FAQ/Walkthrough - Guide for New Super Mario Bros.

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New Super Mario Bros.
Copyright Nintendo 2006
Written By Brian P. Sulpher
E-mail: [email protected]
Version 1.5
Dates Written: June 1st to June 14th, 2006

I dedicate this FAQ to the character who saved gaming... Mario!  Mario 
continues to entertain me, even after all these years, and this game is no
different, combining the old school with the newer elements of the Italian
plumber from Brooklyn.  I salute you Mario!

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

-----------
Version 0.2
-----------

-Submitted guide on June 3rd, 2006
-Finished Walkthrough through the end of World Two
-Introduction, Controls, World Map Information, and Items sections are 
 complete

-----------
Version 0.5
-----------

-Submitted guide on June 6th, 2006
-Finished Walkthrough through the end of World Four
-Enemies and 1-Up Techniques sections are complete (as they can be anyway)
-Other sections will be filled in with the new updates as they come


-----------
Version 0.7
-----------

-Submitted guide on June 11th, 2006
-Finished Walkthrough through the end of World Six
-I am now accepting contributions to the Secrets Section, so feel free to
 send in some info if you so desire (full credit to those who send in the 
 information of course)
-Other sections will be filled in with the new updates as they come

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

-Submitted guide on June 14th, 2006
-Finished Walkthrough 
-Finished Minigames section
-Added some Secrets (feel free to e-mail in any new ones)
-I accept contributions so send away

-----------
Version 1.2
-----------

-Submitted guide on June 18th, 2006
-Fixed an oversight in 2-4 (forgot to cover the Alternate Exit)
-Added in my strategy for rigging the Item Toad House to the Secrets section

-----------
Version 1.5
-----------

-Submitted guide on July 4th, 2006
-Fixed an oversight on the second World 1-2 Star Coin (thanks to a deluge of
 e-mailers)
-Made a correction to the Sort Or 'Splode Mini-Game
-Added in a plethora of corrections (thanks to Kirby5790)

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

1) Introduction
2) Controls
3) World Map Information
4) Walkthrough
5) Items
6) Enemies
7) 1-Up Techniques
8) MiniGames
9) Secrets
10)Credits
11)Final Word

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

1) The following is directly from the New Super Mario Brothers instruction
   manual, and is in no way the work of Brian P. Sulpher:


EMERGENCY NEWS FLASH!


Princess Peach has been kidnapped! While enjoying a nice walk with Mario, 
the beloved ruler of the Mushroom Kingdom was whisked away by an unknown 
assailant. How could this happen with Mario around?


According to eyewitnesses, the walk was going swimmingly when Mario and the 
princess spotted smoke billowing out of Peach's Castle. The mustachioed 
marvel immediately jumped into action and sped off toward the fire. The 
moment he left her side, the princess vanished!


Who's behind Princess Peach's disappearance?


Who's behind the attack on Peach's Castle?


Are the two incidents related?


Didn't Bowser Jr. once think Princess Peach might be his mother?


Looks like Mario's going to need all the Mega Mushrooms he can find to get 
to the bottom of this mess!


   Well, not exactly Shakespeare I admit, but then again, when have Mario 
   and Luigi's adventures ever been about the story anyway?  The reason I
   mention their previous adventures is that as a long time platformer, I
   have experienced all the Mario games in this genre, so I warn you now I 
   will occasionally comment on certain areas, situations, and set-ups as 
   they are either tributes or exact matches to areas found within anything 
   from the original SMB through to Super Mario World to Super Mario 64 to
   Super Mario Sunshine!  Hopefully younger gamers will learn some things, 
   while you older gamers get a kick out of the details that Nintendo 
   decided to put in for us fans!  Enjoy my FAQ for the New Super Mario 
   Brothers!  

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

2) This section will outline the control for Mario, both basic and advanced.


                            o----------------o
                            | Basic Controls |
                            o----------------o

D-Pad...: UP and DOWN will move Mario into pipes, though holding DOWN will
          also allow Mario to duck.  LEFT and RIGHT will move him in the 
          corresponding direction pressed.

START...: Pauses/unpauses the game, bringing up the in-game menu.

A Button: Press to make Mario jump. Also doubles as a swimming stroke in the
          water.

B Button: Press to make Mario jump. Also doubles as a swimming stroke in the
          water.

X Button: Hold this button to dash and to pick up Shells/springboards/etc.
          Also allows Mario to punch doors on the fences to get to the other
          side.

Y Button: Hold this button to dash and to pick up Shells/springboards/etc.
          Also allows Mario to punch doors on the fences to get to the other
          side.

L Button: Scroll the map screen to the left.

R Button: Scroll the map screen to the right.


                           o-------------------o
                           | Advanced Controls |
                           o-------------------o

                               =============
                               Anytime Moves
                               =============

Double/Triple Jump: When coming down from a jump (holding the X/Y Button), 
                    immediately press the B/A Button to rocket back into the
                    air, achieving more height and style than the previous 
                    jump.

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

Ground Pound......: When Mario has jumped into the air, press DOWN to slam
                    his weight down, delivering a brutal hit to enemies and
                    bricks, breaking the bricks if he is not Regular Mario.

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

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

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

Wall Jump.........: When Mario jumps into a wall, press towards the wall, 
                    followed by pressing A/B Button to send him kicking off
                    the wall to gain some height.  When used in a narrow 
                    vertical corridor, he will be able to reach heights he 
                    could not get to through conventional means.


                                ===========
                                Fiery Mario
                                ===========

Firepower: Press the Y/X Button to throw a Fireball that can scorch enemies.
           Maximum of two Fireballs on screen at a time.


                                ===========
                                Shell Mario
                                ===========

Shell Dash: Holding down the X/Y Button will allow Mario to run, building
            enough speed to start spinning around as he slides like any old
            Koopa Troopa.  He will keep going in the same direction till he
            hits an object (reverses course) or releases the X/Y Button.

----------------------------------------------------------------------------
---------------------------World Map Information----------------------------
----------------------------------------------------------------------------

3) This section will examine the rules, functions, and structures found 
   within the World map, and what they mean for Mario.


                             o--------------o
                             | World Layout |
                             o--------------o

Each world will have set of levels, objects, Toad Houses, and enemy 
installations strewn about it, usually connected by pathway.  However, some
levels will have two exits, with each exit leading down a different path, 
meaning that Mario will beat the level both ways to open both paths from that
level to the next two stops.  Often the more difficult to find/get to exit
will yield the path to the levels with letters (A or B) instead of the more
conventional paths of numbered levels and Towers/Castles.


                              o------------o
                              | Toad House |
                              o------------o

These are the places on the nap where Mario can improve his chances of 
rescuing Princess Peach.  The following Toad Houses exist:

Green Toad House: With a series of blocks to randomly select, hit them to
                  reveal 1-Ups.  The long you go, the higher the 1-Up totals
                  will be, but the game ends once the Bowser ? Block is hit.
                  Luckily, the 1-Ups found to that point are still yours to 
                  keep.

Item Toad House : The tried and true Toad House, one random Item will be 
                  Mario's after he hits the flashing Item Block, sending it 
                  into the Item reserve for you.

Mega Toad House : No guessing or luck involved here... Mario will hit the
                  giant ? Block (love the SMB3 reference here) to reveal a
                  Mega Mushroom, which will be put into his reserves for 
                  whenever he decides to use it.


                     o-------------------------------o
                     | Winged Blocks/Hammer Brothers |
                     o-------------------------------o

These two will move about the map randomly, stopping in a level.  If Mario
enters the level they are occupying, he will then get a free Item from the
Winged Block if he hits it, or he will have to face a might member of the
Hammer Brother Family.

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

4) This section will examine the game in-depth, covering every necessary
   step for completing this wonderful game.


                           ~~~~~~~~~~~~~~~~~~~~~
                         ~~~~~~~ World One ~~~~~~~
                           ~~~~~~~~~~~~~~~~~~~~~

_____________________
X - Start            |
# - Level            |
a - Extra Level      |
O - Empty Space      |
T - Tower            |
C - Castle           |
H - Ghost House      |
W - Warp Cannon      |
P - Pipe             |
S - Star Coin Toll   |
I - Item Toad House  |
G - Green Toad House |
M - Mega Toad House  |
                     |
_____________________|

               G              M            +----5------------+
               |              |            |    S            |
               S              S            |    |            |
X----1----2----3----O----T----4------------O    +----G       O----C
          |         |    |                 S                 |
          |         |    |                 |                 |
          +----I----+    +----W     I------a-----------------+


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

Here we go!  Starting with a classic set-up, run forward and bust the 
Goomba before raiding the ? Blocks for Coins and a Power-Up.  Head right,
hitting Bricks for Coins (including a Coin Block up high), followed by a
couple Goombas positioned around a pipe.  Hop the gap ahead to hit the next
? Block for a Mega Mushroom (I advise doing this for the great fun that 
comes from trashing enemies, bricks, pipes... basically anything that is in
Mario's rampaging path), but the walkthrough will continue onwards as if you
never grabbed this Item.

Head right past a Goomba and over a gap, jumping off the pipe to get the 
first Star Coin in the game, followed by hitting the open space between the
bricks ahead to make a ledge to hit the next ledge of bricks to find a
beanstalk (go up for Coins, but note it bypasses a Star Coin if taken).  Go
down the next pipe, jumping over the gaps in the way, killing Goombas to get
a Power-Up from the ? Blocks, finally getting the second Star Coin before 
heading back topside.  Head left from the pipe to go get some Goombas to 
reach the third Star Coin, which is protected by bricks, so use a Ground 
Pound to bust it out, finishing the set for this level!

Now head right, hopping the gaps and pipes, passing a Green Koopa Troopa and
a Red Koopa Troopa, reaching the staircase that is oh so familiar to Super
Mario Brothers veterans.  Climb upwards, taking a running leap to hit the
flagpole to end the level!


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

This level begins with a dizzying descent, destroying the bricks for the 
Coins that they protected... provided you are not Regular Mario of course.
Move along to the right, grabbing the Power-Up from the first ? Block and
breaking bricks for the Coins they shelter (note that the dual brick layer
leads down to a bunch of Coins and a Coin Block), followed by leaping to the
right via the brick ledges to snag the first Star Coin.

Go down and right for another Power-Up, dealing with the Goombas and Green
Koopa Troopas, arriving at a brick structure that holds the second Star 
Coin.  To get inside, get directly above the Star Coin's position and 
perform a Ground Pound to bash your way inside, followed by getting out to
move right once more, facing a teeter-totter log ride to the bricks ahead 
(the highest brick is a Coin Block).  Next are three pipes (the first can be
accessed to go into a Bonus Room), two of which house Piranha Plants, so 
shoot them with Fire or just pass by when they retreat into their homes, 
being sure to get the Power-Up in the ? Block while dealing with the 
nuisances.

Hop across the gap ahead (or take a running leap and land on the bricks 
above to run across the top of the area without worry), finding a Green 
Koopa Troopa and two Goombas guarding the way forward to another 
teeter-totter log.  Now the level will split in two, so the Main Route and
the Alternate Route will be outlined:

                                ==========
                                Main Route
                                ==========

Use the teeter-totter log to reach the bricks or ledge ahead, jumping the 
Green Koopa Troopa before hopping the next gap to reach the pipe out of the
subterranean area.  Once outside, climb the staircase and leap to the 
flagpole, ending the level!

                             ===============
                             Alternate Route
                             ===============

Use the teeter-totter log to get high on the right side, leaping onto the 
ceiling, running along it to find the third Star Coin for the level, 
followed by going up through the pipe to use the semi-staircase ahead to 
leap onto the flagpole, ending the level!


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

Another classic area from the original Super Mario Brothers, the toadstool
platforms!  Head right to get a Power-Up from a ? Block, followed by using
the springboard ahead to find a second springboard and some Coins, so launch
higher up to bounce off the rubbery toadstool, flying into the first Star
Coin.  Immediately float to the right, following the line of Coins, falling
down to a ledge that holds the second Star Coin!

Grab the Power-Up from the ? Block before passing the halfway point, facing
a red Koopa Troopa, followed by a dual set of rocking toadstools, high above
these two would be the the third Star Coin (jump when they are high in the 
air to finish getting this easy trio of Star Coins).  Head right (jump onto
the high toadstools if possible), finding a Red Coin Ring to go through,
making 8 Red Coins appear, rewarding Mario with a Power-Up if he is Super
Mario or less in his stature or reserve Power-Up, or if he has at least a
Fire Flower in both spots, he will get a 1-Up Mushroom.  All that remains 
from here is to go right and use the remaining rocking toadstool to leap 
onto the Flagpole, ending the level!


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

This level is vertical in nature, with mving walls, so be sure to not get
crushed in between the granite.  Jump up past the Dry Bones to get the 
Power-Up from the ? Block on the left, followed by leaping through the 
various sets of moving granite blocks when they are open, reaching a spot
where two horizontal sprints must be performed to pass through the 
vertically moving blocks.  Head up to the next ledge to get the Power-Up 
that the Dry Bones is guarding, also going further right to get the first
Star Coin before heading left to climb upwards once more.

Jump up the moving granite staircase to head left, performing a set of
wall-jumps to reach a ledge with a door heading inside.  Here is where the 
level splits in two for purposes of the Main Route and the Alternate Route:

                                ==========
                                Main Route
                                ==========

Grab the second Star Coin from the right side of the room, followed by 
exiting out the door, leaping up to the ledge above (between the granite
and the spike blocks), climbing the granite blocks to reach the third Star 
Coin for the level.  Continue jumping up through the next set of granite 
blocks, timing the leaps to not get crushed and reach the ledge above, where
Mario will find a green pipe to use to launch into the air.  Time his entry
into the pipe for as soon as the lowest granite blocks above start to move 
apart, which will safely send Mario up to the high area, where he will see 
the two MASSIVE Dry Bones that were working the moving the granite blocks 
through out the Tower.  Grab the Power-Up from the right before heading 
through the large door.

Baby Bowser will attack Mario simply by running back and forth, attempting 
to ram him at full speed.  The way to defeat the monster is to hit him with
three leaps to the head, though he will retreast to his shell after every
bonk from Mario, so step away until he comes back from his hiding game.  The
other method for defeating Baby Bowser is to hit him with 9 Fireballs, 
though the Fireballs can be combined with the jump attacks to beat Baby 
Bowser as well.  COnsider the Jump attacks remove 3 Hit Points and the 
Fireballs remove 1 Hit Point, meaning that to beat Baby Bowser, 9 Hit Points
must be removed.  Defeat him to end the level, advancing further in the 
quest to save Princess Peach.

                             ===============
                             Alternate Route
                             ===============

For this exit to be accessible, Mario will need to have to be Shell Mario.  
Jump to the right in this room, getting by the door, but instead of heading
through, instead leap up to the hole above, passing through to a secret 
area.  Here Mario will need to use his Shell to bust down the bricks, 
followed by using a leap to busy the bricks above, opening the way to the
pipe that was covered.  After going through the pipe and falling down to
the ground below, you can just leap onto the flagpole, or you can try to
use the Shell run to leap off the bricks above to reach the top of the 
flagpole for a good score.  Either way, this will allow Mario to access the
Warp Cannon on the World Map, sending him all the way to World Five!


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

Slide down the hill and kill the Goombas, followed by botting the Green 
Koopa Troopa off the next hill to hit the ? Block to make the Power-Up 
inside come out.  Next up are two Goombas on a slope, leading to an area 
with a Green paratroopa Koopa to dust off, followed by checking the ? Blocks
to find a Mini Mushroom.  The Mini Mushroom will make Mario so tiny that he
can slip through the hole on the left side of the area, going down the tiny 
pipe!  Inside here Mario should run right across the water, wall jumping to
the high ledge to get the Star Coin that resides up there.  

