Super Mario Bros 3 FAQ by Ed the Moogle Final Version Copyright 1999-2002 Ed the Moogle Not official in any way. Don't copy or alter this FAQ without permission. If you wish to copy this FAQ, you may not change it from its original TXT format, and it must not appear within a frame or with a pop-up window or ad banner of any kind. I am not to be held responsible for any damages done with this file or it's contents. Latest version is at http://www.gamefaqs.com. Check the latest version before you e-mail me with questions or comments, or before telling me I'm an idiot because I made a mistake. Failure to do this will result in your e-mail being ignored. Domains that CAN use this FAQ http://www.gamefaqs.com (e-mail me at edmoogle@hotmail.com or brunerp@juno.com to be added to the list) Domains that can NEVER use this FAQ (I have had some bad run-ins with these domain/domains before. They have either somehow been making money off my FAQs by the use of ad banners or otherwise). http://faqs.simplenet.com http://www.gamesdomain.com http://vgstrategies.about.com http://www.gamewinners.com If you see this FAQ on any of these sites, or any other site that uses my files without complying to the conditions in the disclaimer, report it to me immediately and I will put an end to it (edmoogle@hotmail.com or brunerp@juno.com) I can be reached at brunerp@juno.com or edmoogle@hotmail.com Many many thanks to Nintendo Power's strategy guide. It was a great help in writing this. Also many thanks to candace_g@earthlink.net for pointing out my many typos and giving me some hints that I missed. Here's the sections of this file. 1) Items 2) Enemy Strategy 3) Boss Strategy 4) Tips and Secrets 5) Other Secrets (Coin Ships, Infinite 1-ups, Card Game charts, Manipulating Power-ups and others) 6) Game Genie Codes ------------------------------------------------------------------------ ----- 1) Items and Mario's Forms Mario is just your standard short plumber. He has no special abilities. ------------------------------------------------------------------------ ----- Mushroom- This will transform Mario into Super Mario. Super Mario has the ability to break bricks and duck down, two things that Mario cannot. ------------------------------------------------------------------------ ----- Fire Flower- This will transform Mario into Fiery Mario. Fire Mario has the ability to throw fireballs that will bounce across the ground. They are effective against most enemies. ------------------------------------------------------------------------ ----- Super Leaf- This will turn Mario into Raccoon Mario. Raccoon Mario has the ability to fly if he gets a running start, and then taps A repeatedly when the Power Bar is full. ------------------------------------------------------------------------ ----- Frog Suit- This will turn Mario into Frog Mario. Frog Mario does not manuever well on land. He does, however, move very quickly and easily underwater. This can cause you to resist strong currents and find secrets. ------------------------------------------------------------------------ ----- Tanooki Suit- This will turn Mario into Tanooki Mario. Tanooki Mario is very similar to Raccoon Mario, except that he can also change into a statue by pressing B. A rare but useful suit. (Tanooki is japanese for "Raccoon") ------------------------------------------------------------------------ ----- Hammer Brothers Suit- This will change Mario into Hammer Mario. Hammer Mario has the ability to throw powerful hammers. These are capable of knocking out almost any enemy in a single hit! He is also immune to fire if he ducks down. A useful but rare suit. ------------------------------------------------------------------------ ----- Starman- This will make Mario temporarily invincible. During this time, he can defeat enemies just by running into them and run over dangerous surfaces without being injured. He can still be killed by pits and lava, though. ------------------------------------------------------------------------ ----- P-Wing- This will turn Mario into a super-powered Raccoon Mario. He will be able to fly indefinitely for the remainder of the stage, or until he gets hit by an enemy. Useful but rare. ------------------------------------------------------------------------ ----- Jugem's Cloud- This item will allow you to pass over a single level square on the map. Keep in mind that if you lose the level after it, you'll go back and have to pass the level you tried to skip. Useful for getting past tough levels (try to save them for World 8). ------------------------------------------------------------------------ ----- Hammer- This item is used to break boulders on the map to take shortcuts and find secret areas. ------------------------------------------------------------------------ ----- Music Box- This will put all the Hammer Brothers on the current map to sleep, so that you can easily pass them by. Not very useful. ------------------------------------------------------------------------ ----- Anchor- This will keep the Koopa Airship from moving. Again, not very useful. ------------------------------------------------------------------------ ----- Magic Whistle- This will take you to the Warp Zone, where you can skip ahead levels. A very rare but useful item. ------------------------------------------------------------------------ ----- 2) Enemy Strategy GOOMBA FAMILY Little Goomba- These guys aren't much of a problem. A single stomp will take them out. Grand Goombas- They may look tough, but a single stomp or fireball will still take them out. Para-Goomba- Now they have wings, too. They don't fly very effectively. Stomp them to turn them into a standard Goomba. Para-Goomba- Unlike other Para-Goombas, they fly and drop Micro-Goombas to harrass you. Stomp them to make them stop. Micro-Goombas- Also known as Muggers, they'll stick to you and inhibit your ability to jump and