Houses in even-numbered worlds except World 8.
See "White Toad's Houses" for the details.

Question: Your maps are incorrect!  My Hammer Brothers were in
different places!
Answer: Well, that's not really a question, but I'll run with it.  You
see, Hammer Brothers move around every turn to different circular
spaces.  So, my maps aren't incorrect, they just don't change magically
to reflect your game's map.

Question: "Warp Land" is not its own world.
Answer: Yes, it is.  Why else would it say "World 9" in the corner of
the status bar?

Question: How can I contact you?
Answer: By e-mail only.  The address is [email protected] (caps don't
matter).  Please do not send chain letters, "tags," petitions, spam,
flames, or intentionally stupid questions.  Include the phrase "Super
Mario Bros. 3" in the subject line, and try to spell things as well as
you can so that I know what you're talking about.  I do NOT accept IM's
or personal questions like a/s/l and junk like that.  Be as specific as
possible in your questions.  And please read the FAQ before sending me
e-mail.  That way, we can save both of us some time.

Question: Can I use your guide on my site?
Answer: No, no, no, no, and NEVER!  Stop asking, because the answers
don't change.

Question: What games do you have guides written for?
Answer: Quite a few.  This is my thirty-fourth one (I know what you're
thinking), and it will soon complete my Mario binge (interrupted by
Star Wars).  So, I have guides for the following games: listed in order
of my writing them: The
Legend of Zelda: Four Swords Adventures, Harvest Moon: A Wonderful Life,
Sonic the Hedgehog 2 and 1, Sonic Heroes, Mario Kart: Double Dash, The
Legend of Zelda: Ocarina of Time, The Legend of Zelda: Ocarina of
Time/Master Quest, The Legend of Zelda: The Wind Waker, Super Smash
Bros. Melee, Zelda II: The Adventure of Link, Paper Mario: The
Thousand-Year Door, The Legend of Zelda, Super Mario 64, Super Mario 64
DS, The Legend of Zelda: Majora's Mask, Sonic Adventure 2 Battle,
Luigi's Mansion, Super Mario Sunshine, The Legend of Zelda: The Minish
Cap, The Legend of Zelda: A Link to the Past, The Legend of Zelda:
Link's Awakening, The Legend of Zelda: Link's Awakening DX, Mario Power
Tennis, Mario Party 6, Paper Mario, Super Mario RPG, Super Mario Bros.,
Super Mario Land, Super Mario World, Super Mario Bros. 2 (Japan), Super
Mario Bros. 2 (American), Star Wars Episode III: Revenge of the Sith,
and now one for Super Mario Bros. 3.  Two 3's in a row!  Or, you could
use the below URL to see an up-to-date list of my guides by system.

http://www.gamefaqs.com/features/recognition/46879.html

Question: What games are up next?
Answer: Well, I'm going to cover Super Mario All-Stars next, and then I
think I'll finally cover a Zelda title.  Oracle of Ages/Seasons or A
Link to the Past/Four Swords are all good candidates, and those are the
only three titles I will need to have a guide for every English-
language Zelda game, not counting the CD-i ones and other minor remakes.
Then, we'll see what way the wind blows, now won't we?  There are a few
Kirby titles I should do (after all, my contributor name is
"Kirby"021591, and yet I haven't covered a single Kirby game), but
maybe other games will catch my eye.  Or maybe I'll pull a Star Wars
Episode III and do something totally unexpected (because no one thought
I'd do that game for # 33.  In fact, no one even made a prediction
period).

Now onto the best part of the walkthrough.  Yes, I might say that I
write guides just to write the legal sections...  SO GOOD!
-----------------------------------------------------------------------
  _________________________________________________________________
 /                                                                 \
/                                                                   \
||----------------------------Section 4*-----------------------------||
\                                                                   /
 \_________________________________________________________________/

=======================================================================
====================Credits and Legal Information*=====================
=======================================================================

I bet everybody just skipped down here to the best section of the guide
- the legal section.  I won't keep you in suspense any longer.  Let's
do this crazy thing!

First, the credits, because everyone wants to know who helped me write
this guide, right?  Let's take a look.

First, thanks to me, myself, and I.  I wrote the guide, etc., and I'm
allowed to be as egotistical as I want to be.  The man!  The myth!  The
legend!

Second, a big round of applause for the only way to fly - Nintendo!
Yes, they simply all-out-rock.  They made this game, they invented home
consoling, and they continue to be the most innovative company in the
video game market.  Thanks a million, big N!

Third, who could forget GameFaqs?  My guides have found a happy home on
the site, and it's always been the best FAQ web site on the Internet.

Recently, some other folks have helped me out.  Here's who and what
they did for the guide.

The Mushroom Kingdom web site, found at
http://www.classicgaming.com/tmk/tmk.shtml.  You just can't beat them
when it comes to Mario.  I found several glitches in that section of
the guide from their site.

Spacepope4u, a contributor here on GameFaqs.  I admit to being a great
fan of his Mario Series Character Guide, and I write him with various
tidbits, etc. regularly.  Anyway, I learned a bit about Mario's origins,
mostly name origins, from his guide.  It was a pleasure reading it.  So,
let this thanks for information  like "ruiji" that evolved into Luigi's
name and so on.  Also, for creating a truly entertaining guide.  Check
it out if you haven't, because it is great.  It is nearly impossible to
find an encyclopedia of Mario characters that goes as in-depth as his
guide does, and for that I thank him.

That's all for now, but the list could grow.  Now, onto the truly best
part of this guide - the legal section.

First of all, I take no credit for the creation, distribution,
production, idealizing, or in any way making this game.  That honor
goes to Nintendo, not me, and I do not deny this.

Second, this document is Copyright 2005 Brian McPhee.

Third, this may not be reproduced in part of in full under any
circumstances except for personal, private use. It may not be placed on
any web site or otherwise distributed publicly without advance written
permission. Use of this guide on any other web site or as a part of any
public display is strictly prohibited, and a violation of copyright.

To phrase that first item legally, all trademarks and copyrights
contained in this document are owned by their respective trademark and
copyright holders.

To make it clear for those of you who might having problems absorbing
information, no one but the website GameFaqs may use my guides on their
sites, books, magazines, etc.

THAT WAS INCREDIBLE!  Oh, yes, I'm typing...  See the way I buttered you
up with the credits, and then I got your attention with the legal
section announcement, but I stood and delivered from the first uttering
of legal nonsense!  I can feel the adrenaline!  But, this is not a time
for happiness.  This is a time for weeping bitterly all over your
keyboard and monitor.  Yes, the guide is ending now.  You knew it would
happen eventually...  Thanks for reading, and may I say that it was blast
writing this guide.  It's not every day that you play a piece of
history on the NES, and it's not every day (for most people) that
you're writing guides for games as good as this.  So, let's not say
good-bye.  Instead, let's say a far superior good-bye catch phrase.
Yeah, I Houdini out of these guides with style, and there's nothing
more stylish than an ultra-cool off-the-chain and totally awesomicular
good-bye phrase.  Brace yourself, and could I get a drum roll, please?
Here it comes...

See ya later.