Now head back up the pipe and move to the right, passing a Goomba spewing
pipe to leap a gap, locating a Power-Up in the ? Block row.  Now that Mario
has become Super Mario, go stand on the brick pictured below and perform a
Ground Pound:

  STAND HERE
       |
 _____ v
|  |  |_ _ _
|__|__|_|_|_|
|  |xxxx   xx
|  |xxxx   xx

Enter the pipe to find some Coins, but leave them alone and go right, 
busting the bricks to reveal a P-Switch, which will turn the Coins into 
bricks, forming a path for Mario to climb to the left, finding the second
Star Coin on the ceiling area of the room.  Head right afterwards, taking 
the pipe back to the surface.  At this point, Mario will need to go after 
the third Star Coin, so head left, sliding down the hill to move right 
towards the gap to go across it to get the third Star Coin, finishing the 
set for this level!

Head right from the pipe where Mario emerged from the subterranean area,
facing an upward slope where Goombas pour from a pipe, jumping past that to 
get onto said pipe.  From here Mario can make a jumping effort to reach the 
flagpole ahead, so make a good leap to finish off the level!


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

This level has long stretches of spongy toadstool, which will keep bouncing
Mario high into the air.  If you desire to get even more air, press the A
Button as Mario is landing, sending him to the highest reaches of the screen
in the process.  After snagging the Power-Up from the ? Blocks near the 
start, jump when landing on the spongy toadstool, firing Mario high enough 
into the air to get the first Star Coin.  Next up is a bouncy trip to the 
right, finding a Red Koopa Troopa to knock senseless, followed by booting it
to the right so Mario can follow it, watching it clear out a bevy of Koopa 
Troopas, rewarding him with a 1-Up if he stays with the deadly projectile 
long enough!

Bound past the next Red Koopa Troopa, reaching a solid toadstool area, 
followed by a pulley elevator, so get on the one side to raise the other 
(your side will fall) leaping across to the high side to get to the second
Star Coin.  Just a quick note that yes the old stay on the elevator long 
enough and the bars will fall of trick still works, just like in the 
original SMB!  Continue to the right, using the same trick on the third
pulley elevator, getting on the right side of it when it is high to enter 
the pipe that resides above it.  Here Mario will ride a rocking toadstool,
grabbing Coins and the third Star Coin, followed by hopping down the hole
at the end to return to the main area of the level.

As Mario passes the halfway point (and two Green Paratroopa Koopas), he
will find more of the spongy toadstool and a Power-Up nestled in the nearby
? Blocks, leading into a Red Coin Ring (bounce around the few spongy 
toadstools and the Goomba to get the reward).  Continue along carefully, 
beating up any enemies to find four Coin Blocks to raid, with the results
coming from bouncing into them from below, getting Mario stopped underneath
them perfectly, allowing the spongy toadstool to do all the work for Mario. 
After this are a couple Goombas laced into the spongy toadstool hopping, 
finishing with bouncing high to the right to hit the flagpole, ending the
level!


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

Head down the pipe to find a Power-Up in the ? Block, which will also be the
point where the level begins to scroll, meaning that couple classic Mario 
game rules are in effect: Mario can get squished by the solid obstacles in 
his path if he gets stuck on the left side of the screen, and the enemies
will be positioned in such a manner that Mario will need to run through the
gauntlet with precision strokes.  With the scrolling fo the screen will come
a vaguely familiar enemy in Sushi, a blue shark from Super Mario 64 that 
often will enter the screen with a fellow Sushi, charging straight ahead.  
So Mario is advised to steer clear of them or to let some fireballs take 
care of the problem, if he has the capability.

Head right through the multitudes of Sushis in this area, finding a P-Switch
to hit to reveal silver Coins spread among the bouncy obstacles ahead, so 
swim precisely to get through the area quickly, grabbing all the Coins along
the way.  After this area send Mario swimming for the ceiling of the next 
stretch, as a Star Coin rests up here, and it is difficult to come at it 
from below due to the invisible blocks that populate the area.  From there
Mario will go right, entering the pipe leading upwards, appearing near the
second Star Coin.

Upon entering the water area again, avoid the Cheep-Cheeps and hit the 
rotating Power-Ups for the picture that is on the block when Mario makes
contact from below.  Next up are Sushis attacking from the left, so dodge 
them and enter the Red Coin Ring to go try for the Power-Up/1-Up reward.  
The Sushis will now switch back to attacking from the right, but they are 
aided by air currents from pipes, so swim through the currents between waves
of Sushis, finding a P-Switch to hit, revealing a multitude of silver Coins
to grab, all the while dodging Sushi charges.

Swim right as soon as the Star Coin appears above, grabbing the Star Coin,
followed by either ducking to avoid the incoming Sushi or swim back out 
quickly.  Swim past the last few Sushis and head up the pipe, going forward
to jump to the flagpole to end the level!


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

Head right, suing the rope platforms to cross lava fields and to launch
Mario high into the air.  After getting the ? Block Power-Up, go past a few
Podoboos in the lava, finding a Dry Bones guarding a set of moving spike
blocks.  Run underneath the spikes, stopping in the various openings 
(grabbing the Coins and such that are in the openings), arriving at an 
opening where the Star Coin above beckons.  Wait for the spike blocks to
descend, using a wall jump to reach the Star Coin.

Head right to pass the halfway point, grabbing the Power-Up en route to some
more rope and Podoboo action, leading to a Dry Bones guarding a jump to a 
small ledge which holds the second Star Coin.  Head right to find another
rope rigging bridge, but only go right to get past the last Podoboo here, 
followed by letting Mario sink on the rop for a second before jumping, 
launching him up to the pipe just off the screen above, entering it to 
locate the third Star Coin.  Head back out to go right past a Dry Bones, 
leaping across the rising and falling granite blocks to leap one final lava
gap to enter the large doors ahead.

Baby Bowser will send in Bowser to fight against Mario... on a breakaway
bridge.  Yes, Baby Bowser has never read a history book apparently on the
entire game of Super Mario Brothers.  Anyway, Bobwer can be taken down 
through three particular strategies:

  i) The easiest way to beat him is to get onto the elevator floating on the 
     bridge, waiting for Bowser to draw near so Mario can take a running
     leap past the beast to hit the switch and drop Bowser into the lava.

 ii) Fireballs can roast the beast, taking him out in a few short bursts.
     Although this manner will drop Bowser into the lava below, only hitting
     the switch will end the battle.

iii) This is an unorthodox option, but as Shell Mario you can bash Bowser 
     until he falls into the lava defeated.  The same rules apply for 
     hitting the switch to end the level.


                           ~~~~~~~~~~~~~~~~~~~~~
                         ~~~~~~~ World Two ~~~~~~~
                           ~~~~~~~~~~~~~~~~~~~~~

_____________________
X - Start            |
# - Level            |
a - Extra Level      |
O - Empty Space      |
T - Tower            |
C - Castle           |
H - Ghost House      |
W - Warp Cannon      |
P - Pipe             |
S - Star Coin Toll   |
I - Item Toad House  |
G - Green Toad House |
M - Mega Toad House  |
                     |
_____________________|

          I                         M         G             I
          |                         |         |             |
          S                         S         S             S
X----1----2------------3------------4----T----O--------5----O----6----C
                       |            |                            |    |
                       |            |                            |    |
                  W----a----P       +--------------I-------------+    P


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

Head right for a Power-Up from a ? Block, which is immediately followed by
the first Pokey of the game.  Pokey is a segmented Cactus (originally from
SMB2) who can only be defeated by taking out all of his segments or shooting
him in the head.  Head past this obstacle (unless Firepower is yours, then 
roast him up) to find a Spiny and another Pokey, so use the yellow block 
with the face to make it past the next Pokey (hit the block and then use the
higher ledge to launch past the wavery cactus).  Jump forward to get the 
first Star Coin, but retreat back to the high ledge, as it will allow Mario 
to clear Pokey when he comes closer.

use the elevator that appears next, lifting past the next Pokey, moving 
right to leap past each Pokey as the elevators they inhabit drop low enough 
to let Mario by.  Drop down to the ledge above the quicksand, letting the
next Pokey move upwards out of range, leaving the jump and the second Star
Coin wide open for Mario.  A running leap will clear the gap and the Pokey,
which will also pass the halfway point for the level, leading to a Power-Up
in a ? Block.

Next up is an area with small ledges and moving platforms that are populated
by (yep, you guessed it) Pokey.  Jump ahead carefully, but be wary as Pokey 
can get onto the moving platforms, so he could become mobile and chase 
Mario.  If you lack Firepower, a quick jump down to the third Star Coin must
be immediately followed up by efforts to get high up once more, as Pokey 
will begin to close in on a moving platform.  The up and down elevators set 
(vintage SMB) will have Mario riding high on the first set, jumping onto the
second set, immediately followed by running to leap past the final Pokey,
reaching the pipe.  Hit the brick here to make a P-Switch appear, triggering
it to make the Coins above Pokey become a nice jumping ledge to go for the 
top of the flagpole!


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

This level will reintroduce everyone to that rapscallion in the flying cloud
(Lakitu) and his pets he throws about (Spiny)!  Take on the three Red Koopa 
Troopas if you wish to, but mainly concentrate on getting the Power-Up while
moving right, passing the ledge to see Lakitu come out from behind the 
nearby Pyramid!  Lakitu will throw his pet Spinies at Mario, but if Mario 
can take out Lakitu, he will not return for a short while, and Mario may be
able to even hitch a ride in that cloud!  Run right to find a couple high ?
Blocks (one has a Power-Up) to attack Lakitu from, and if Firepower is 
yours, use it to take Lakitu from his perch, followed by stealing his ride!

With the cloud in hand, fly right until a coin path upwards appear, so 
follow it to locate the first Star Coin.  Jump off the cloud and run right
past more Red Koopa Troopas, jumping a gap when the Piranha Plant retreats
into his pipe, finding some bricks to Ground Pound through to grab the
second Star Coin.  Lakitu should have returned by now, so be wary of him as
you move to the right, finding a structure with bricks and ? Blocks in it
(note that this a tribute to a structure in the first Lakitu level ever, in
SMB's 4-1) to bust up as you desire, followed by locating a green pipe to go
down, which will launch Mario high into the air, directly at a pipe above 
(press UP to go inside).

Use the dual set of green pipes here tog et the Coins and third Star Coin,
then head down the pipe on the right to return to the main level area.  Move
to the right, suing the rocking toadstool to go jump onto the flagpole, 
ending the level!


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

Head down the pipe and go right past the ? Blocks, wall jumping to get to 
the Star Coin above the ledge, followed by hopping down the hole to move 
left to get a Power-Up.  After taking out the Swoop (N64 enemy!), leap over
the first trap door (go through for Coins if you desire them) to Ground 
Pound down to the lower tunnel, moving right to find a Piranha Plant and 
some one-way doors.  Take Mario up around the Piranha Plant location, 
keeping an eye out for the second Star Coin while en route, arriving at the
next area.

Head right to slide down to the bottom of the area, moving right again to go
hit a ? Switch.  At this point the game is split into two possible exits,
so take the Main Route to go on to 2-4, or choose the Alternate Route to go
after 2-A.

                                ==========
                                Main Route
                                ==========

Run to the right, swimming past the opening above (you can go inside to find
some Coins if so desired), aiming Mario for the ledge on the right before 
the water level drops off.  Take a running start in this new area, clearing 
the massive Piranha Plant, continuing to the dead end to find a Power-Up.  
Jump up to the next set of challenges, moving left to leap over a Piranha 
Plant, climbing up the right side of the two choices here, taking a running 
leap to the right to make the small ledge there to go get the third and 
final Star Coin.  Return to the floor below, moving right to hop upwards 
through the ledges and the spinning manhole, taking off to the right from 
there to hit the ! Switch, using the now solid bricks to go right to leave 
the area.  Outside is a springboard to use for a shot at a higher flagpole
landing, so use it to finish off the level!

                             ===============
                             Alternate Route
                             ===============

Run to the right, leaping off to the right to land in the rising water,
swimming through the hole in the ceiling that is nearby.  Once inside the
large cavern, go to the left and hit the second ? Switch, swimming up at the
top of the water as it rises, leaping onto the high ledge that is briefly
accessible.  Head right to leave the area, arriving at a flagpole, so go 
grab a hold of it, ending the level!


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


Hit the ? Switch to go after the ? Blocks (getting a Power-Up from one)
before heading right, jumping a gap to find some Coins in ? Blocks guarded
by Green Koopa Troopas and a couple Goombas.  Next up have Mario knock a 
Koopa Troopa senseless, picking up the shell to go right underneath the 
ledge, jumping up to hit the shell right into the Piranha Plant, followed
by Wall Jumping to the Star Coin above the pipe.  Now head back left to go 
over the top of the structure, carefully going down the steep steps (passing
Piranha Plants) to get into the water, reaching a diveragnce in the level
pathways.

                                ==========
                                Main Route
                                ==========

Start off by swimming to the right.  Drop down and swim along the bottom of 
the screen, passing under the land here to find a red pipe to go into.  
Swim through the small area here, collecting coins while dodging the 
Cheep-Cheeps, heading through the next pipe to go left (ignore the ? Switch 
for now) to get the second Star Coin, followed by hitting the ? Switch to 
escape the hole Mario is in.  

Head right to find a Power-Up and a ? Switch, so grab the Power-Up before 
hitting the ? Switch, moving off to the right over the two hills, launching 
right from the summit of the second hill to reach the high ledge.  The next 
challenge is an old favourite... HAMMER BROTHERS!  Using a vintage dual brick
structure setting from SMB, they guard the way forward and the third Star 
Coin, so take them out with punches from below on the bricks they are 
standing on.

Head right to find the staircase, and another blast from the past that is 
Super Mario Brothers, as Mario can use the Green Koopa Troopa coming down 
the staircase here can be used to gain a lot of 1-Ups!  To do so just stand
on one of the bottom steps, letting the Green Koopa Troopa come down to 
Mario, timing a leap straight into the air to come down so Mario lands on 
the Koopa so Mario will keep bouncing up and down, kicking the shell off the
stair above him for a lot of points and then the 1-Ups will begin to pile 
up!  Once you tire of this, continue up the stairs and go touch the flagpole
to end the level!


                             ===============
                             Alternate Route
                             ===============

For this exit you will need to be Mini mario.  When you reach the pipe in 
the water, head left as Mini Mario, running across the water, entering the 
mini pipe.  Once Mario reappears, head right and find the flagpole, so get
onto the higherledge via a Wall Jump from the left side to get a better point
value for the flagpole grab, but either way it will end the level!


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

Start off by using the rotating elevators, getting the Power-Up from the 
? Blocks above the second set, followed by climbing above to go left, using 
the rope to continue onwards.  On the next rotating elevator, ride it until
a small ledge on the left appear, leaping to it to start a wall jump 
upwards, finding a door to enter, finding a small structure of blocks that 
move when touched, so keep performing wall jumps to get to a ledge on the
right, followed by jumping on top of the moving blocks to move left, getting
a Star Coin.  If you wish to shortcut to end of the Tower, use the second
moving block set to reach the top door, but if you want to do the rest of
the level, retreat to the door you entered by.