run effectively. Keep mashing A to get rid of them. Pile Driver Micro Goombas- These little guys hide out in blocks and jump on Mario if he gets near. Hit them from above to get rid of them. Kuribo's Goomba- These goombas hide out in Kuribo's Shoe, an item found in stage 5-3. Fortunately, they can still be taken out in a single hit. Who is Kuribo, anyway? KOOPA FAMILY Note: All Koopas are susceptible to a statue stomp. A statue stomp will defeat them completely as opposed to just stunning them. Red Koopa Troopa- They just pace back and forth on a single platform. Stomp them, and then kick their shell at other enemies. Green Koopa Troopa- Rather than their red counterparts, they just walk straight ahead until they hit something and turn around. Take care of them the same way you would a Red Koopa Troopa. Red Koopa Para-troopa- They're just like Red Koopa Troopas, except now they pace back and forth in the air. Stomp them to make them lose their wings and become a Red Koopa Troopa. Green Koopa Para-troopa- Just like their Koopa Troopa counterparts, they just fly straight ahead. Stomp them and they'll become a Green Koopa Troopa. Red Giant Koopa Troopa- When will Bowser learn that size doesn't matter? Deal with them like you would a Red Koopa Troopa. Green Gargantuan Troopa- Just like their smaller cousins, they're easy to defeat. Colossal Koopa Paratroopa- Like his big-named brothers, he's still not much of a problem. Stomp them to remove their wings. Dry Bones- This zombie Koopa will crumble when stomped, but come back to life a few seconds later. Use this time to escape. BEETLE FAMILY Buzzy Beetle- The Buzzy Beetle is immune to fire, and he can now pull off some strange tricks, like walking on ceilings. When stomped, he behaves the same as a stomped Koopa. Buster Beetle- Unlike his cousin, Buster Beetle is not fireproof. His strategy is to hurl big blocks of ice at his enemies. Para-Beetle- A flying Buzzy Beetle? Hmm, he can be tail-whacked, and he'll bite you if you let him, but you can safely jump on his back for a free ride. PIRAHNA PLANT FAMILY Note: All members of this family are susceptible to a statue stomp except Munchers, Ptooie, and Nipper Plants. Pirahna Plant- They pop out of pipes and munch on passersby. If you stay near their hiding place, they won't come out. Don't try to stomp them. Hanging Pirahna Plant- These critters like to come out of upside-down and sideways pipes and take a bite out of anyone that comes through. Use fireballs. Venus Fire Trap- They spit fire, but they are also vulnerable to it. Stay near their hiding place and they won't come out. Piranhacus Giganticus- Unlike their smaller counterparts, they won't duck down and hide when Mario draws near. Don't try to jump on them. Ptooie- Like their name implies, these plants walk back and forth while spitting a spiked ball in the air. Wait for an opening, then jump past them. Nipper Plant- These tiny plants wait on land for Mario to get close, and then they strike. They're easy to avoid, though. Muncher Plant- They're immobile and tend to hide in hard-to-avoid places. The only way to defeat them is to hit them from the side with an ice block, tail whip or shell. Lava Lotus- These big flowers are nearly invincible, and spit out little balls of lava that will injure Mario. Stay away from them whenever possible. A statue stomp will beat them, but it's usually better to stay away. AQUATIC FAMILY Blooper- The infamous squid from SMB returns! Don't try to jump it or you'll be hurting. Instead, use fireballs or just stay clear. Blooper Nanny- They carry along Mini-Bloopers to attack. Just nuke them with fireballs or avoid them. Mini Blooper- The smaller version of Blooper is just as deadly. Stay away or use fireballs. They usually don't stray far from Blooper Nannies, but occasionally they'll scatter to attack. Cheep Cheep- The infamous jumping fish returns. The red ones often jump out of the water to attack while the green ones attack from underwater. Stomp it or use fireballs. Spiny Cheep Cheep- Only seen underwater, but is just as deadly as Cheep Cheep. Use fireballs. Boss Bass- This big fish is capable of swallowing Mario whole. Try and take it out with a fireball or ice block. Big Bertha- Big Bertha looks a lot like Boss Bass, but spits out Tiny Cheeps at you. Use fireballs or stay away. Tiny Cheep- The smaller version of Cheep Cheep is just as deadly. Stay away from them. Jelectro- An immobile jellyfish that is quite dangerous. It is invincible, so just avoid them. LAKITU AND SPINY FAMILY Lakitu- Lakitu likes to fly overhead and throw out Spiny Eggs that will hatch into Spinys. Try to reach high ground and stomp him. Green Spiny Eggs- The green spiny eggs don't hatch, but instead roll across the ground and try to clobber Mario. Fireballs are effective. Spiny Eggs- These are quite dangerous when falling, but more dangerous once they hatch. Use Fireballs against them to assure they don't hit the ground. Spiny- Their spiky back keeps you from stomping them. Use Fireballs instead. Sometimes Spiny has been known to walk on the ceiling. A statue stomp will defeat them. HAMMER BROTHERS FAMILY Hammer Brother- These critters like to ambush Mario from above by throwing hammers at him. Stomping them can be dangerous, so try to attack from below by knocking blocks out from under them. Boomerang Brother- These guys throw boomerangs at Mario to attack. Jump their boomerangs and then jump them. Fire Brother- These guys are similar to Hammer Brothers, except that they spit fireballs instead. Fortunately, they're still vulnerable to fire. Take them out with some fire power of your own. Sledge Brother- They're like Hammer Brothers, but much bigger. If they stomp the ground, you'll be temporarily stunned. Jump to prevent this and then stomp them. CHOMP FAMILY Fire Chomp- A flying, fire-spitting beast. Flame them or stomp them. Once they use up all their fireballs, they'll self-destruct. Chain Chomp- A Chomp that's chained to a solid wooden block. They're immune to jump attacks and fire, so just stay away from them. DUNGEON DWELLERS FAMILY "Boo" Diddly- This ghost will chase you if you look away. Face him until you're ready to escape, then run for it. Hot Foot- A candle flame that likes to chase you when you look away. Avoid him in the same way you do Boo Diddly. Stretch- A ghost that lives in a wierd white block and likes to attack anyone who passes by. Steer clear. Podoboo- A living lava ball that leaps out of the lava to attack Mario. In some places, it may even jump out of the ceiling! They can only be destroyed by crushing them with a statue (easier said than done). Most of the time it's better to run from them. Roto-Disc- A strange ball that whirls around and around inside dungeons. They can only be destroyed by transforming into a statue and landing on them (only the Tanooki suit can do this). Thwomp- A guardian of Bowser's fortresses. He likes to crush anything that walks under him. Only hammers and a statue stomp can disable him. Boom Boom- A fast, fearsome turtle that guards Bowser's fortresses. In some cases, he has been known to grow wings and attack from the air. ARTILLERY FAMILY Turtle Cannon- Turtle Cannons will fire Bullet Bills and Missile Bills unstoppably. They cannot be destroyed, but the cannons themselves are harmless. Bullet Bill- A living projectile fired out of cannons. They are immune to fire, but a quick stomp will defeat them. Missile Bill- A deadlier version of Bullet Bill. They will actually turn around after a miss to pursue Mario. Cannonballs- These are launched out of cannons that are often mounted on airships. The cannonballs can be jumped on. Rocket Engines- They fire huge bursts of flame that are potentially dangerous. Avoid these. They can be destroyed by Statue Stomps, but only if they point up or to the right. Bob-Omb- A mechanical bomb that is randomly fired from cannons. They will self-destruct a few seconds after being stomped. Grab them and throw them to take out other enemies. A statue stomp will disable them and prevent them from exploding. MISC. ENEMIES Spike- A small turtle that creates spiked balls to throw at his enemies. He is susceptible to being stomped after throwing the ball. Fire Snake- A living fireball. A whip from a raccoon's tail will defeat it. The Angry Sun- The sun is not happy to see you. It rarely appears, but its diving attacks make it dangerous. Rocky Wrench- He likes to hang out on Bowser's military ships and tanks, throwing wrenches at attackers. He can be stomped. ------------------------------------------------------------------------ ----- Boss Strategy (NOTE! SPOILERS!) Larry Koopa- This guy is the first boss, and he's a pretty easy one at that. Just jump him, and run under him after he jumps. Avoid his wand blasts. Simple! Morton Koopa- Morton's a little tougher because of the awkward layout of his room. Use the same strategy to defeat him as you did Roy. Wendy O. Koopa- The only female Koopa is also one of the toughest. Avoid her magic rings and jump on her head. Iggy Koopa- Iggy is pretty speedy, but the same basic strategy applies. A few quick stomps will defeat him. Roy Koopa- Roy will make the ground shake every time he lands, which will stop you temporarily. This may give Roy a chance to jump on you. Time your jumps so that you're in the air when he stomps, and then stomp him. He's not very quick. Lemmy Koopa- Lemmy is similar to Wendy, except he doesn't jump around. Instead, he rolls around and throws beach balls at you. Get the stomp on him to stop him. Ludwig Von Koopa- The deadliest of the Koopa Kids is also the toughest. He has Roy's stomping ability and Iggy's speed. He can be tough to defeat, but if you stomp him three times he'll go down. Bowser- No matter how much you hit him, it will do no good. So just wait until he tries to stomp you, then get out of the way. A few good stomps will send him crashing through the bricks and into a pit. ------------------------------------------------------------------------ ----- Tips and secrets Note World 1: Grass Land World 2: Koopahari Desert (called "Kalimari desert" in Mario Kart 64) World 3: Island World World 4: Land of the Giants World 5: Sky World World 6: Winter Wonderland World 7: Pipe Maze World 8: Castle of Koopa WORLD 1-1 -Get a running start and fly into the sky to find a bridge of clouds, where you will find a 1-up and some coins. Fly from there over to a big, tall pipe, which leads to a secret room with even more coins. -There is a P-switch in the pile of bricks near the base of the pipe. Hit the block, then collect all the coins you can. This also makes a good runway in case you can't get enough steam going on the clouds. WORLD 1-2 -Hit the switch in one of the blocks under a floating pipe to turn the coins into blocks. Climb up the blocks and enter the pipe to find some bonus coins. -Hit the music blocks. One has a power-up and the other has a Star. -You can get unlimited 1-ups in this stage (see the "Other Secrets" section). 