Back at the previous rotating elevator, go right this time via the rope, 
dropping down past the rotating elevator to get the second Star Coin, 
followed by going up again (feel free to go after the Red Coin Ring prize),
advancing by leaping to the ledge on the right, springboarding through the
green pipe.  Grab the Power-Up from the ? Block before moving on to jump
across the gaps ahead via the spinning bricks (hit the small red bricks to 
make an extra one appear).  When Mario reaches the third set, hit the red
brick to make some more spinning blocks appear, but instead of taking the
first two in sight, backtrack to the left to use one that was off screen to 
go onto the higher ledge nearby, where a well placed wall jump will get the
third Star Coin far above.  Once you are done, head back to the right, using
the two spinning blocks passed before to get to a pipe, finding the big 
doors!

Baby Bowser will attack Mario simply by running back and forth, attempting 
to ram him at full speed on a platform that is not complete, as Mario can 
fall into the quicksand below, making it tough for him to escape and battle
Baby Bowser without taking a hit on the exit.  The way to defeat the monster
is to hit him with three leaps to the head, though he will retreat to his 
shell after every bonk from Mario, so step away until he comes back from his
hiding game.  The other method for defeating Baby Bowser is to hit him with 
9 Fireballs, though the Fireballs can be combined with the jump attacks to 
beat Baby Bowser as well.


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

Head right, Ground pounding the ? Blocks for profit and a Power-Up, quickly 
running into Blockhoppers.  Use the Ground Pound to eliminate them, but
when you get a spot with Coins leading upwards, draw a Blockhopper near, 
allowing Mario to use the Blockhopper as a stepping stone to leap up and get
the first Star Coin.  Continue right, battling Spinies and Blockhoppers, 
finding a Power-Up at the halfway point, followed by encountering Fire 
Snakes for the first time.

head right while watching for some bricks floating in the air, indicating 
the next spot that a Blockhopper will come in handy.  Leap onto the bricks
from a Blockhopper, followed by Ground Pounding the bricks to reveal a
P-Switch, o go hit it and then use the path from the Coins that are now 
bricks to go left to get the second Star Coin.  head right to find another
member of the Hammer Brother fold, this one happens to be a Boomerang 
Brother, so approach him cautiously, stomping him en route to sinking into
the quicksand below on purpose.  While sinking, hold to the right, jumping
up to pass through the screen on the right, appearing to go downwards, using
the Blockhopper below to reach the third Star Coin.  All that remains from
here is to go back up to the surface, moving right past one more Blockhopper
(or use it as a stepping stone to reach higher) to get to the flagpole.


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

After passing through the first area, Mario will again be in a scrolling
level, with this one taking place on a few platforms.  Mario would be 
greatly served to have Firepower here, as the main enemy facing him are the
ever persistent Piranha Plant.  Ride to the right, busting the Power-Up from
the third ? Block, which is soon followed by a couple Piranha Plants that
float by harmlessly.  The next two Piranha Plants will land on the platform,
so avoid them while the ledge floats under a pipe with a Piranha Plant 
inside.  Stay away form the Piranha Plant on the right, as a ledge will 
remove it, allowing Mario to get the first Star Coin floating above the
moving platform.

Grab the Power-Up from the third ? Block, followed by using the small ledge 
that comes into play to hit the middle ? Block of the next set to make a 
1-Up Mushroom pop out.  Watch out for a Piranha Plant to land on the right 
side, leaping it to get on the higher ledge here for another Power-Up, 
leading to a dual Piranha Plant attack, so get between them on the higher 
ledge before they land, grabbing the second Star Coin that follows them.  
Watch out for the Super Piranha Plant that will float through next, so stay
high to avoid it completely.

After this the big ledges will begin to pull away, so jump onto the small
ledges that float on to the screen, leaping forward along the set, watching
out for the Venus Fire Trap (SMB3 enemy!) to get the third Star Coin.  
Continue to avoid the stray fireballs from behind, reaching solid ground 
where Mario must use the air pump to send the cork in the pipe flying, 
allowing him to pass through the pipe to find one last Piranha Plant to deal
with before reaching the flagpole to end the level.


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

Move right to find a Power-Up in a ? Block, followed by dealing with the
Koopa Troopas and dodging the massive fish trying to eat Mario from below,
appropriately titled Spike Bass due to his spiky exterior.  Keep away from
him while moving on, taking the lower log path to get the first Star Coin
(draw an attack from Spike Bass first, then sprint through to get the Star
Coin easily).  

Next up are some springboards, so use them to launch high into the air,
collecting Coins and finding the second Star Coin high in the sky before 
advancing to find a Red Koopa Troopa, at which point the paths in the level 
diverge.

                                ==========
                                Main Route
                                ==========

Go past the Red Koopa Troopa and into the green pipe, swimming upwards upon
exiting to find a springboard.  use this one to launch high into th air, 
holding RIGHT to land on the flagpole for a good score, ending the level and
unlocking the path to the Pipe!

                             ===============
                             Alternate Route
                             ===============

Perform a spinning jump from a springboard to land off the Red Koopa Troopa,
bouncing back into the air to reach the pipe on the ledge above.  Grab the
third Star Coin in this contained area before taking another pipe, this one
leading to an alternate exit flagpole, which unlocks the Warp Cannon that
goes to World Five!


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

Let the Giant Spiked Ball roll into the pit below, followed by going right
past a couple Spiked Balls to get a Power-Up from a ? Block.  Next up is a
rope for swinging past a Giant Spiked Ball, swinging back and forth to get 
enough momentum to reach the ledges above, which lead to a 1-Up Mushroom.  
Next draw the Spiked Ball into rolling by before raiding the ? Blocks for a
Power-Up, followed by running a gauntlet area, stopping in each crevice or
leaping to a higher ledge to avoid the incoming Spiked Balls.  Upon reaching
the split in the path, Wall Jump up to the high ledge, running right to go
into the hole before the Spiked Ball arrives, grabbing the first Star Coin
in the process.

head down and then right, dodging one last Spiked Ball to get to the door.
Mario will appear outside, facing some Bullet Bills while grabbing a 
Power-Up, running to the right to get onto a Bullet Bill cannon to the right
and below a Star Coin.  here Mario will need to use a Bullet Bill as a 
stepping stone by performing a Super Jump (hold A/B Button when landing on 
the foe) to reach that second Star Coin.  Run through the narrow hall 
(ducking Bullet Bills) to hit the ? Switch, lowering the land to allow Mario
through, but he will need to first get by the Spiked Ball in the dip, 
reaching a Power-Up immediately afterwards.  Now Mario will have a choice to
make, as the level can have two possible outcomes.  Use the rope ahead to 
swing to the ledge above, collecting the Mini Mushroom here to go right over 
the gap, passing through the narrow passage to reach the third Star Coin, 
followed by making a choice on which level ending fight to participate in.

                                ==========
                                Main Route
                                ==========

Grab the Power-Up from the ? Block before exiting the lower area to go past 
a Spiked Ball, hitting the ?-Switch, allowing Mario to enter the large doors
below.  Head right and Mario will come face to face with the Mummy Pokey!  
To win this battle Mario will need to put 9 Fireballs into the creature, hit
it with three Shell Dashes, or jump on the head of the monster three times
(you can also go Mega Mushroom on it as well if you are lazy).  The monster 
will attack by surfacing from the sand, spitting a projectile at Mario, and 
then disappearing below once more.  if you are going to use jumps to defeat 
it, only nail it when it is low enough to safely jump onto it.  Once 
Mario has won the battle, off to World Three he shall go!

                             ===============
                             Alternate Route
                             ===============

DO NOT get the Power-Up from the ? Block, instead exiting the lower area to 
go past a Spiked Ball, hitting the ?-Switch, allowing Mario to enter the 
large doors below.  Head right and Mario will come face to face with the
Mummy Pokey!  To win this battle while Mini Mario, watch for the Mummy Pokey
to poke out of the ground, noting the height it stops rising out at.  If it
is too high for Mario to leap over the top of, avoid the incoming projectile
and wait for the next reappearance, but when it does pop out at a low enough
height to attack it, jump directly above it and perform a Ground Pound 
attack to damage the Mummy Pokey.  Repeat this pattern successfully twice 
more and Mario will be on his way to World Four!


                          ~~~~~~~~~~~~~~~~~~~~~~~
                        ~~~~~~~ World Three ~~~~~~~
                          ~~~~~~~~~~~~~~~~~~~~~~~

_____________________
X - Start            |
# - Level            |
a - Extra Level      |
b - Extra Level      |
c - Extra Level      |
O - Empty Space      |
T - Tower            |
C - Castle           |
H - Ghost House      |
W - Warp Cannon      |
P - Pipe             |
S - Star Coin Toll   |
I - Item Toad House  |
G - Green Toad House |
M - Mega Toad House  |
                     |
_____________________|

     +----1--------+         M---S3------------H------------+
     |             |              |            |            |
     |             |              |            |            |
X----O        I    O----2----T----+     G      +----W       O----C
     S        |    |    |               |                   |
     |        |    |    |               S                   |
     +--------a----+    +----b----------c-------------------+


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

Head down the pipe to find the first of many Mega Cheep-Cheeps along with 
with Cheep-Cheeps, so swim through their lazy swimming patterns, finding a
Red Coin Ring to pass through, but it is very tough to swim between the
charging Cheep-Cheep types to get the Power-Up reward.  After a few more
Cheep-Cheep/Mega Cheep-Cheep attack, the halfway point will be reached, 
followed by hitting the rotating Power-Ups for the pictured Power-Up that
is on the side when it is touched.

Pass through a narrow area to see a Cheep-Chomp, a large fish that will try
to attack Mario directly by trying to eat him whole!  Swim past more 
Cheep-Cheeps to go down the pipe in the set ahead that is not blowing air, 
finding Coins, Cheep-Cheeps, and the first Star Coin.  Upon leaving the
pipe, go close to the roof, swimming through some air currents to grab the 
second Star Coin, but do not hang around there, as a Cheep-Chomp attack from
the right will occur here.  Hit the P-Switch ahead, swimming through the 
Coins near the roof ahead to get the third Star Coin, followed by swimming 
through a Red Coin Ring, but with that Cheep-Chomp following Mario, it is 
best to ignore this option and instead continue to the right to go up the 
pipe, finding the flagpole to end the level!


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

Raid the ? Block while fighting off the Red Koopa Troopa, followed by going
to the next toadstool to stomp the Red Koopa Troopa there, followed by
kicking him to the right and following along to get a 1-Up for the combo of
destroyed Goombas.  Use the pulley-elevator to span the gap, followed by
raiding the ? Blocks by the pipe for a Power-Up before heading down that
aforementioned pipe to find the first Star Coin.  When Mario returns to the 
main area, use the pulley-elevator sets to reach the second Star Coin high 
on a ledge, followed by leaping down to the rocking toadstool.  At this 
point the level splits into two paths, the Main Route and the Alternate 
Route.

                                ==========
                                Main Route
                                ==========

Ignore the pipes above as the rocking toadstool moves forward, getting to a
ledge and a pulley-elevator set that has a Red Coin Ring.  Grab the Red 
Coins while moving forward, breaking the pulley elevator to get the lower
Red Coins, receiving a prize in the process.  Next is another rocking 
toadstool that moves across a large gap, so fight the Green Paratroopa 
Koopas as they appear, making sure to get the third Star Coin high in the 
air, arriving at the flagpole, so hit it to end the level!

                             ===============
                             Alternate Route
                             ===============

Jump up and enter the green pipe, finding an area with a P-Switch that makes
some silver Coins appear, and once you are done here, go down the other pipe
to carefully leap across the rocking toadstools here, locating the alternate
flagpole, ending the level and opening up level 3-B!


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

Use the middle pipe to launch up to the fences, grabbing the lowest fence 
area.  Head left and then up, climbing carefully past the Koopa Troopas
(punch them off the other side of the fence if you desire to), climbing up 
to find the first Star Coin.  Now head back down to the bottom of the area
again, using the center pipe to launch onto the higher portions of the 
fences, finding some Amps blocking the way forward.  Punch the door of the 
fence to swing around, climbing back to the left where the Amps are not, and 
punch again to get onto the front side of the fence once more.  Mario will
now advance upwards, turning to the left to go upward, grabbing the second
Star Coin.

Now backtrack to the previous fork in the path, going upwards past the 
Koopa Troopa and Amps to find a door in the top-right corner of the room,
where Mario will need to hit the !-Block, followed by hopping up the red 
blocks while they are solid and dodging the Koopa Troopas on the fences,
reaching the door high above, which sits near the third Star Coin!  Head 
left and raid the ? Block on the right by the fence, getting a Power-Up,
which just leaves the big doors to pass through!

Bowser Jr. attacks here as usual, charging back and forth in an attempt to
run into Mario, but this time his platform has water all underneath it, so
falling in will make it tough to get back onto the ledge without taking a
hit in the process.  The usual 3 stomps or 9 Fireballs or a combination of
the two will end the battle, chasing Bowser Jr. from another Tower!


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

head down the pipe to swim past the first Blooper of the game, finding a
Power-Up in a ? Block, which the game follows up with Cheep-Cheeps and more
Bloopers.  Mario will soon come across a pipe with a hole behind it, but it
is not a death hole, rather it leads downward to a Blooper that guards the
first Star Coin.  Hit the nearby ?-Switch before swimming back up to the 
area above, swimming to the right at top speed to drop down the hole by two
horizontal pipes to find a Red Coin Ring to use, followed by moving to the
right to go down the third pipe that appears, finding a room with a ton of
Bloopers, a ton of Coins, and the second Star Coin.

After grabbing what is needed from this cavern (look for a rotating Power-Up
to snag), take the pipe in the top-right corner of the room to return to the
previous area, riding the currents on the right upwards to move right, 
sinking down through the side currents.  Once Mario reaches the bottom, the
third Star Coin will be his, but be ready for an ambush by the Bloopers, so
swim upwards at full speed to get away.  Mario will get back to the area 
above the side currents, taking the pipe above to reach the flagpole, the 
end of the level!


                          o---------------------o
                          | Level 3-Ghost House |
                          o---------------------o

Head right to get a Power-Up (be ready for to to fly off on a wild angle,
requiring that Mario chase it down), heading right to hit the ?-Switch he
finds, creating a staircase to allow Mario to scale the slope ahead.  Slide
down the far side to continue past the Boos in this area to enter a door for
a Power-Up from the left ? Block.  Return to the previous area (watching out
for the Splunkin that attacks from the left), heading right to enter the 
door past the ?-Switch to get the Star Coin by Super Jumping off the 
Splunkins.

Now back outside, hitting the ?-Switch before boarding the elevator, jumping
right to take the two sets of stairs, reaching the second Star Coin at the 
top.  Fall back down the ?-Switch, hitting it and going up the first set
of stairs to find another slope to go down, reaching a ?-Switch hidden in 
the brick.  Now the level will take separate paths, so you must choose the
Main Route or the Alternate Route.

                                ==========
                                Main Route
                                ==========

Hit the ?-Switch and go back up the slope Mario just descended, entering the
door that lies down the hole.  Grab the Power-Up from the ? Block, followed
by going up the ledge on the left to find a rotating Power-Up, which will 
have to be raided for the Blue Shell to become Shell Mario.  If you 
succeeded in grabbing the Blue Shell, Mario can go after the third Star Coin
by going right, spinning up the slopes and through the Splunkins, breaking
the bricks to the right of the door to get access.  All that remains from 
there is to go through the door to grab a hold of the flagpole to end the
level!

                             ===============
                             Alternate Route
                             ===============

Hit the ?-Switch, climbing the stairs to leap over the first gap, falling 
down the stairs you climbed just previously, jumping the nearby ?-Switch to
enter the door before it disappears.  If you get through, go get onto the
flagpole to end the level, opening the way to the Warp Cannon on the map 
screen!


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

Head right and enter the water, swimming underneath the Skeeters and their
bombs, finding a Red Coin Ring to use to get the Power-Up/1-Up that the it
awards by swimming up and going around the island.  Continue right, killing
the Skeeter that appear, finding some dotted outline of blocks, so kill the
Sketters, followed by hitting the !-Switch in the water below, allowing 
Mario to use the blocks that appear to reach the ledge above.  Grab the 
Power-Up before dropping into the water to move right, drawing the attacks
of the Skeeter, blowing the blocks away, opening the path to the first Star
Coin.

After going right to get the Mini Mushroom from the ? Block, get to the 
surface and get onto the spinning barrels, jumping right to use the Red 
Koopa Troopa as a stepping stone for a Super Jump up to the second Star Coin
above.  Continue to the right to go through a pipe, finding a stretch of 
water to cross, entering the first pipe hanging from above.  Run to the 
right across the water, taking a running leap to reach the third Star Coin 
floating high above, followed by entering the next pipe.  Head to the right
while dodging the Skeeters and Green Paratroopa Koopas, passing through the 
pipe at the end to find the flagpole!


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

Mario will need to move past each Piranha Plant when they retreat, though
Fiery Mario will be able to burn his way through with ease.  Head right to
to find a Power-Up, followed by a Venus Fire Trap across a gap.  After
bypassing this obstacle, another Venus Fire Trap guarding a Power-Up will
soon appear, which leads to a Star Coin protected by some bricks.  head 
right to find a red pipe to go down, moving left in this area past the enemy
to find another red pipe, taking it upwards tog et that aforementioned Star
Coin before going back through the previous room to emerge into the main
area.

Leap across the gaps ahead, waiting for the Piranha Plants and Venus Fire
Traps, arriving at an area where a Star Coin twinkles above.  To the left of
this spot are two pipes, so Wall Jump off of them to pass over a pipe to 
reach that Star Coin, followed by falling down to collect a Power-Up from 
the nearby ? Block.  Next are a few four-way pipes, so pass them with 
caution, finding a Piranha Plant that guards a fall down to a lower area, so
wait for it to retreat before hopping down, collecting the final Star Coin 
for this level.  All that remains is to go right and get onto the flagpole
to end this tour through the pipes!


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

Head right across the platforms to get a Power-Up, remembering to watch out
for the attacks from Spike Bass.  Continue moving right, taking out Red 
Koopa Trroopas and Goombas while moving off of the smaller ledges quickly 
(due to their plunging into the water), arriving at a Star Coin below some
breakaway ledges (fall down to the Star Coin, then leap back up to safety).
Next for Mario are some Coins, but each platform also has a host of 
Cheep-Cheeps that will leap into the air to try and hit him, so be careful.

Mario will find some small solid ground up ahead, signaling the halfway 
point, which is soon followed by a Power-Up in a ? Block.  Next up would be
a Star Coin in an alcove below the bridge, so hopefully you can kill the 
Spike Bass to make this an easy job, but if not, draw Spike bass out by
entering the water, leaping him to swim underneath to get the Star Coin, 
followed by hustling out to the right to get to safety.  

A P-Switch can be hit to make Coins turn solid, so speed right (ignore the 
silver Coins) to hit the block to get an Invincible Starman, rushing 
through the enemies while leaping to the right, using the now solid Coins 
(they are still bricks hopefully) to enter the pipe.  Fall through the final
Star Coin and head to the right, hitting the invisible block above the Coins
to reach the upper area of the flagpole.


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

The good old fashioned Piledrivers from Super Mario World make an 
appearance here, pounding away at a blistering pace.  Move right underneath
two of the Piledrivers to find a Power-Up, followed up by running and 
leaping to the right to go under two more Piledrivers.  Wait for the next 
pile driver to retract, allowing Mario to go underneath the platform to get 
the Star Coin, hiding there until the pile driver comes and goes, opening 
the leap to the right.

Pass the Dry Bones to leap between the two Piledrivers, noting that if you
get stuck in between, you will have to leap repeatedly to assure that the
Donut Blocks do not fall away on Mario.  Hit the ? Block for a Power-Up as
you pass the halfway point, running past the first two Whomps, pausing to 
let the third Whomp fall down, using it as a stepping stone to reach the
pole to climb upwards.  Hop along the Donut Blocks ahead, reaching a rope to
grab onto, swinging back and forth before leaping to the left.  Run along
the ceiling while going left, falling through the second Star Coin, landing 
on the Whomp, followed by going right to get to the swinging rope once more.

Swing back and forth to draw the Whomp into flopping onto the ground, 
letting Mario leap past, running to the right to leap across a pile driver 
water gap to find a ? Block with a Power-Up inside.  Next is a series of 
Piledrivers to run under/over and to leap, so go at a pace you feel
comfortable with, eventually clearing the nasty area to spot the large 
doors.  However, before heading through this portal, go right, using the
Sldie Duck technique to get under the wall, swimming in place on the left,
waiting for the pile driver to descend and then climb again, signaling Mario
to jump up the ledge to reach the final Star Coin!  Drop back down and swim
under the ledge there to leap up, entering the large doors.

Go to the right to find a bridge set up with fish below it, including the 
boss, Cheepskipper!  To defeat this foe, leap onto his head as he jumps up
above the bridge, getting him three times to beat him.  Just note that Mario
also has to contend with the leaping Cheep-Cheeps while doing this, and that
Fireballs can defeat the foe in 9 hits.  Not a tough boss, just leap 
carefully to defeat it, ending the tour of World Three!


                          ~~~~~~~~~~~~~~~~~~~~~~
                        ~~~~~~~ World Four ~~~~~~~
                          ~~~~~~~~~~~~~~~~~~~~~~

_____________________
X - Start            |
# - Level            |
a - Extra Level      |
O - Empty Space      |
T - Tower            |
C - Castle           |
H - Ghost House      |
W - Warp Cannon      |
P - Pipe             |
S - Star Coin Toll   |
I - Item Toad House  |
G - Green Toad House |
M - Mega Toad House  |
                     |
_____________________|

          I                    I---Sa----+             G    I
          |                         |    |             |    |
          S                         S    |             S    S
X----1----2------------3----T-------O    O----H--------5----6----C
     |                      |       |    |    |
     |                      |       |    |    |
     +----------G-----------+       +----4    +----W


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

The liquid in this stage is deadly to the touch, so do not take a dip under
any circumstances.  Head right from the start, raiding the ? Blocks for 
Power-Ups and taking out the Red Koopa Troopas and the Scuttlebugs, arriving
at a dual Scuttlebug position over the deadly liquid, using a Super Jump 
bounce off of them to hit the Star Coin high in the air.  More Scuttlebug 
and Red Koopa Troopa bashing will follow, leading to a sea serpent (Nessie
from Super Mario 64!) and the halfway marker.

Ride forward slowly on Nessie, busting up the Scuttlebugs carefully, using 
the first Scuttlebug past the ? Block Power-Up to get the second Star Coin
(again the Super Jump technique is safest).  Once the five block platform
comes into view, a choice must be made on which route to pursue.

                                ==========
                                Main Route
                                ==========

Ride underneath this five block ledge, continuing to take out the offending
Scuttlebugs, reaching dry land to take on a Green and Red Koopa Troopa.
Mario will now find some Donut Blocks to cross carefully, killing the
Scuttlebugs to gain access to the third Star Coin below (rush across the 
gaps with the X/Y Button), followed by killing the Goombas before launching 
off the ledge to use the Scuttlebug to reach the top of the flagpole to end
the level!

                             ===============
                             Alternate Route
                             ===============

Jump on top of the five block platform, leaping up from the central block
to reveal a vine, so climb upwards to enter a pipe.  Use the three 
Scuttlebugs here to Super Jump across the wide gap to land high on the
flagpole, ending the level!


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

Head right, collecting the Power-Up from the ? Block, followed by leaping
across the titling toadstools (purple in colour), leaping clear before they 
dump Mario into the emptiness below.  Continue right past the enemies to 
find a Star Coin high in the sky, so get past the titling toadstool to the
solid orange toadstool, taking a running leap to Wall Jump off the cliff
face above, bouncing up to said Star Coin.

Fight past a couple Koopa Troopas (and a Green Paratroopa Koopa) to find a
tilting toadstool that will have to be rode low enough to grab the second 
Star Coin before Mario has to jump clear.  Leap past the green Paratroopa
Koopa to find a Red Coin Ring, so pass through it and go across some tilting
toadstools to get all 8 Red Coins.  After this is a red Paratroopa Koopa and
some Red Koopas, passing over an area where some Coins lie below.  Bend the
next tilting toadstool to the left, taking a leap to the ledge on the left,
smacking the brick down there to reveal a vine going off screen.

Hit the brick on top of the cloud platforms here to make a new vine appear,
climbing it to find the third Star Coin, followed by going down the pipe at
the right side of the area.  Run and leap to the right, keeping Mario on the
titling toadstools for mere moments at a time, passing the final Red Koopa
Troopa to reach the flagpole at the end of the level!


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

Head down the pipe to go past some Cheep-Cheeps to raid a ? Block by itself
for a Power-Up, getting it before diving down to the bottom of the screen to
avoid the Mega Unagi that appears as the screen starts scrolling.  Continue
swimming close to the right side of the screen, diving down to get the Star 
Coin from the small cave below, followed by getting to the top of the area 
to avoid the incoming Mega Unagi.  If you pass through the Red Coin Ring,
Mario will need to swim in close to the Unagi in the walls, so best to avoid
it and instead concentrate on passing the halfway point to hit the ? Block
before the Mega Unagi appears.

Swim over the rocks but below the Mega Unagi, carefully dropping to the hole
below to get the second Star Coin between the two Unagis, followed by 
swimming right to hit the ?-Switch.  Now swim through the pipes ahead while
going underneath the Mega Unagi (normally the pipes spew bubbles, but they 
are shut off due to the switch) while keeping to the right, going down the
last green pipe to swim left over the Unagis, followed by dropping down 
after they try to bite Mario, getting the third Star Coin.

Wait for the Cheep-Cheep to swim through the top passage that is over the 
Unagi, followed by passing through while the Mega Unagi works over the 
bottom half of the screen.  Next up are more Cheep-Cheeps that are followed 
by a vertical swim between two sets of two Unagis (swim up the Coin path to 
stay safe), finding a pipe leading back to the surface.  Here Mario will
find a solo Goomba on the steps ahead, protecting the flagpole, so squish it
en route to finishing the level!


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

Climb past the Dry Bones to Wall Jump up the moving granite blocks to get 
above the spot where the blocks stutter their movements, creating a ledge 
for Mario to use to jump clear of the potential crushing.  Raid the ? Block 
on the left for a Power-Up, then head through the door on the right to
face rising lava.  Jump to the fence above to start climbing upwards, 
grabbing the Power-Up on the left if so desired, continuing to climb.  When
a moving granite block on the left appears, run under it, get onto the fence
door above to flip around to the back, followed by dropping down to get the
Star Coin below.

Quickly climb upwards once more, finding more granite blocks to leap through
when they open, looking above this fence chunk on the right for the second
Star Coin.  Next up are a couple spiked granite blocks guarding a Power-Up,
followed by passing the Dry Bones to reach the halfway point.  Next is a set
of moving granite blocks that move back and forth quickly, so jump up 
between their movements, fading over to the right side of the shaft to find 
the third Star Coin before running to the left to continue the climb again.
Next up is a Red Coin Ring, so pass through it to collect 8 Red Coins while 
climbing (no enemies to worry about, so just jump up quickly and be 
efficient), gaining the Power-Up/1-Up from the challenge, followed by
passing through the large red doors to go after the boss!

Bowser Jr. will once again take on Mario, but this time he will try some
different tactics.  If Mario attempts to clock him with a leap, he will
retreat into his shell.  Instead, leap over his charges, drawing him into 
throwing a green shell at Mario, which he should hop on to stop it, followed
by kicking it back into Baby Bowser to knock him onto his back, at which
point Mario should perform a Ground Pound to hurt the little beast.  Repeat
this pattern two more times, and he will go down in defeat.  Also note that
9 Fireballs will do him in, and they can hurt him at anytime during the 
bout.


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

head right to find a Wiggler and a ? Block Power-Up, followed by a Red Koopa
Troopa, a gap, and a couple Wigglers, the second of which will be below a 
Red Coin Ring (if triggered, use the SUper Jump off the back of the Wiggler
to reach the higher Red Coins).  The next red Koopa Troopa that appears 
should be stomped, followed by grabbing the shell before hopping down the 
next gap while holding RIGHT, killing the Wiggler down there and obtaining 
the Star Coin.

Wall Jump back to the area above, going right across the Donut Blocks to
find a rotating Power-Up, followed by busting the bricks to make a vine to
climb, moving left to hit the invisible block to the left of the brick and 
? Block, a\making a new vine to climb to reach the Star Coin above. Now
continue on to the right, fighting the Red Koopa Troopa, throwing it through
the enemies ahead to clear a path, finding a portion with small pipes and a 
Star Coin over a pit.  

Jump towards the wall by the Star Coin, Wall Jumping after collecting it, 
landing on the pipes once more, followed by going past the two Wigglers to 
find a row of Green Paratroopa Koopas to bust up with one hop at a time, 
earning a 1-Up if all are de-winged by your efforts.  Head through the pipe
to jump off to the right to find the flagpole and end the level!


                          o---------------------o
                          | Level 4-Ghost House |
                          o---------------------o

Hit the ? Block for the Power-Up, followed by a series of Boos to avoid, 
reaching a door,  Inside Mario will need to hit the ?-Switch, dropping some 
? Blocks down, so hit them if you wish, but be sure to get on top of one 
before the ticker runs out, as they will lift Mario up to a high ledge in 
the previous area, reaching the first Star Coin on the right.  On the right 
is a Balloon Boo, so face it while dropping down to run underneath it, 
turning to leap upwards, followed by going left to hit the !-Switch, using 
the now solid bricks to go through the door on the right.

Hit the !-Switch that is nearby, allowing Mario to Wall Jump up between the
red bricks to find the second Star Coin, followed by moving left to drop 
down to the same area, letting the !-Switch reappear to let Mario bust it 
once more.  At this point a choice in paths occurs, so choose between the
Main Route or the Alternate Route.

                                ==========
                                Main Route
                                ==========

Run to the right, spotting a pipe to go through above, coming out near a 
Balloon Boo, so head left, leaping up the ledges there to find some ? 
Blocks, which are near a long ledge above (get onto here).  Head right from 
here to find the door that leads outside, taking Mario to the flagpole!

                             ===============
                             Alternate Route
                             ===============

For this exit to work Mario must have and use a Mini Mushroom.  After eating
the Mini Mushroom, head right to the ledge below the pipe, followed by 
hopping onto the red bricks and then onto the pipe (not into it).  Now have
Mario jump high up the pipe, Wall Jumping off of it to reach a ledge on the
right side of the area, jumping up the remaining passage area to find a 
door.  Before using it however, Wall Jump up to get the third Star Coin
twinkling high above, followed by going out the door, leading outside to 
where a single Boo will attack from the left, but just ignore it and go grab
the flagpole to end the level!


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

Head down the pipe to see a Bob-Omb in the area above, so hit it and the ? 
Block from below, letting the Bob_omb clear the bricks to send the Power-Up
to Mario waiting below.  Move on to find a Bob-Omb spewing pipe, so stomp 
one of the black bombs to blow the wall apart, allowing Mario to pass 
through to deal with a Red Koopa Troopa and a Buzzy Beetle from the ceiling.
Next are two Bob-Ombs contained in a small area, so hit one from below on 
the right side of their room, allowing Mario to jump up on the left side of
their ledge once they blow to hit the bricks above, revealing a 1-Up 
Mushroom for him to grab as he leaps across the gap ahead.