1-3 -There is a multiple-coin block hidden in the big pile of blocks. Use a shell to plow your way through. (Note: The more rapidly you hit multi- coin blocks, the more coins you will get.) -There is also a red music note block, which you can bounce off of to reach a bonus stage full of coins. Fly up after the third wave of coins to find a 1-up block and some extra coins. -Drop through the white block by ducking for 4 to 5 seconds, and then run to the right behind the black backdrop to find a secret area. You'll gain a Warp Whistle for the effort. WORLD 1-4 -There are two 1-ups hidden in blocks. Break every brick you can to find them. -There are also two multiple coin blocks. The first is near the blocks with the power up, the second is after the falling platform and the row of coins. -It is possible to find the White Musroom House appear in this level (see the "Other Secrets" section). WORLD 1 FORTRESS (Grassland) Hit the Dry Bones near the second power-up block (contains a Leaf), then get enough steam to fly up. Fly up and over to the right, and press Right to get as far as you can. Press Up to find a door leading to a second Warp Whistle. WORLD 1-5 -Slide down hills by pressing Down. This can eliminate enemies below you. -At the fork in the road, take the upper path, then jump up at the left- hand side of the tunnel to find another Red Block, which will take you to another bonus level just like the one in World 1-3. -There is a multiple coin block and a 1-up at the small "shelter" of blocks. You'll have to slide under the right-hand block and jump to find the multiple coin block. WORLD 1 AIRSHIP -You can stand on the cannons and their cannonballs will not hurt you. -Avoid the turret near the power-up block, it can't be destroyed. WORLD 2-1 -Carry a Koopa shell with you and hit the last block before the pipe structure for a power-up. -Break into the pipe structures for a 1-up and a lot of coins. -Fly up to a pipe surrounded by blocks above the first pipe structure. Hit the switch inside to reveal some coins. -Enter the last pipe in the stage and hit the switch to turn the blocks outside into coins. WORLD 2-2 -Bounce off the wooden block to reveal a power-up. -Hit the switch block, then collect the coins and jump far to the right to collect the last four before they turn back into blocks. -You can get a White Mushroom house in this stage. WORLD 2 FORTRESS (Desert) -It is possible to get unlimited 1-ups in this stage. -Hit the low block to reveal a power-up. -Run past the Thwomps near the end of the first section. -In the area with the rising and falling spikes, don't try to fly or you'll get hurt. Instead, run under them. Take the high road whenever possible. WORLD 2-3 -Fly up over the first "Pyramid" to find a switch. Hit it, fall down below and collect a ton of coins! -There is a 1-up and a 10-coin block hidden within the piles of blocks. ANGRY SUN LEVEL -To avoid the tornado, get a running start and jump over it. -The sun can be defeated with a turtle shell. WORLD 2-4 -Get Raccoon power, and then run to the left and fly up against the wall to reach the upper section of the stage. -In the pool, hit the third block from the left on the right-hand group of blocks to reveal a P switch. Collect the coins lingering above the water. -All the blocks with the trees above them contain coins. Get a running start and fly under them! - There is a second P-switch in the floating block in the second-to-last row. Hit it and collect the coins that result, then collect the coins again when the switch wears off. -Bounce across the music blocks. The last one contains a power up. WORLD 2-5 -The wooden block after the second Chomp contains a power-up. -Throw a Koopa shell down the narrow passage to create a vine. Climb up the vine and hop across the cloud bridge. Find the P block in the room full of blocks and collect the coins. PYRAMID LEVEL -Enter the pyramid and collect the power-up, then exit and come back in to collect it again. You should be able to fully power up this way. -Jump around near the second pipe to find a block. Use it to hop up to the ledge near the pipe. Enter the pipe to find a secret room. -There is a 1-up in the secret room. Jump above the fifth block from the right on the top row. WORLD 2 AIRSHIP -The maze of crates is very dangerous, because you won't have much room to manuever. Get out of there ASAP! WORLD 3-1 -Go to the left edge of the screen and drop down to find a secret alcove with a power-up. -On the right edge of the big mass of pipes and wooden blocks, you can jump to the left and find a secret hideaway with a power-up. -There are some coins and a power-up near the end of the stage. Hit the block and grab the 1-up before it falls into the pit. WORLD 3-2 -On the wooden platforms, one of the blocks contains a star. -Two ? blocks will contain a star if you are invincible while you hit them. Use them to stay invincible for the entire stage. -Hit the switch block to have an easier time collecting the 1-up. -If you are Raccoon Mario in the second area of the stage, fly up to find a secret platform with a few extra coins and a 1-up! WORLD 3-3 -Avoid Boss Bass at all cost. He can swallow you whole. Use Fireballs against him. -Hit the music block near the beginning of the stage to reveal a power- up. -There is a P block in the second block from the right. Unfortunately, it can only be hit by a Small Mario. -Near the second power-up block, there is a block with a P switch inside. Throw an ice block at it, then hit it and run across the bridge you just formed. Boss Bass won't be able to get at you. -If you're feeling adventurous, don't hit the P-Switch and try to collect the coins and avoid Boss Bass at the same time. -You can go past the pipe leading to the exit for a 1-up, but you'll have to evade Boss Bass the whole way. WORLD 3 FORTRESS (Island) -Most of the doors are just detours. Take the fourth door from the right to get to Boom Boom. -There are two power-ups in the "detour" room. -The last door leads to a room full of coins. There is a block directly above the door, and another one above and to the right, which will help you snag all the coins. WORLD 3-4 -Slide down the hill and leap at the last possible moment to make it over the water trap. -There is a 1-up in the last row of blocks, second block from the left. -There is a switch under the upside-down pipe that will make coins appear. WORLD 3-5 -There are multiple coin blocks on top of the wooden structures. Fly up there and collect them. -Swim into the second pipe with Frog Mario and you'll find a secret room with a big block that contains 3 1-ups. -Swim against the current near the third pipe to find an invisible 1-up block. WORLD 3-6 -Don't stand on the Donut lifts too long or they will drop. Keep jumping. -The first block you come across is a multiple-coin block. Be sure to bring Raccoon power to this level to collect them, or kick a koopa shell to the left once you get up to the ledge. -The block on the lower ledge under the platform with the Koopas contains a power-up. -There is a 1-up in a block near the P-switch. -Be careful on the spinning Rotary Lift near the end of the stage. WORLD 3-7 -One of the wooden blocks near the stage's entrance contains a power-up. -In the big mass of blocks, there is a 1-up in the second one from the left on the top row. -When the vine grows up, go to the left to get some coins (don't bother with the switch), and then run and jump right to land on a platform with a red music block. This will take you to a stage where you will get a free Jugem's Cloud. -One of the wooden blocks on the "stairs" contains a power-up. WORLD 3 FORTRESS (Flooded) -There's only one power-up, so be sure to get it. -To avoid stretch, go above or under them whenever possible. -In the battle with Boom Boom, stay in the middle. The awkward layout may disrupt your fighting ability. 3-8 -Boss Bass is back, and the land sinks deeper, so climb vines to stay out of his reach. -There is a multiple coin block above two ice blocks. -There is a 1-up on a ledge with three coins and one block. -Hit the switch block and collect the coins that result. Be careful of Boss Bass! -It is possible to get a White Mushroom House in this stage. WORLD 3-9 -It is possible to get unlimited 1-ups in this stage. -The sixth block from the left near the Para-Goomba contains a power-up. -The first music block contains a power-up. -The first block on the big "h" on the top row contains a 1-up. -While underwater, go to the right and down the pipe to score a free Frog Suit. WORLD 3 AIRSHIP -There's only one power up, so be sure to get it. -Jump on the bolt lift repeatedly to get across the pit with the jet thrusters. -You can jump the wall after the bolt lift to skip the last cannon. WORLD 4-1 -The enemies aren't any tougher to beat, despite their size. You can still stomp them, pick them up and carry them around. -The pirahna plants won't hide when you get close, so time your jumps to avoid them. -Get Raccoon Mario, then fly up above the pipe producing the waterfall. Swim up and enter the left pipe to find a secret area with two 1-ups. -It is possible to get unlimited 1-ups in this stage. WORLD 4-2 -Throw an ice block at the big ? block to get a power-up. -It is possible to get a White Mushroom House in this level. -Travel right and collect the coins before hitting the switch so you'll have an easier time collecting the coins. WORLD 4-3 -You may want to consider using a Starman before entering the level to defeat the Sledge Brother. -Once you dispatch the Buzzy Beetle on the ceiling on the platform after the power-up block, fly up to the ceiling to find a secret hideaway with some coins. -One of the blocks contains a 1-up, but look out for the Spiny on the ceiling that wants to drop on you. -Be careful around the wooden blocks, they may just throw you into the pit. WORLD 4 FORTRESS (Tricky) -When you come to the pipes, take the one in the center to find a secret room. -The Thwomps now move horizontally, so keep an eye out. -The battle with Boom Boom is made tougher by a ledge in the middle. Try to fight to the left or right of the ledge. WORLD 4-4 -Equip a frog suit and go down from the entrance to find a pipe. Go into it to find a room that's full of coins. Collect them, then hit the P switch to get more! -Look out for Lakitu. Hit him with a jump attack if you can. WORLD 4-5 -Throw the Koopa into the big block to get a power-up. -Bounce off a Bullet Bill and hit the block overhead. Climb the vine to find a Tanooki suit. Then hit the switch and fly to the exit. WORLD 4-6 -Entering a door in this world will change the enemy's size and some items. -In the group of blocks, make the enemies big and hit the second block from the right on the top row to get a 1-up. -On the normal-sized side, fly up into the sky above the first door to get a 1-up. -A 1-up is in an invisible block between two pipes on the normal-sized side. WORLD 4 FORTRESS (Pipe Maze) -Don't stand on the Donut Lifts too long or you'll sink into the lava. -Hit the P switch to reveal a door and a secret stage. Jump on the arrow lifts to change the direction of them. Try to guide them up to the top. -At the end of the lift area, there will be a small room with some coins. Fly up to a block that contains a 1-up. Or you can reveal the hidden blocks over the pipe to grab it. -In the area with the 3-up block, fly up against the left wall to break through and reach some extra coins. WORLD 4 AIRSHIP -This is the only airship with two power-ups and no cannons, making it the easiest airship. -The thrusters can be dangerous. Time your jumps to avoid them. WORLD 5-1 -You may want to use a P-wing in this level. You'll be doing a lot of flying. -Head right until you meet the second chomp. Get past him and grab the Starman. Run left and KO the first chomp. If you have a P-wing, though, just fly up and into the pipe. -Once you're inside the sky pipe, you can either squeeze through the narrow passage to get the Music Box, or go for four 1-ups through the conventional pipe. Go for the 1-ups. -Once you're on the island with 4 1-ups, be sure to hit the blocks one at a time. Only one 1-up can be onscreen at a time. -Once you're on the island with the 4 1-ups, fly up and hit the blocks above the pipe. One contains a switch, which will reveal a lot of coins above the '4-up island.' Sweeeet! WORLD 5-2 -You can bounce off the note blocks and up to the right to reach a side- route through the level. -On the upper route, take the first pipe you come across to find a secret area with 3 1-ups. -On the lower path, use ice blocks to defend yourself from Buster