After passing the halfway point, pass the first two Bob-Ombs to find a 
Bob-Omb in a bricked off room to stomp, blowing out the wall beside the Star
Coin, allowing Mario to grab it before crossing the first drawbridge.  On
the second drawbridge have Mario clock the Bob-Omb close to the middle of 
the drawbridge, blowing a hole there to let him leap up and get the second 
Star Coin, followed by some Spinies on the roof.

When Mario arrives at a pipe that drops Bob-Ombs, stomp one and drop it down
between the drawbridge portions, landing it on the covered pipe below, 
busting the blocks there to allow Mario to enter, locating the third Star
Coin... after doing some more Bob-Omb demolition of course.  After heading 
back through the pipe on the right, move onwards to avoid one more Spiny, 
entering the pipe to go find the flagpole outside!


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

Mario is back into the poisonous liquid area, so do not take a dip or you 
will be -1 in the lives department.  Go right, killing the classic Super 
Mario Brothers enemies, finding faithful Nessie ready to give Mario a lift 
once more.  Get the Power-Up off the first ledge before getting back onto 
Nessie, riding her towards a Red Coin Ring, but you will want to skip it and
go onto the land to get the first Star Coin, which happens to be viciously 
guarded by two Red Koopa Troopas!

Anyway, once Nessie emerges from underneath the island, jump onto her head 
again, continuing to cruise ahead to find a Coin Block on the next island,
with the island after infested with Piranha Plants (bypass them to get back
onto Nessie).  Hit the P-Switch that appears next to make grabbing the second
Star Coin go smoother, facing a gauntlet of Piranha Plants and Red 
Paratroopa Koopas, but to make things easy jump between the first two pipes 
to reveal a hidden Invincible Starman (ducking and leaping will get Mario 
through if he did not get the Invincible Starman, just watch the range of the
creatures before reaching them to know where to move to avoid their 
attacks).

After passing through this nasty portion of the level, wait for Nessie to 
rise up, allowing Mario to hit the !-Switch above to make the dotted lines
ahead into bricks, letting Mario enter the pipe to slide down a slope 
through the various foes, finding the third Star Coin!  Now get the 1-Up
Mushroom from the nearby ? Block, heading down the pipe next to clobber a 
Green Koopa Troopa and two Goombas to reach the pipe, which leads to the 
flagpole, ending the leisurely ride upon the great sea serpent.


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

Start out by performing the enemy kill and vine swing over the poisonous 
liquid, doing this several times until Mario reaches a water paddle.  To
make this object mover, go on the left side of the object, jumping up to the
next ledge that comes down as Mario sinks towards the liquid, thus keeping 
himself safe and moving the contraption across the gap to the next portion 
of land.  Repeat this procedure to reach the halfway point, waylaying the
Red Koopa Troopas to get their Power-Up they guard in the ? Block, followed 
by crossing another expanse of deadly liquid to reach a higher ledge.

The next water paddle will have a Green and red Paratroopa Koopa guarding a 
Star Coin, so Super Jump off the Red version to grab it before continuing 
across, finding a Green Paratroopa Koopa to Super Jump off of, grabbing the
vine above.  Swing onto the ledge on the right, entering the pipe to climb 
on top of the bricks, hitting the P-Switch to get the second Star Coin 
below, also taking the time to kick a Koopa Troopa shell through the other
Koopa Troopas to gain a 1-Up and lots of points.

Head down the pipe on the right to find a leap across a gap to some pipes
(time it so the Piranha Plants are not out), followed by swinging across to
a triple set of Piranha Plant pipes, going down the pipe on the left, 
finding the third Star Coin up for grabs via a Wall Jump.  Back to the 
surface goes Mario, continuing on to the right to pass through the pipe 
ahead, using the vine to get to the high ledge, allowing Mario to get a high
position on the flagpole, ending the level!


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

Use the swinging platforms to get across the lava, getting a Power-Up along
the way, taking note of the second swinging platform that has a Dry Bones.
After disabling the Dry Bones, take a running leap off the platform as it 
swings towards the right, grabbing the Star Coin above.  Drop down and 
continue onwards, running at top speed to burn under all the Thwomps, 
followed by Wall Jumping up the Coin path to reach a higher ledge near 
another Thwomp.  Head past the Dry Bones to find a Super Thwomp, baiting it
into destroying the three rows of blocks underneath it, allowing Mario to
drop down to snag the second Star Coin.

Grab the Power-Up while dodging through the Thwomps and Dry Bones, bypassing
the Super Thwomp to reach the halfway point and another Power-Up.  Carefully 
go past the Podoboo to find a 1-Up Mushroom in the ? Block, followed by going
after the third and final Star Coin by carefully leaping down when the 
swinging platform is at one extreme end or the other.  Continue across the
lava ahead via the swinging platforms, dealing with the Dry Bones on the
platforms and with the Podoboo attacks occurring from below.  Once Mario 
reaches the end of this gauntlet, go through the large red doors to reach the
boss fight!

After the Goomba gets enlarged, stomp on the ?-Switch in the pit to make some
platforms appear to allow Mario to jump high enough to get above the Giant
Goomba, delivering a Ground Pound attack to hurt the monster.  Keep at the
attacks from above, landing three total hits to take it down, ending the tour
of the poisonous waters of World Four!


                          ~~~~~~~~~~~~~~~~~~~~~~
                        ~~~~~~~ World Five ~~~~~~~
                          ~~~~~~~~~~~~~~~~~~~~~~

_____________________
X - Start            |
# - Level            |
a - Extra Level      |
b - Extra Level      |
c - Extra Level      |
O - Empty Space      |
T - Tower            |
C - Castle           |
H - Ghost House      |
W - Warp Cannon      |
P - Pipe             |
p - Pipe             |
S - Star Coin Toll   |
I - Item Toad House  |
G - Green Toad House |
M - Mega Toad House  |
                     |
_____________________|

          +----2----+        P----+-----------H----O---------+
          |    |    |             |           |    |         |
          |    |    |             |           |    |         |
X----1----O    P    O----T--------O    p  W---+    c    G----4----C
          S         |    S        S    |           |              |
          |         |    |        |    |           |              |
          +----a----+    +----I   +----b-----------OS---M         p


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

Let the Snow Spike chuck his ammo, bowling over the enemies and running
along, jumping the gaps to find a snow drift to cross, grabbing the 
Power-Up from the ? Block before crossing the drifts via those same ? 
Blocks.  head right past four Goombas to whack a Snow Spike, followed by
going after the Star Coin above by leaping off the ? Block to the right of 
it.  Another Snow Spike will attack, followed by the halfway point, a 
Power-Up, and a gap to hop to find Mario facing a Green Paratroopa Koopa to
Super Jump off of the back of to reach the second Star Coin.

Cross the snow drift ahead by the brick ledges, killing the Snow Spike to
run down the slope ahead and leap up to get the Star Coin above, though if 
you are Regular Mario, use the building blocks below to make a high enough 
ledge to leap off of to reach it instead.  Kill the Snow Spike while going
right, facing some more Snow Spikes and a snow drift, so bounce off the
enemies with a Super Jump to clear it, reaching the end of the area, letting
the snow fall off the trees before hopping onto the flagpole to end the
level!


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

Move down the pipe to walk underneath the Spike Tops in the bricks, whacking
the Spike Top patrolling the ? Block, releasing the Power-Up in the process.
Next are a bunch of Swoops that lead the way to a gauntlet of Piranha Plants
to go through, grabbing the first Star Coin from inside the brick case 
ahead.  As a fun challenge, Ground Pound the bricks just short of the 
gauntlet to release a 1-Up Mushroom, followed by getting through the Piranha
Plants to snag it before the cliff appears to swallow the valuable Mushroom.

Head right to find a springboard to use to hit the Star Coin above (it is 
the third Star Coin, despite it being the second one collected) when the 
Spike Tops are not in the way, followed by picking up the springboard to
backtrack to the left, hopping the gap to drop the springboard underneath 
the yellow pipe, followed by Mario going up and into that pipe.  Head across
the icy platforms, following the Coinpurse to reach the pipe it rests 
against, with a Star Coin twinkling above.  Use a Super Jump to boost up to 
the Star Coin (the second one in the level technically), followed by going 
down the pipe to find more Spike Tops to ignore while moving right, 
encountering a slew of Swoops, reaching a gap to span.  Move right past more
ebemies, reaching a spot where a green pipe hangs from the ceiling, 
indicating the branching of the path within this level.

                                ==========
                                Main Route
                                ==========

Head right, going underneath the ice chunk to cross a couple pipes, followed
by scaling the ice chunks ahead while dodging the Spike Tops, reaching a 
pipe that leads back to the surface.  Now Mario just needs to scale the 
classic Super Mario Brothers staircase, jumping to the flagpole to end the
level!


                             ===============
                             Alternate Route
                             ===============

Get past the Spike Tops and head up the pipe when the Piranha Plant has 
retreated, appearing outside.  All Mario has to do from here is to use the
floating blocks to jump high up onto the flagpole, ending the level!


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

This level will consist of Mario having to ride the wooden elevator ledge 
upwards, so get ready to dodge or kill all incoming enemies.  Leap the first
Spiked ball, followed by collecting the first Star Coin, followed by raiding
the ? Blocks on the left for a Power-Up.  Next up is a Spiked Ball that will
hang around the wooden elevator, but it will destroy the Dry Bones that have
started to appear.  A couple one roll through Spiked Balls are next, 
followed closely by two more Spiked Balls that kill Dry Bones, at which 
point the second Star Coin should be visible.

Avoid the two Spiked balls that are rolling around here, getting the ? Block
Power-Up, with the following ? Block set (the one on the right) holding a
1-Up Mushroom.  Immediately after this portion get Mario towards the right
side of the ledge as a Giant Spiked Ball will destroy the bricks on the 
left, signaling the point for Mario to start hopping up the ledges ahead,
keeping himself above the nasty implement.  Keep hopping upwards, fading to 
the right to get the third Star Coin on that side, followed by getting onto
the ledges to leap upwards as soon as ledges appear because that Giant 
Spiked Ball will get back to the right side soon enough.  Punch the bricks
on the right to gain one last Power-Up, followed by passing through the 
large red doors to encounter the boss fight!

Bowser Jr. will return to his old tricks, simply trying to charge into 
Mario, though he can also leap into the air if given enough time.  Deliver
three stomps or nine fireballs or a combination of the two, beating the foe
quickly, but be wary of the icy platform, as it can make controlling Mario
precisely a difficult job.


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

Slide down the slopes here after grabbing the Power-Up, taking out multiple
enemies and getting a 1-Up or two for your efforts.  Once Mario runs out of
momentum, jump to the ice block ledge on the right to take out a Red Koopa
Troopa, as he is guarding the first Star Coin.  Jump down through a Coin to 
reach a ledge, followed by moving right to pass Goombas and Green Koopa 
Troopas, reaching the halfway point, which also has a nearby Power-Up to 
grab from a ? Block.

Jump the gap ahead an take a run at the small gap ahead, ducking to perform
a Slide Duck, passing through to find a Star Coin encased in breakable 
bricks.  Continue onwards, passing the gap to bounce the Snailicorns off the
icy platforms before they do so to Mario, reaching a spot where Coins lead
up the walls above.  Wall Jump off the right wall, snagging the third Star
Coin, followed by going right once more, clobbering or avoiding the 
Snailicorns, finding two Green Koopa Troopas to take out before leaping onto
the flagpole to end the level!


                          o---------------------o
                          | Level 5-Ghost House |
                          o---------------------o

Let the Broozer take out the bricks, allowing Mario to pop the ? Blocks 
below with a Ground Pound, revealing a Power-Up.  Climb the stairs to reach
a point where a Broozer will bust out of the wall on the right, drawing it 
down onto the stairs before hopping through the hole it made, baiting the 
enemy into destroying the bricks below.  Head through that opening (kill the
Broozer first if you so desire), locating the first Star Coin above via the 
Wall Jump.

Head back out to the first place the Broozer wrecked, going right to climb
upwards again until a door appears on the left.  Take a run down the stairs
and leap to it, entering to immediately Wall Jump up the bricks before all
the Broozers bust their way to the middle of the area, getting the second
Star Coin while they disappear off the cliff below.  Head back out to climb
right past more Broozers, finding a Power-Up before turning left to continue
climbing.  At this point the way forward will split in twain, so choose 
between the Main Route or the Alternate Route.

                                ==========
                                Main Route
                                ==========

Continue climbing the stairs, dodging the Broozers to find a possessed 
elevator.  It will buck and throw Mario around, so dodge the Boos and grab 
the Coins, finally reaching the top, where a door leads outside, which is 
where the flagpole happens to be.


                             ===============
                             Alternate Route
                             ===============

Continue until Mario reaches a three brick block platform, so jump onto it
to jump and reveal three hidden blocks.  Get onto the central hidden block
and crouch before hopping (if you are small, no need to crouch obviously), 
revealing a vine to climb upwards.  Climb past the Broozer and let him break
through here, followed by dropping down to enter the door to find a spooky
elevator that will rock back and forth, trying to throw you off.  Once it 
free falls, get to the right side of it (upon landing on it again), holding
RIGHT to enter a path when it rises again, going past the Splunkins to find
the third Star Coin.  Backtrack to hit the brick to make a vine appear, 
climbing it to move left through the door, reaching the flagpole!


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

This level will scroll along, so the same rules apply for getting killed if
caught between the left edge of the screen and a solid object, but the extra
danger is getting scrolled into the pits below.  Also note that the orange 
toadstools sink here while the darker toadstools rise up when Mario gets 
onto them.  head right across the sinkers to get a Power-Up, finding a 
rising toadstool as the first Bullet Bills appear from the right.  After
passing the next set of toadstools (and a Green Paratroopa Koopa), look for
a Red Coin Ring, collecting the Red Coins by using the rising/falling
properties of the toadstools to get the award.

Next are the remaining toadstools, leading into a hop to a higher ledge to
get the first Star Coin, but the second Star Coin is only accessible by 
someone with a Mini Mushroom (if you lack one, come back later to claim this
prize).  Head right to reach a rising toadstool to ride upwards, finding a
Power-Up in the first ? Block, followed by leaping across the sinking 
toadstools to reach the snowy ledge ahead.  Crank the Green Koopa Troopa,
taking his shell to throw through the bricks ahead, collecting the 1-Up
Mushroom that pops out of the ? Block, followed by getting the third Star
Coin on the right.  Now continue to the right, busting the Red Koopa Troopas
up as they appear, jumping off the last sinking toadstool to go after the
flagpole, ending the level by doing so!


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

Here the toadstools in this level will expand and shrink, so get to the 
middle portion (directly over the stem) to stay safe when the contracting
begins.  Get the Power-Up and head right, passing over the first chunk of
toadstools to find a Red Coin Ring, which will require Mario to get the 8 
Red Coins by carefully moving over the various toadstools in both the 
expanded and contracted forms to get the reward that you seek.  After this
is a Power-Up and the halfway point, followed closely by a lower toadstool
to get onto, going right to get the Star Coin.

After hitting the !-Switch, run left along the bricks to reach the safety of
the ledge, then head right once more, taking the high route to find a solo
brick to hit.  When the higher toadstool is outstretched, get to the brick,
jumping to hit as the one toadstool you are on contracts, allowing Mario to 
land on the one below while it expands.  Follow this by climbing the vine to
reach a P-Switch to hit, using the springboard to land on the brick ledge,
grabbing the second Star Coin.