Beetle. WORLD 5-3 -Be sure to get Kuribo's shoe. It makes you immune to Munchers, and you can stomp Spinys! -If you lose your shoe, hit a Goomba from below a block to knock him out of his shoe. -Hop on the first set of Munchers and hit the blocks to reveal a 1-up. WORLD 5 FORTRESS (Sky) -If you have Raccoon Mario, break the bricks and fly up to the hidden pipe. -In the room with the arrow made of coins, fly around to reveal 3 1-up blocks. -The last Thwomp can be tough to pass. Jump between him and the platform, then quickly jump to the right. WORLD 5 Fortress (Tower) -On the "castle towers," the blocks nearest the pipe are all multi-coin blocks. Use Raccoon power to hit them! -On the center tower, the middle block contains a 1-up. WORLD 5-4 -Use a leaf if at all possible. Otherwise, you'll have to make your way past several dangerous spinning Rotary Lifts. If you fly up, you can reach a safe haven on the clouds, with several bonus coins. WORLD 5-5 -It is possile to access the White Mushroom House from this level. -Almost all the terrain in this level is Donut Lifts. Be careful! -Break the bricks off the second pipe and enter to find a Tanooki Suit. -To collect the coins on the donut lifts, jump at the last possible moment. WORLD 5-6 -Your only means of transportation in this area is by Para-Beetles. -Hit the switch block (second from the right in the first row of blocks) to make it easier to reach the goal. WORLD 5-7 -Use a Starman as you enter the level. Several of the blocks will contain starmen if you do so. -There is a 1-up next to the left ? block near the pipe. Be careful not to fall down the gap! -Duck on the white block in the lower area (go through the pipe) and get up to the pipe immediately. You'll be safely hidden behind the clouds back in the upper part of the world. -If you have a P-wing, go to the lower part of the world and fly up. Hit the switch in the center of the block formation to collect some extra coins. You can also fly over the blue wall to reach the end of the stage. WORLD 5 FORTRESS (Hot Lava) -Starman is very helpful. Be sure to grab it! -Watch out for Podoboo. Now he can jump off the ceiling! WORLD 5-8 -Lakitu attacksyou in this world. It's tough trying to keep ahead of his Spinys and pass the level at the same time, so be careful. WORLD 5-9 -Look out for Chomps in this level. Try to bounce off their heads to reach higher platforms. -To easily dispatch the second Fire Chomp, just stand still on the platform and it will fly right into your feet, thus getting rid of it. -One jump towards the middle of the stage is very tough. You'll have to actually jump left, then hang to the right to land on the ledge. WORLD 5 AIRSHIP -This is possibly the toughest of all the Airships. There's cannon fire coming from every imaginable direction, and it can be difficult to avoid. -Near the end, there is a section where nine cannons will be firing on you simultaneously. Try to go over it if possible. If it's not, stay on the right-hand side of the screen and dodge the cannon shots. -When Roy stomps the deck, it will shake. Jump to avoid the stunning shock. WORLD 6-1 -The surface, like all the levels in World 6, is slippery. Be careful not to slide right into a hazard. -Fly up to the pipe in the sky to reach a secret room full of blocks. To get the coins, slide under the block (get a running start and press Down), then hit the switch and slide back under, then run for the coins. It takes a lot of practice to do. -Two blocks in this stage will contain Starmen if you use a Starman when you enter the stage and hit them while invincible. WORLD 6-2 -To make it over the wall, jump from cloud to cloud. Don't miss or you're screwed. -There's a multiple coin block right after the wooden wall. -There is a 1-up near the end of the level, but you'll have to be fast to grab it. WORLD 6-3 -Hit the block with a Koopa Shell to get a power up (stand 1 square away to avoid the shell on the rebound). -Run across narrow gaps with B. -Hit the first brick you come across to grow a vine. Jump off the music note to find a Tanooki Suit and 30 coins in the secret room. -There is a multiple-coin block and 1-up near the end of the stage. WORLD 6 FORTRESS -Go in and out of the door to collect the power up until you are Raccoon Mario. Fly up to the ledge and get the 1-up. -If you can slide under the ledge fast enough, you can reach Boom Boom while invincible and finish him off in one hit! WORLD 6-4 -To get the 1-up, hit the block, then catch it as it falls down (stand about half way on the block). Be careful not to fall in the pit. -Hit the P switch to clear a runway. Duck under the narrow opening, then fly up and collect the coins and a 1-up. WORLD 6-5 -You must be Raccoon Mario to clear this level. Fly up with a Koopa to the gap with the two White Pirahna Plants, then throw the shell to take them out. -Keep entering and leaving the pipe at the right-hand edge to get an infinite amount of power-ups. -Fly up into the third gap in the ceiling and hit the blocks for a 1-up. WORLD 6-6 -Grab the star and run over to the right to do as much damage as you can with it. -At the first dead end in the water is an invisible 1-up block. -To get past Spike, wait until he walks up against the wall, then jump him. WORLD 6-7 -It is possible to get a White Mushroom House in this level. -After the second power-up, jump up onto the two donut lifts and go up against the wall. Jump up to reveal an invisible 1-up block. -To reach the exit, ride the last donut lift down, then jump at the last second. -Be sure to grab fire power on the way to the exit so that you can thaw the coins near the end of the stage. WORLD 6 FORTRESS (Ice) -To get past the Thwomps, trigger them, then make a run for it while they are returning to their original position. -Again, Boom Boom's lair is in an awkward layout. He shouldn't be too tough to take out. Just don't get trapped under the ledge on the right- hand side of the screen. WORLD 6-8 -I would highly reccomend using a P-Wing in this level. With it, you can hit the switch, then fly up and collect a whopping 88 coins! -There is a 1-up above the big "H" made of ice blocks. It's above the right leg of the "H." WORLD 6-9 -If you have an extra frog suit, use it and swim into the first pipe you come across to find some coins and 3 1-ups. -If you have a P-wing to spare, you can fly up over the wall at the beginning of the stage and score a free 1-up, and skip right to the end of the stage! I wouldn't reccomend it, though. -Hit the P switch to turn the Munchers into coins! Collect as many as you can before the spell wears off! WORLD 6-10 -Use an ice block and hit the block to the left of the big tower of blocks to create a vine. Climb up, hit the P switch, then jump over and collect a bunch of coins! -Use fire power to melt the ice and collect coins! Be careful not to free Munchers from their icy prisons. -The two Munchers right over the pipe will turn into coins when thawed. Thaw them out, then go into the pipe and get a Hammer Bros. suit! You may want to travel a little to the right and collect some more coins first, though. WORLD 6 FORTRESS (Dark) -If you still have the Hammer Suit, put it to good use in this level. The hammers can defeat Thwomps, Roto-discs, and even Boos! Very useful indeed! -Boom Boom's lair is layed out funky again to throw you off. If you have hammers, it won't be a problem, though. WORLD 6 AIRSHIP -Use the bolt lifts to make your way across the big gap. -Try to take the overhead path rather than the path littered with jet thrusters. The high road is much safer. WORLD 7-1 -Above the three ? blocks, there is a 1-up. It can be tough to get up there, though. -There is a 1-up in a set of blocks near a pipe with a single wooden block on it. It will probably roll to the right. Run after it. You may lose some distance, but you'll get the 1-up. -When you're almost at the top, clear out the Koopa on the narrow pipe, then run and jump up between two pipes, and fly into the pipe up there to get some bonus coins. WORLD 7-2 -It is possible to get a White Mushroom House in this level. -Over the invisible 1-up note blocks, there is a 1-up. -Take the fourth pipe from the right of the board to reach the end of the stage quickly. WORLD 7-3 -If you keep hitting the blocks and collecting the Starmen in this level, you can stay invincible through the whole level! -Don't bother with the switch in this level. Just concentrate on staying invincible. WORLD 7-4 -You can fly over the wall at the beginning to score two 1-ups. -There is a Big Bertha in the maze of Jalectros. Try to hit her with a fireball or just sneak past. WORLD 7-5 -Take a Koopa down the third pipe underground and clear out the Bob-Ombs with it. -There is an invisible 1-up above one of the pipes. -Don't take the bottom path from the pile of ice blocks, or else you'll be cornered by a Bob-Omb! WORLD 7 PIRAHNA PIT -There is a section where Munchers constantly go in and out of pipes. Try to jump them as soon as they appear. -There is a tough part with a fire-spitting plant followeed up by a Pirahna Plant. Time your jump to avoid both. WORLD 7 PIRAHNA PIT (another one) -Get Starman from the first note block to make it past the Munchers easily. WORLD 7 FORTRESS (Abandoned) -There are no enemies in this fort, so there is no need to worry about getting hit. -In the third row of blocks to the right of the first door, there is a switch. Collect as many coins as you can! (use a P-wing to get as many as possible!). -Go in the first door you see and go down the first pipe to get a Tanooki Suit! -Fly up to the pipe in the room with the checkerboard floor to reach Boom Boom. WORLD 7-6 -There is a multiple-coin block near the donut lifts. -Step to the side near the end of the level to avoid the pirahna plants. -You may want to save a P-Wing for this level. WORLD 7-7 -If you are Small Mario entering the level, you may want to stay small. -Keep collecting Starmen to stay invincible as you run over the Munchers. -You'll have to slide near the end of the level (that's why I reccomend staying small). WORLD 7-8 -At the tall pipe near the center of the stage, jump along the right- hand side of the pipe to reveal a red note block which will send you to a secret level. There is a multiple coin block on top of the pipe. -There is another multiple-coin block near the two pirahna plants after the big pipe. -There is a 1-up above the fiery White Pirahna. WORLD 7-9 -Climb up to the top of the pipe maze and throw the ice blocks out from the left edge. Then climb back up and enter the gap for some extra coins. -There is a 1-up and some coins near the middle of the maze. -There's nothing outside of the pipe maze, so don't try to run there to reach the end of the stage. 7 FORTRESS (Nightmare) -Try to get the Starman near the start of the level to make the level easier. -To get past the two Pirahna Plants, jump when they're both out at the same time, then jump through quickly. To get past the last Thwomp, jump quickly, then run as you land. WORLD 7 AIRSHIP -There's no cannons, just dangerous Bolt Lifts. Use them to get across. -To collect the power-up, move the bolt lift to the left by jumping up into it, then jump up on the lift and clear the wall. WORLD 8 BATTLE TANKS -There are several cannons in this level. Some even fire Bob'Ombs! Try to avoid them. -Don't worry about the propellors, they can't hurt you. -There is a BIG cannon attached to the last tank. Jump on top of it ASAP to get past it. WORLD 8 WAR SHIPS -To get the power up, run over and hit the block, then run over to the right and wait for it to come to you. Then get out of the way quick. -The red stuff looks like lava, but you can swim in it. You can even skip past most of the level by swimming under the ships! -Look out for the big cannon guarding the