Now head down the hole to return to the normal portion of the level, going
right to find the third Star Coin over a low toadstool.  Take a running leap
from it to reach the toadstool above, leaping off of it to hit the flagpole,
ending the level!


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

Head right for a Power-Up, followed by facing off with a Goomba and 
Snailicorn, letting Mario take out two More Goombas en route to using the 
Green Paratroopa Koopa from the ledge above to boost that aforementioned 
ledge to find some Coin Blocks.  Next up are some more Goombas and a 1-Up
Mushroom on a slippery slope below, leading into a Star Coin on a small icy
ledge, so run to it if you are Regular Mario (from the left) or jump to it 
if you are Powered-Up (from the right).  

Move right to leap past the halfway point, fighting a Snailicorn to snag the
Power-Up, followed by grabbing the next Red Koopa Troopa to throw through 
the Red Koopa Troopas ahead for a 1-Up (jump the gaps to keep up with the
shell), with Mario arriving at a Power-Up ? Block.  Leap to the left and hit
the P-Switch, carefully crossing the now open gaps to get the second Star
Coin, followed by turning around to return to the right, going down past the
Red Koopa Troopas to find a branch in the paths.

Take the lower path, knocking the Snailicorn to the right, reaching the 
third Star Coin, followed by going back up to take the upper path, finding a
divergence in the paths.

                                ==========
                                Main Route
                                ==========

Head right to reach the flagpole, jumping to the higher ledge to take a run
at the higher areas of the flagpole if so desired.  Either way, the slippery
level will be done with!


                             ===============
                             Alternate Route
                             ===============

if you are Shell Mario (or have a Blue Shell in reserve), Wall Jump up the
Coins on the wall here, reaching the ledge off screen and move left, finding
some bricks to Shell Dash to pieces.  Head through the pipe that is on the 
far side of the ice, arriving at a place where the Shell Dash will clear one
brick, allowing Mario easy access to the very top of the flagpole, ending 
the level to gain access to a pipe on the overworld!


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

Move down the pipe to locate a Buzzy Beetle, followed by a Broozer and a 
Power-Up.  Bait the next Broozer into opening the way for Mario, followed by
getting past him to bait him into attacking the bricks below the first Star
Coin, opening the prize up to collection.  Move right past the raining Buzzy
Beetle shells, finding a Goomba before crossing the elevator, looking in the
ceiling for a 1-Up Mushroom on the far side.

         _ _ _ _
ELEVATOR|_|_|_|_|
         ^
         |
      IN HERE

Now ride the elevator downwards, taking the lower path to grab the Buzzy 
Beetle when it falls off the roof (stomp it and pick up the shell), throwing
it into the Star Coin over the pit to make the snag.  Head back up to the
top and move right past the halfway point, taking out the Broozer that comes
down the slope ahead.  Now jump onto the bricks above, breaking the brick 
above left-most brick in the ledge you are on, followed by hitting the 
left-most brick in that ledge from below to make a beanstalk climb off 
screen, allowing Mario to climb it to find a Broozer and a P-Switch.  

Hit the P-Switch to make a ledge below for the Broozer when he falls down, 
followed by baiting him into breaking the bricks on the left to open the way
to the third Star Coin.  Now drop down and jump to the right, hitting the
flagpole to end the level.  Note that if you failed to get this easy way out
of the level, Mario will be forced to cross a large gap with a !-Switch
making the path appear of Mario, which is destroyed while he takes it by 
Broozers.  This is not a particularly fun way to do things, and besides, the
Star Coin is on the route recommended anyway!


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

Head right across the conveyor belt and get the Power-Up, followed up by
bypassing a Dry Bones and the Piranha Plants.  When the conveyor belt
leads down to a ledge and a Piranha Plant is attacking from above, go low to
get the Star Coin, followed by leaping away to the right to escape the 
carnivorous plant, leading Mario to face a series of Dry Bones and gaps,
arriving at a Power-Up.  A Venus Fire Trap appears here, spitting fireballs 
while Mario goes by, finding a series of Dry Bones to jump over while
staying stationary just to the right and below the ledge where the second
Star Coin twinkles, waiting for a springboard to come down the conveyor 
belt, which is used to launch Mario to said Star Coin.

Next up are a Piranha Plant to pass to get to the halfway point, followed by
more Piranha Plant fun and a rotating Power-Up block (get the Mini Mushroom 
if you intend to take the Alternate Route), leading into a meeting with a 
Super Piranha Plant (let it fall to the floor below, then jump across the gap
to the conveyor belt above it's head).  Next up is a ? Block to hit, so after
doing that, take a running leap from the right to land on the block, allowing
Mario to leap into the small opening above, Wall Jumping to get up onto the 
ceiling, heading right over everything to find a Power-Up and the third Star 
Coin.  Now head through the large red doors above, entering into the Boss 
Fight!

                                ==========
                                Main Route
                                ==========

Petey Piranha will make his appearance here... yes, the Super Mario Sunshine
stand out will attack Mario, looking for some revenge!  Petey will start off
by flying into the air, trying to divebomb Mario (move out of the way as he
attacks), which will dizzy him, allowing Mario to hit him with a jumping
attack.  After this Petey will bounce up and down through out the room, so
dodge these attacks so he will take off into the sky once more, allowing 
Mario to repeat the dance two more times to finish off the beast and the 
World, gaining access to World Six!


                             ===============
                             Alternate Route
                             ===============

Petey Piranha will make his appearance here... yes, the Super Mario Sunshine
stand out will attack Mario, looking for some revenge!  Petey will start off
by flying into the air, trying to divebomb Mario (move out of the way as he
attacks), which will dizzy him, allowing Mini Mario to use a Ground Pound on
his head.  After this Petey will bounce up and down through out the room, so
dodge these attacks so he will take off into the sky once more, allowing 
Mario to repeat the dance two more times to finish off the beast and the 
World, gaining access to World Seven!


                           ~~~~~~~~~~~~~~~~~~~~~
                         ~~~~~~~ World Six ~~~~~~~
                           ~~~~~~~~~~~~~~~~~~~~~

_____________________
X - Start            |
# - Level            |
a - Extra Level      |
b - Extra Level      |
O - Empty Space      |
T - Tower            |
C - Castle           |
H - Ghost House      |
W - Warp Cannon      |
P - Pipe             |
S - Star Coin Toll   |
I - Item Toad House  |
G - Green Toad House |
M - Mega Toad House  |
                     |
_____________________|

     1---------+    G         M        I         5---------+
     |         |    |         |        |         |         |
     |         |    S         S        S         |         |
X----O    I    O----2----T----3--------4----T----O    G    6----C
     S    |    |                                 S    |    |
     |    |    |                                 |    |    |
     +----a----+                                 +----B----+

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

A Bullet Bill cannon will lead things off, but in this area they have an 
additional ability of turning around to focus extra firepower on Mario when 
he moves on by.  Head right to go get a Power-Up, followed by passing some 
more Bullet Bills to find a cliff to sidestep across.  While on these cliffs 
Mario can walk along them or hang off them, allowing him to avoid the Bullet
Bills that will be after him.  Once across jump to the higher ledge and Wall
Jump for the first Star Coin, followed by going on the low path to find a 
new Wall Jump challenge, this one leading to a Power-Up.

After going right to Wall Jump through the halfway marker, leap to the left
to get the second Star Coin, then raid the Power-Up on the right, and then
continue onwards to face another Wall Jump, this one precariously done 
around a Red Paratroopa Koopa.  Get the next Power-Up to likely get 
Firepower, which will help Mario cross the next narrow cliff area by jumping
and shooting each Green Paratroopa Koopa while crossing, arriving at a 
gauntlet of Bullet Bill launchers to contend with.

Carefully maneuver through the barrage to find a cliff, getting across it 
quickly to pass another set of launchers, followed by a second cliff to 
cross, but remember to drop down briefly to get that third Star Coin.  Mario
will now be at the flagpole, so he can use a Bullet Bill to Super Jump off
of, landing high on the flagpole to end the level!


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

This area takes place on the shorelines of a body of water, and the water 
will continually shift it height, going fairly high into the air and then 
retreating.  To further complicate this, Spinies will be deployed through 
out the level, floating in the water during high tide and walking around on
land during low tide.  Run right to pass a couple Spinies via the ledges,
hitting the ? Blocks to find a Power-Up, eventually finding a red pipe to go
through to the next area.

Head right to find a tree where Mario should hop around, revealing a hidden
block to the right of the ? Block, followed by leaping up off the hidden 
block to reveal another hidden block, this one containing a vine.  Climb up 
to locate a couple ledges, hitting the P-Switch that hides in the brick,
followed by leaping right across the winged ? blocks to hustle across the 
now solid Coins to find the first Star Coin.

Fall down to continue on to the right, collecting the contents of the ? 
Blocks while avoiding/killing the Spinies, going down the second green pipe 
that appears so Mario can be launched over the wall ahead.  When the tide
reaches a high point on this side, the next cavern holds the second Star 
Coin, so nsag it before continuing on to the right, Wall Jumping if 
necessary along the green pipe, reaching another drop.  

Get the rotating Power-Up below, followed by swimming right to raid a ? 
Block for the Invincible Starman it holds, at which point Mario should run 
right to drop down to the ledge below, heading left at full speed through 
the Spinies (gaining a 1-Up or two in the process) to find the third Star
Coin waiting.  Backtrack to the right now, dealing with a final few Spinies
before entering the yellow pipe, finding some ledges to leap across to reach
the flagpole, ending the level!


                           o-------------------o
                           | Level 6-Tower One |
                           o-------------------o

The Piledrivers return, but this time they are... HORIZONTAL!  Anyway, start 
the climb by passing the firsts et of piledriovers, taking careful leaps to 
get between the closely positioned Piledrivers' spiky exteriors, also 
making sure to snag the Power-Up from the first ? Block that Mario 
encounters.  When Mario reaches a point where he needs to jump left to a 
solid brick ledge, keep going left to get the first Star Coin, followed by
hiding in a small depression below to allow the Piledriver to slam by, 
meaning Mario can continue his climb after that on the right.

When a Super Dry Bones is found, the halfway point will be breached, so 
Super Jump off the Super Dry Bones to hit the ? Block for the Power-Up,
followed by continuing to climb, passing the four Piledrivers to find a
springboard to use to get past the dual Piledriver threat.  Once Mario 
reaches the door, enter to jump up the ledges to the top, letting the 
Piledrivers slam forward and then retreat, allowing Mario to jump over to 
the left to get the second Star Coin.

Head up and through the door to continue onwards, finding the large red 
doors.  However, before passing through said doors, Mario will need to be
Mini Mario (easiest way) or use the Dry Bones to Super Jump up off of,
Wall Jumping to reach the ledge above, entering the pipe to grab the final 
Star Coin.  Now head through the door to find Baby Bowser!

Bowser Jr. is again trying to charge and leap into Mario, so use the usual
attacks of three stomps or nine fireballs or a combination of the two will
take out the enemy.  However, this time Bowser Jr. has an extra trick up his
sleeve, which is the platform that will tilt as Mario and Bowser Jr. move 
around, so be careful to not fall into the spikes below.


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

Hit the moving ? Block when it is safe, grabbing the Power-Up, followed by
passing the Venus Fire Trap to use the swinging ? Block to reach the first
Star Coin.  head right to go down the red pipe, running across the floating 
logs and collecting the Red Coin Ring for the reward (they are easy to get),
followed by heading back up the surface.  Go down the second green pipe, 
snagging the Star Coin inside, followed by resurfacing to go right and down
the last pipe.

Again run across the spinning logs quickly, carefully maneuvering past the
Piranha Plants to reach the pipe at the end, going back up to the surface.
Hit the ? Block when safe for the Power-Up, followed by leaping to the left 
off of it to clear the pipe, grabbing the third Star Coin, followed by Wall
Jumping back out to the area Mario entered from.  

Now follow the Coinpurse across the gaps, destroying it by the pipe for the 
Coins and 1-Up Mushroom it contains, followed by going past the ? Blocks and
Piranha Plants to find the flagpole.  If you feel daring, get onto the 
swinging ? Block to go high onto the flagpole, but the gap below makes that 
a fairly dangerous proposition.


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

Grab the Power-Up before running under the Firebar, followed by Wall Jumping
up to the higher ledge to continue climbing, reaching the first Star Coin.  
Head right to find a gauntlet of Firebars, situated over a cliff, so use the
top for walking and the bottom for hand-over-hand movement, getting through
the set to reach a Power-Up, followed by a couple more Firebars (the last 
of which is incredibly fast).  Grab another Power-Up before blowing past the
small Firebars to Wall Jump upwards between two more Firebars, finding yet
another Firebar to Wall Jump past, jumping to the left for a Star Coin 
before moving right to pass the halfway point.

The next area is a bunch of cliffs and ledges, so jump carefully (remember, 
your jump is far weaker off of a cliff) to pass through this challenging
section, remembering to take the high cliffs to reach a pipe.  Inside Mario
will find some Firebars to shimmy over, reaching the third Star Coin, 
followed by him hanging off the lower cliff to get past the same Firebars, 
heading through the yellow pipe to enter the green pipe that Mario appears
near.  Head right and leap onto the flagpole, ending the level!


                           o-------------------o
                           | Level 6-Tower Two |
                           o-------------------o

Jump up past the Dry Bones to get the Power-Up, followed by going left to 
Wall Jump up to the conveyor belts above.  Head right when a conveyor belt
with spikes sticking out of it appears, grabbing the Star Coin on the right,
at which point Mario will go left past another Dry Bones to reach the 
halfway point.  Now go up the stepped conveyor belts, grabbing the Power-Up
from the high brick on the right, followed by continuing to climb, jumping
the Dry Bones and Super Dry Bones as they come along.

Once the two green pipes are reached, enter the one on the right, holding 
LEFT to find the ledge where Mario will need to duck to go through the 
narrow opening (wait till the Spike Tops take off), busting the bricks to 
get the second Star Coin.  Climb upwards to find a Coin Block and a ? Block
Power-Up, followed by grabbing the rope above, scaling to the right to drop
down to get the third Star Coin, followed by ducking to ride the conveyor
belt to the right, leaping upwards to the ledge, entering the large red 
doors to take another crack at Bowser Jr.

Bowser Jr. will have reverted to his entering of his shell when Mario draws 
near, so leap over his charge, forcing Baby Bowser to chuck a shell at you.
Stomp the shell and pick it up to hurl back, allowing Mario to land a leap
to the underside of the small Koopa.  Complicating this is the tilting
platform and the lava below, so be careful to keep stable footing through 
out the battle.  Note that Bowser Jr. can also be smoked by 9 Fireballs if 
you have the Firepower at any time, so feel free to roast him quickly!


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

Head down the pipe to find another watery gauntlet to swim through, facing
Cheep-Cheeps (the orange fish) and Deep-Cheeps (the green fish), which will
chase you (unlike the Cheep-Cheeps).  Swim to the right to find a Power-Up
in a ? Block, leading into a wider area where the first Deep-Cheeps attack 
from.  Swim closer to the ceiling, watching for the first Star Coin, but 
bait the Deep-Cheeps into diving down at Mario before going after it, as 
they make it tough to get without being hit.

Next is a Red Coin Ring, but due to the positioning of the Red Coins and the
Deep-Cheeps, so avoid it as it is not worth the risk.  Immediately after 
this is a vortex in the ground, trying to suck Mario down into the depths
below, so swim through strongly and get the nearby Power-Up, followed by 
raiding the next several ? Blocks for the Invincible Starman they hold,
blasting through all sort of foes.  Once Mario reaches a yellow pipe, enter
to find a ton of Deep-Cheeps to swim through to the center of the room, 
locating the second Star Coin, followed by going back through the pipe.