pipe. WORLD 8 HAND TRAPS -You'll get a Leaf for completing each of these, so you may want to get caught on purpose. -Don't bother collecting the boxes in the Cheep-Cheep trap. They only contain coins. -Take your time in the Podoboo trap and it should be relatively easy. WORLD 8 AIRSHIPS -The screen scrolls very quickly, and Rocky Wrench will constantly annoy you. Keep moving! -It would be wise to save a P-Wing for this level. If you don't have one or don't want to use one, be prepared to do a ton of quick platform hopping. -Try to stand on the rockets when jumping from ship to ship. WORLD 8-1 -There is a power-up in the second ? block. -Fly up from the starting point to find a switch. Hit it to create lots of coins! Grab as many as you can before they disappear! -Fly up into the fifth pipe to get three 1-ups! -There is a multiple-coin block and 1-up after the fifth pipe. -The toughest part of the stage is near the end. Bounce off the note block and land on the pipe (dispatch the Koopa first). WORLD 8-2 -Sink into the quicksand to find two pipes. One has a power-up, the other has coins. Both will take you past the worst of the level. -If you took the hard way through the level, hit the switch and jump across the pit using the platforms that result (it's better than using note blocks!). WORLD 8 FORTRESS (Multifarious Monster Fortress) -You may want to save a Jugem's cloud for this level, it's a major pain in the #%&. -Go in the first door and head left to find a power-up. Go right and through the blocks to find another one (to reach the second one, hit the invisible blocks, then get past Thwomp to get up there). -Hit the switch above the "H" and enter the door that results for a 1- up. -If you come out of the door near the un-moving Thwomp, edge over to the right and hit the block. Wait for the 1-up to come to you. -There is a pit with invisible blocks near the ? block that contains a 1-up. Jump up to hit the block on the right first. -There is anotehr 1-up next to a Roto Disc. Take the second-to-last door to get to it. -To get to Boom Boom, hit the last swtich, then jump over on the ledge to the right. A door will be visible as long as the switch is in effect. WORLD 8 ASSAULT TANK There are tons of cannons firing on you at a time, so try to stay out of their way if possible. -There is no power-up in this level, so be sure to power-up before you come in. BOWSER'S CASTLE -Bowser's statues spew lasers at you. Run past them! -On the vertical "stairway" jump up on the top step to reveal a 1-up. -Always try to take the upper path, because the lower paths often end up putting you back at the start. -If you want a challenge, save some Hammers or Fireballs to use against bowser. It will take five hits with hammers (they can hit multiple times) or 30 fireballs to defeat him. ------------------------------------------------------------------------ --- 5) Other Secrets In World 1-2, get a Leaf power-up, then keep floating down onto Koopas. Eventually, they'll start giving you 1-ups if you keep hitting them without touching the ground. In World 2 Fortress, a trick similar to the one above can be done using the Dry Bones and a Leaf. In World 3-9, throw a Koopa Shell and stand on top of the cannons as they repeatedly fire into the shell. The shell will keep knocking down the bullets and you'll score 1-ups eventually! In World 4-1, Throw a big Koopa between the cloud and the ? block near the end of the stage, then keep jumping and landing on the shell for unlimited 1-ups. To get the White Mushroom Houses in the levels, a certain number of coins must be collected in certain levels. These are often tough to do, so be prepared for a challenge. White Shroom Houses contain a P-Wing on the odd-numbered levels, and an Anchor on the even-numbered ones. 1-4: 44 Coins 2-2: 30 Coins 3-8: 44 Coins 4-2: 22 Coins 5-5: 28 Coins 6-7: 78 Coins 7-2: 46 Coins Card Game Chart (Many Thanks to NP's Strategy Guide) 1- 1-up M- Mushroom F- Flower S- Star *- 10 Coins $- 20 Coins CHART 1 F S 1 F $ M * M $ 1 M * S F S M F S CHART 2 F $ M S 1 F 1 F * M $ S M * S M F S CHART 3 M F $ M * S F 1 M * 1 $ S F S M F S CHART 4 1 M * M F S M * S $ $ F S 1 F M F S CHART 5 M F 1 F S S $ S M * 1 F $ M * M F S CHART 6 F * 1 F 1 M S M $ S M * S F $ M F S CHART 7 M F $ F * S $ 1 M * 1 F S M S M F S CHART 8 F S 1 F 1 M * M F S M * S $ $ M F S To get the third Warp Whistle, take the hammer in World 2 and break the rock at the top right corner of the board. Behind there is a Fire Brother and a Mushroom House. Challenge the Fire Brothers to win the third Warp Whistle. If you complete an Airship with the Hammer, Frog, or Tanooki suit, the king will say something different when you rescue him. Collecting three cards at the end of each level will net you bonuses. Any three non-matching cards- 1 up. 3 Mushrooms- 2 Up and a cool fireworks display. 3 Flowers- 3 Up and a cool fireworks display. 3 Stars- 5 Up and a cool fireworks display. To turn a Hammer Brother into a coin ship (a secret bonus filled with tons of coins), first, you must be in World 1,3,5 or 6. Then get a number of coins that is a multiple of eleven (11,22,33, etc.) Make the tens digit of your score match that multiple of eleven (4510, 4520, 4530, etc.), then stop the timer at the end of the level on an even number. Nifty, eh? While it is hard to do, the payoff is worth it. Finish the game once (it doesn't matter if you use two warp whistles to skip straight to the last level), then when the game returns to the title screen, start up a one-player game. You will have 28 P-Wings in your inventory. Many thanks to IISPUNK1@aol.com for this trick. Unfortunately, this trick does not work in the Super Mario All Stars version. ------------------------------------------------------------------------ --- Questions, comments, corrections, permission to use it on your site? E- mail edmoogle@hotmail.com (subject: FAQ) or brunerp@juno.com