Swim right through the vortexes ahead, dodging Deep-Cheeps, reaching a 
vortex surrounded with bricks, which you should get sucked down into, as the
area below holds the final Star Coin for this area.  Head up the pipe to 
swim up through two Mega Deep-Cheeps to go up the next pipe, finding some
fall away ledges to leap up to land high on the flagpole, ending the level!


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

use the springboard to reach the ? Block above for the Power-Up inside, 
followed by using the same springboard to clear the Chain Chomp while moving
left, finding another springboard to launch of to drill down through the
bricks on the right, locating a Power-Up at the bottom.  Launch up once 
more, aiming straight up to find another springboard, going to the left off
of it to drill through a vertical row of bricks, finding a P-Switch.  After
hitting the P-Switch, move left to get the second Star Coin before the Coins
turn back into bricks.

launch off the nearby springboard and go right, finding a ? Block with a 
Power-Up inside, from which Mario will use the nearby springboard to go up
and to the left, locating the second Star Coin, which rests on a Chain 
Chomp's post.  After that send Mario to the right, finding the halfway 
marker, facing a long drop down to find a Power-Up in a ? Block, followed by
Ground Pounding through a row of bricks to a springboard.  launch up and 
left, bouncing the off the Red Paratroopa Koopa to hit the P-Switch, 
followed by going down and right to bounce off the red Koopa Troopa to reach
the pipe.  

Once inside, use the springboard to go high into the cavern, allowing Mario 
to fall down on the right side of the chasm to collect the third Star Coin, 
followed by taking the yellow pipe to the outside.  Now use the green pipes
here to keep climbing, reaching a ledge with multiple green pipes.  Ignore 
these and run to the right, finding the flagpole to end the level!


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

Grab the Power-Up from the ? Block, followed by killing Lakitu immediately
(use Firepower is possible).  Head right to find a vortex to jump into, 
launching Mario up so he can move right to find the Star Coin up there,
remembering to continue floating to the right to land again.  The next 
landmark to look for are two solid rock sets holding quicksand, so ride the
quicksand downward, finding a hidden area.  As soon as Mario appears, Wall
Jump back up to the Star Coin once he just falls past it, followed by 
climbing through this room that is eerily reminiscent of one of the 8-2 
bonus room choices in Super Mario Brothers 3.

Once Mario is back outside, raid the nearby Power-Up and then go right,
passing the halfway marker, jumping across the small platforms to find a 
series of pipes, so look for the yellow pipe at the tail end of this set,
entering it to take a running leap over the Super Piranha Plant to get the
Star Coin (though Firepower makes this tons easier to collect), followed by
going out the red pipe on the left.  Head right upon exiting, taking a long 
running leap over the gap ahead (below is the pipe you entered), clearing 
the gap or else Mario will need to go back down into that same pipe due to 
the invisible blocks that will prevent him from going to the right.  
Continue moving right, ignoring the Lakitus while you keep moving, entering 
a pipe to find a flagpole.  If you wish to go after the higher area of the
flagpole, jump straight up from the bump in the sand, revealing two hidden
blocks, followed by Wall Jumping to that ledge to leap onto the flagpole.


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

Go down the pipe on the right, launching upwards to go right, crossing the
next two gaps via the swinging poles.  Avoid the upcoming enemies, swinging
across another gap, finding a Red Koopa Troopa there to de-shell, picking it
up and throwing it at the Star Coin to the right (get it in sight before
tossing), collecting it before swinging across the gap to collect a Power-Up
from a ? Block.  Next up are some tilting toadstools and Green Paratroopa
Koopas to deal with, followed closely by a green pipe to launch up out of,
Super Jumping off the back of the Green Paratroopa Koopa to get the second
Star Coin.

Launch up out of the pipe again, going right to leap the Piranha Plants to
find a long slope to go down, passing the enemies there, reaching some 
tilting toadstools to continue down and to the right across.  Mario will
quickly come across a rotating Power-Up box, which is guarded by Green 
Paratroopa Koopas, so get them out of the way while collecting, leading to 
the right to pass a Goomba producing pipe to take the first green pipe that
appears.

Upon regaining control of Mario, use the swinging poles to cross the gap
ahead, landing on the high ledge to slide under the low wall, grabbing the
third Star Coin.  head right to slide down the hill and across the gaps 
ahead, getting up once across to go right to leap onto the flagpole to end 
the level!


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

Use the moving ledge to get across the first lava pit, followed by getting 
over the next pit by leaping from one moving ledge to the next, finding a
? Block over the lava to hit with a Red Koopa Troopa shell.  Next up for 
Mario is a Star Coin floating over the lava, so use a Koopa Troopa shell to
hit it, collecting it in the process, continuing on to the right afterwards
to cross more moving ledges, watching for a second Star Coin down below.

Use the moving ledges to get down to this Star Coin, grabbing it before 
leaping back up to the areas above, moving right to find a Red Koopa Troopa
and a leap past two Podoboos and a lava pit.  Head right to find a Red Koopa
Troopa, a Power-Up, and the halfway marker, followed by going up onto the
ledge above via the block below.  Head right to Super Jump off of the Red
Koopa Troopa to get onto the granite block on the right, moving right to
locate the third Star Coin.  

Now backtrack to jump between the two moving granite blocks, finding a 
narrow hallway where granite blocks will push up from below in an attempt to
push Mario into the spikes above.  Head right through this area, entering
the door at the end, finding a series of leaps to make upwards, going from
moving ledge to moving ledge, locating the large red door, which leads to 
the Boss Fight!

The Monty Mole Tank will fire off Bullet Bills, swinging the turret around
to try and hit Mario.  To further complicate this, Monty Mole will pop out
of the tank periodically to throw a Bob-Omb into the mix, but this is also
happens to be the time to go after the malicious Mole, leaping onto him 
before he can chuck the Bob-Omb.  This will cause Monty Mole to lose control
of the tank temporarily, which will fire off Bullet Bills in various 
directions until he regains control, at which point the cycle begins over.
However, each new round of attacks will have an additional cannon added to 
the tank, meaning Mario will have to scale the barrels of the weapons to
stomp Monty Mole.  Three hits will scrap the tank and Monty Mole, moving
Mario onwards in the game!


                          ~~~~~~~~~~~~~~~~~~~~~~~
                        ~~~~~~~ World Seven ~~~~~~~
                          ~~~~~~~~~~~~~~~~~~~~~~~

_____________________
X - Start            |
# - Level            |
a - Extra Level      |
O - Empty Space      |
T - Tower            |
C - Castle           |
H - Ghost House      |
W - Warp Cannon      |
P - Pipe             |
S - Star Coin Toll   |
I - Item Toad House  |
G - Green Toad House |
M - Mega Toad House  |
                     |
_____________________|

     M         I    G                 +----G---------+
     |         |    |                 |              |
     S         S    S                 |              |
X----1----H----2----3------------T----4----5----A----O----C
          |                      |    |    |         |
          |                      |    |    |         |
          +----------------G-----+    +----6----7----+


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

Ride the platform to the right, grabbing the Power-Up from a ? Block, 
leaping to the next platform, riding it past the Green Paratroopa Koopas, 
staying board when it falls downward.  Now on a lower track, ride the 
platform left past the same Green Paratroopa Koopas, reaching the first Star
Coin, followed by riding right to leap to the cloud ledge.  Immediately go
past the brick to get onto the winged ? Block as soon as possible, riding it
to the right to find a pipe to enter, using the swinging poles to get up to 
the second Star Coin.

After raiding the room of Coins and a 1-Up Mushroom, head down the pipe on
the right to re-enter the level, facing a Fire Chomp (in fact, they will
attack you from here on out).  Head right, using the platforms to ride to 
the right, entering the pipe there to go onto the flagpole!

However, you only have two Star Coins, so head back through the level, this
time ignoring that winged ? Block, instead riding the platforms to find a 
pipe to go up.  Upon appearing, grab the Power-Up from the ? Block and then
take the top platform, riding it to find the Star Coin at the top of the
screen, leaving the same portion of the level you faced previously to go 
through, reaching the flagpole to once again end the level, this time with 
all three Star Coins in hand!


                          o---------------------o
                          | Level 7-Ghost House |
                          o---------------------o

This place can be very confusing, but that is fitting of the Ghost House 
legacy from Super Mario World.  I will be covering the bare minimum here,
getting you through the challenge, so feel free to explore the extra doors
at your leisure.

Hit the first brick here to reveal a ?-Switch, entering the door to the left
to find some Splunkins, a strange wavely floor, and a Star Coin as Mario
hops to the right to go through the door.  Back in the previous room, head 
into the door directly Mario.  Go left and Ground Pound through the odd 
floor to reach the second Star Coin, followed by Ground Pounding down to the
?-Switch on the right side of the room, entering the door that appears above
to get back into that central room once more.

Head through the door on the right side of the low floor, finding many 
ghostly hands that appear to be doing something, so track their movements 
and jump upwards, hitting the hidden block they were moving around, 
revealing a ?-Switch.  After triggering the Item, go right to ride the 
platforms that have appeared to go upwards, going left across the ledges to
enter the door before it disappears.  At this point the level splits into
two paths, so choose between the Main Route and the Alternate Route.

                                ==========
                                Main Route
                                ==========

Trip the P-Switch and run off to the right, leaping across the gaps at top
speed (plow through the Boo ahead if you have to), leaping up the brick
ledges to find a solid ledge, so run to the right to find the third Star
Coin.  Backtrack to drop off this ledge, moving right to head outside, using
the winged ? Block here to land high on the flagpole, ending the level!


                             ===============
                             Alternate Route
                             ===============

Hit the P-Switch and take off running to the left, hitting the brick ahead 
that is shimmering (take the low path at the split, looking in the bricks 
above) to reveal a vine.  Quickly backtrack and leap to this vine before the
P-Switch runs out, climbing up to find a door to pass through, which takes
Mario to the alternate flagpole, ending the level!


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

Head right through the pipe, getting onto the moving ledge, which is 
controlled by Mario’s position on the ledge.  if you want it to go left or 
right while going up, walk to that side, and if you wish it to start 
lowering, run into a brick above to send it downwards.  Also note that the 
walls of the screen wrap around here, so use this to your advantage as well.

Anyway, go up past the Red Koopa Troopa (or stomp it and throw the shell 
through the Green Paratroopa Koopas on the right to possibly get a 1-Up 
chain) to raid the ? Block on the right side of the screen for a Power-Up.  
Ride the ledge through the narrow area head, taking out the Green Paratroopa
Koopas, arriving at a more open area where Mario should bear right to raid 
the enclosure on the right for the first Star Coin.  next for Mario are some
more Green Paratroopa Koopas and a Red Coin Ring (not really worth the 
trouble on this fairly easy stage), leading into a solid ledge above with
some Red Koopa Troopas to boot a shell through for points.

After this area the slow climb continues, grabbing a Power-Up from the 
? Block on the left, followed by riding past more Green Paratroopa Koopas, 
reaching some Coin Blocks on the right to Ground Pound, collecting the 
Power-Up from the ? Block as a finale on the ledge.  Pass the next Green
Paratroopa Koopa before stomping the next one down to the shell, grabbing 
the Koopa's shell to throw over to the right on top of the bricks, breaking 
through to hit and thus collect the second Star Coin.  

A few more ? Blocks to ignore (unless you really need those few Coins) will
lead into an area with massive amounts of Green Paratroopa Koopas to deal
with, so take out the ones on the left to reach the third Star Coin, 
followed by moving up and to the left to find a pipe to another area, where
a dual Super Jump effort off the backs of more Green Paratroopa Koopas will
result in a high position on the flagpole, ending the level in syle!


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

Head right to pass a couple Wigglers, raiding the ? Block for a Power-Up,
followed by going down the green pipe to locate a an absolutely GINORMOUS
WIGGLER!  Jump onto the back of this monstrosity, riding along and grabbing 
Coins, facing challenges from Green Paratroopa Koopas and a Goomba producing
pipe.  Now be on the look out for a Boomerang Bro to take out from below,
allowing Mario to leap onto his ledge to reach the Star Coin he guarded.

Now go right to hit the ? Block ahead for the Invincible Starman, followed 
by moving right, revealing silver Coins where ever Mario sets foot, so 
collect some but be fast enough moving forward to keep reaching the next 
? Block so a new Invincible Starman can be collected, extending this Coin
bonanza opportunity.  While you are on this magical Wiggler ride, take a
running leap off of his body when he humps it up high near a ledge with a
Star Coin twirling around.

Continue onwards past the various foes (mainly some Green Paratroopa Koopas
and Goombas), reaching a ledge with a pipe... and a Boomerang Bro.  Take out
this guy quickly, allowing Mario an easy time getting into the pipe, popping
out to go right, Ground Pounding the first two bricks, one revealing a vine
and the other to gain access.  Climb downwards to find a ledge on the right 
to leap to for the third Star Coin, followed by leaping to the left to ride
the yellow pipe back up to the top.  Now all that remains is to hit the 
hidden block above the bricks, taking a running leap off of it to hit the 
high portion of the flagpole, ending the strange and unique level!


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

Hi the bricks to find a Power-Up, then climb up the platforms on the right,
reaching some stone pathway to go left across to go up the red pipe.  Jump
across the spiked to go up a bit, passing under the first platform before 
halting to wait and leap on top of the platform that Mario just passed 
under.  Ride it upwards, leaping up on the right to get to the ledge above,
followed by leaping down the hole on the right when the granite blocks have
retreated, allowing Mario to reach the Star Coin below.  Now climb back out
of the hole by jumping up the moving granite blocks, jumping up past the 
spikes when they move to the left.

Carefully hit the ? Blocks on the left for a Power-Up before moving on,
climbing upwards to jump up one ledge at a time, followed by ducking to
slide under the spikes, leaping up to the next set of ledges when the coast
is clear.  After passing that set of obstacles, get onto the next moving 
ledge, leaping up into the first opening, followed by dropping down between 
the two spiky area, followed by riding it right to jump into the next 
opening to climb.  Mario will find a set of granite blocks to leap up, but 
unlike the similar area in the Level 1-Tower, Mario will have to avoid the 
spikes on the walls of the granite blocks while doing so.

Enter the door to reach the halfway point, so locate the Power-Up in the 
bricks before heading out the door to continue the climb, facing a block 
ride up to find another Power-Up to collect, this one in a ? Block.  Head
left through the next section with great caution, followed by jumping onto
the granite blocks, walking off each one when they go high, reaching a ledge
with the second Star Coin floating above.  Head left to backtrack, climbing
upwards to find a set of granite blocks that move in a sequence.  Send Mario
to the right when the opening appears, jumping up the ledges to reach solid
ground, followed by leaping up to the large red door and letting the granite
blocks close in and then move away, allowing Mario to leap to the left to 
get the third Star Coin, followed quickly by using a running leap to get 
back to said doors and pass through them.

Bowser Jr. will be using the hide technique if you try to leap on him, so 
jump over his advances and wait for a Green Koopa shell to be thrown, which 
Mario can stomp on to stop, followed by flinging it back to turn Baby Bowser
onto his back, allowing Mario to leap onto the exposed stomach.  Land the 
typical three hits to end the bout, but Bowser Jr. has some more of those
moving granite blocks here, so be ready to fight their momentum when leaping
and running around on this small ledge.


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

Use the springboard on the right to get the Power-Up from the ? Block above,
followed by going right along the bottom of the area, using the last 
springboard encountered to go up and left to find the first Star Coin.  Now
use the springboard to the right, bouncing off the spongy toadstool nearby,
going up and a bit to the left, finding the second Star Coin.

Head left and sue the springboards there to go up off of a couple spongy 
toadstools, reaching the halfway point on a solid toadstool, followed by 
climbing up to the next springboard, where the paths of the level diverge.

                                ==========
                                Main Route
                                ==========

Use the springboard to launch up to the spongy toadstool, going up higher
to get the third Star Coin while floating as far to the right as possible.  
If done correctly, Mario will tough the spongy toadstool here, launching
him into the pipe above (if not, go try the same tactic again).  If you want
to enter a bonus area, use the springboards to go up to dive through the 
bricks up high, followed by landing on the ground, hitting the brick there 
to make the vine head up (no Star Coins in there though).  Anyway, 
springboard up over the large wall, going right to find the flagpole to 
finish off the level!


                             ===============
                             Alternate Route
                             ===============

Mario will need to have a Mini Mushroom equipped to make this Alternate 
Route possible.  Once you are Mini Mario, launch off of the springboard and
use the spongy toadstool to bounce high enough to land on the winged 
? Block.  Now jump into the small crevice above in the side of the rock 
face, followed by using a running leap out and then back toward the wall,
which will get Mini Mario into the opening above.  Head up the mini pipe to
go right, jumping to reveal a couple hidden blocks, which help Mario get 
higher onto the flagpole ahead, opening the secret route to the Castle!


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

Head right to pass a Bob-Omb and a Green Koopa Troopa, followed by a couple 
Bullet Bill batteries that are guarding a ? Block set that holds a Power-Up.
Continue to the right, dodging the Bob-Ombs and Bullet Bills until you see a
Star Coin floating above, at which point you should stomp a Bob-Omb, 
followed by carrying it off the Bullet Bill cannon to destroy the wall 
above, gaining access to the Star Coin that was blocked off previously.

To go after the next Star Coin, Mario must be Mini Mario, moving right past 
the Bob-Ombs until a small pipe is blocked by one brick, which is where you
will have to put the Bob-Omb you choose to set off, allowing Mario to go
down the mini pipe.  Inside the cavern, have Mario move past the Micro 
Goombas (Tiny Huge Island from SM64!) to grab the Mega Mushroom from the ?
Block, moving to the left to push the pipe to the right that is covering 
the second Star Coin!

head up the pipe on the right to continue in the same direction on the
surface, passing a massive amount of Bullet Bills, Green Koopa Troopas, and
some Bob-Ombs.  Once Mario reaches a big brick set-up to collect the 
Power-Up from the lower ? Block (if he is Regular Mario, he will have to use
the Bob-Omb to get at the Super Mushroom) before hopping the gap to tangle 
with a Red Koopa Troopa en route to a dual Bullet Bill launcher site, where
the third Star Coin lies in between, so jump in there between the enemy and
get out quickly.

A note about this spot as well... if you bring the Red Koopa Troopa shell 
and throw it in between these two cannons, this spot can be used to kill off
Bullet Bills until time runs out, gaining lots of points and then a lot of 
1-Ups, so use this spot to stalk up for the challenges ahead if the extra 
lives are needed.  Anyway, head right to find a pipe covered by hard bricks,
which is the indication that level splits into the Main and Alternate 
Routes.

                                ==========
                                Main Route
                                ==========

Head past this spot, Super Jumping off the incoming Banzai Bill to land on 
top of the massive launcher, using it as a stepping stone to leap off of, 
Super Jumping off of the Bullet Bills if desired to land high on that 
flagpole.  Either way, grab the flagpole to end the level!


                             ===============
                             Alternate Route
                             ===============

Stomp the Bob-Omb in the area and place it so it rests on top of the fifth
block from the left, destroying blocks to leave a single layer of bricks 
over the pipe.  Now backtrack to the left, stomping the Bob-Omb here and 
picking it up, dropping it right close to the pipe, destroying the remaining 
bricks to open up the pipe, so head through it.  Upon exiting on the other 
side, collect the Coins and go through the next pipe, resurfacing to go 
right, locating the hidden flagpole to end the level!


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

Head right through the opening area, raiding the ? Blocks and bricks for
Coins and Power-Ups (and a even a 1-Up Mushroom) by using shells on the 
lower bricks, all the while dealing with a mass attack of Koopa Troopas and
Paratroopa Koopas (both colours for both types).  Mario will run into a 
couple pipes with Piranha Plants inside, followed by a tilting toadstool 
with three Red Paratroopa Koopas to deal with before leaping up to the high
ledge to reach the halfway point.  It is here that level will split into a
Main Route and an Alternate Route, so choose wisely.

                                ==========
                                Main Route
                                ==========

Grab the Power-Up from the ? Block before continuing to the right, dropping
down before going right to leap up into the small area where two Green
Paratroopa Koopas guard the second Star Coin (the first Star Coin is hidden 
on the Alternate Route, so you will have to get it when you do that route).
Continue on to the right, taking out the Koopas to reach the yellow pipe, 
going down to enter a new area.

Although you can collect some stuff on the left, the goal of coming down 
here is fulfilled by Super Jumping off the three Green Paratroopa Koopas on
the right to reach a ledge to go up the red pipe, emerging to get the third
Star Coin.  Once the Green Paratroopa Koopas clear out above, leap up to 
start out to the right, dealing with another massive attack of all types of
Koopas, eventually reaching the flagpole, ending the level!


                             ===============
                             Alternate Route
                             ===============

Take out the top row of bricks and the two Green Paratroopa Koopas, followed
by punching the lower row of bricks to reveal a vine that goes up to a new
area.  Jump onto the toadstool on the right, which will move across the
large gap ahead, jumping to snag the first Star Coin while en route, 
reaching a pipe to go up.  Upon surfacing from the pipe, use a Super Jump
off of the Green Paratroopa Koopa to land high on the flagpole, ending the
level!


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

This level will scroll automatically, so go right to take out a couple Red
Koopa Troopas to get the Power-Up from the ? Block, followed by riding the
paddle elevator to get across the gap to the first Star Coin.  Now use the
moving platforms to advance to find a platform that leads upwards, changing 
the aim of the level from horizontal to vertical.  The Red Coin Ring is not
really worth the time, but feel free to try if you like, followed by leaping
off the ledge to the left, riding the first two Donut Blocks down to get the
second Star Coin (Wall Jump back up to the safety above).

Head left and up, passing the halfway marker while snagging the Power-Up 
from the ? Block, fighting Red Koopa Troopas, getting onto the highest Donut
Blocks to jump up and to the left to get the third and final Star Coin.  Now
head right across the donut blocks to reach a ledge of Donut Blocks to dive 
into a brick for a Power-Up, followed by going right to use a paddle 
elevator to go along the track, reaching two Red Paratroopa Koopas to Super
Jump off of to reach the high part of the flagpole, ending the level!


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

Head through the pipe and go under the first ledge, leaping to reveal some
hidden blocks, allowing Mario to go into the pipe that is right by said 
blocks, gaining possession of a Star Coin.  Now go up the pipe with the
Squiggler inside, heading right to go past a Piranha Plant to find a pipe on
the right to enter, launching Mario high into the air.  While Mario starts
to fall down, slide along the wall on the right, Wall Jumping into the pipe
on the left, falling into a room with the second Star Coin (Wall Jump to get
it).

After heading back out, go left to fight a Squiggler, followed by going up 
the left pipe, going up to find some platforms above with gaps in between 
them, so start on the left and jump up to reveal the hidden blocks, filling
the gaps.  Go right to get up onto this area, followed by going up to the
next ledge to hit the halfway marker, moving left to get a Koopa shell, 
followed by dropping down to move right along the area with the hidden 
blocks.  When you reach the end of these ledges, turn and throw the shell,
followed by dropping down and running to the left, following the shell to 
get the 1-Up Mushroom that the brick holds.

Head back up to the area with the small pipe, moving right and then up 
across the pipe ledges, carefully maneuvering around the Piranha Plants and
Squigglers, going up through a pipe to find a ? Block that holds a Mini 
Mushroom.  Leave this area by going through the pipe on the right, jumping
to the right through the Piranha Plants (since you are Mini Mario, it may be
wise to call down your Reserve Item if you have one at this point) to find
a yellow block to punch from underneath to form a ledge to get Mario through
the pipe, finding a set of blocks to hop of to land high on the flagpole,
ending the level!


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

Head right to leap onto some green blocks, which will move over a bottomless
pit, very reminiscent of a couple fortresses found within the game of Super
Mario World!  Ride along and jump the Amp, looking to leap to a Star Coin on
the right as the platform heads left, so get back onto it and leap the next
Amp.  Ride forward to get the Power-Up from the ? Block, leading into two
Thwomps to bait into falling, allowing Mario to leap over them, entering 
into the end of this green block express, so jump to safety on the right.

Grab the Power-Up after the halfway marker, leaping onto the next green 
block set, riding it through the twisty path it chooses, avoiding the 
gauntlet of Ball & Chains that populate the area, remembering that the 
blocks the Ball & Chains are connected to are safe to stand on, which is a
perfect way to get the second Star Coin that floats in this area (just 
remember to board the green blocks again as they steam on by).  Next up for 
Mario are Flamethrowers (an ode to the Airship Exhaust Ports from Super
Mario Brothers 3), so go underneath them or jump them when they are not 
firing, reaching the end of the line.  However, ride the green blocks as 
they fall, leaping through the third Star Coin en route to the ledge with 
the large red doors.  Enter these doors to go tackle the Boss Fight!

Jump up the platforms and head to the right, running into a Lakitu who 
controls the power of lightning... his name is Lakithunder!  Lakithunder 
will attack from his remote position above, throwing Spinies down for Mario
to dodge, which he augments with vicious thunderclaps from above.  Keep 
avoiding the attacks to outwait Lakithunder, who will make a divebomb at 
Mario, at which point Mario should leap onto his head to damage him.  repeat
the pattern two more times, knocking him out and heading out for the last
World in the game!


                          ~~~~~~~~~~~~~~~~~~~~~~~
                        ~~~~~~~ World Eight ~~~~~~~
                          ~~~~~~~~~~~~~~~~~~~~~~~

_____________________
X - Start            |
# - Level            |
O - Empty Space      |
T - Tower            |
C - Castle           |
H - Ghost House      |
W - Warp Cannon      |
P - Pipe             |
S - Star Coin Toll   |
I - Item Toad House  |
G - Green Toad House |
M - Mega Toad House  |
                     |
_____________________|

          +----M    I
          |         |
          S         S
X----1----2----T----3----4----C----5----6----7----8----T    C
                         S                             |    |
                         |                             |    |
                    G----+                             +----+


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

Splunkins and Crowbers will begin the assault for the Koopa Klan when Mario
enters the final world, so fight through them while getting a Power-Up from
a ? Block near a Bullet Bill cannon, followed by going right past the Bullet
Bills and dealing with the Crowbers.  Raid the ? Block from the low ledge 
for another Power-Up, which will be done under constant attack, moving right
to find a ? Block that holds a springboard.  Pick up the springboard and go
right to drop it onto the first floating ledge that appears, using the 
springboard to boost upwards off screen to gain possession of the first Star
Coin.

Continue to the right to pass some Splunkins and a Boo, reaching a Power-Up
after passing the halfway marker.  Head right past the Bullet Bills that
litter the area, minding the Boos that are around, reaching a set of Bullet
Bill launchers below a Star Coin, using a Super Jump to reach that Star Coin
via the back of a Bullet Bill (just be careful of the nearby Boo when 
launching into the air).  

Next for Mario is to drop down to the ledge below the Banzai Bill launcher, 
getting the final Star Coin, followed by Wall Jumping off the Banzai Bill 
launcher to get to the ledge on the left, followed by Super Jumping off the
next Banzai Bill to land on the massive launcher, leaping to the right to 
reach the flagpole to end the level!


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

Head through the pipe to find a ?-Switch to hit, swimming upwards at full 
speed to find a ledge to leap to, grabbing the Power-Up before heading 
through the pipe on the left.  In this area send Mario across the Barrels 
(feel free to smack the Skeeters) to find another ? Switch, triggering it to
raise the water level.  Swim upwards and then head right across the barrels,
finding a pipe to go through.

Snag the Power-Up from the ? Block here, followed by using a Ground Pound to
go through the bricks, much like a certain Star World Level in Super Mario
World (well that used a Spin Jump, but close enough).  Line up Mario 
underneath the former ? Block, and then Ground Pound through the various
structures, falling through a Star Coin to reach the halfway marker, so head
through the pipe on the right.  Hit the ?-Switch here to raise the water
level, swimming upwards quickly to leap out of the water to Super Jump off 
of a Skeeter on the right side of the shaft, Wall Jumping as high as 
possible, which should send Mario sailing through the second Star Coin.

Swim through the lower pipe on the right, going upwards to kill off the 
Skeeters.  Next send Mario to hit the ?-Switch, swimming up the passage on 
the right to leap up to the ledge with the third Star Coin, followed by 
going back down to hit the ?-Switch once more, this time going up the left
passage to enter the pipe up above the ledge.  Jump across the ledges on
the right, arriving at the flagpole, ending the level!


                           o-------------------o
                           | Level 8-Tower One |
                           o-------------------o

Jump right to the moving platform, getting the Power-Up from the ? Block 
before leaping up the moving platforms to find the first Star Coin on the
left.  Head back down to go right to start climbing up the moving ledges,
carefully leaping between the spikes to find a Power-Up in a ? Block, 
followed by letting the ledge above slide left, allowing Mario to leap up
and duck down, letting the ledge push him through as it comes back to the 
right.

Once you are through, go left and let the moving ledge pull Mario through
to the far side (go when the Spike Tops are not threatening), allowing Mario
to go upwards to get the second Star Coin.  Let the high ledge push Mario
through the small opening, going right to use the next block to go upwards,
reaching the halfway marker.

Head left and climb up between the two crushing granite blocks, finding a
Dry Bones and a springboard, so use it to launch upwards, jumping up to 
reveal the hidden blocks above the Dry Bones, followed by using the winged
? Block to get on top of them, acquiring the final Star Coin.  Now head
through the large red doors to find Baby Bowser!

Bowser Jr. will be doing his usual throw the shell and get nailed, allowing
Mario to jump onto his stomach to damage him.  However, this battlezone will
have a couple extras trick to deal with, mainly the moving granite blocks on
the sides of the area, and two Flamethrowers will attack from below, so be
careful to not take a hit while chasing down Bowser Jr.  Three hits will end
the bout, sending Bowser Jr. scurrying off once more!


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

head through the pipe to get the Power-Up on the right, followed by swimming
upwards, passing all the Unagis in the walls.  Whenever an Unagi is swimming
a patrol through a passage ahead, let it go by before charging through, and
Mario will eventually reach the halfway marker, which also happens to be 
where the level picks up intensity... BIG TIME!

Yeah the Mega Unagi is here, and it will be nipping at your heels the entire
time you swim to the right, so be fast and accurate in your swimming lines,
or you will soon belong to the Mega Unagi's digestive tract!  Swim to the
right, dodging through the incoming Unagis, Cheep-Cheeps, and doing so while
maintaining your speed to stay ahead of the razor sharp teeth that trail 
you, swim along the bottom half of the cavern to eventually reach a Star 
Coin resting on the bottom of the sea.

After grabbing this lovely decoration, swim up to the roof to bust the 
bricks that appear ahead, getting into the containment area of the second
Star Coin.  Next step for Mario is to ignore all other distractions (like 
the ? Blocks and red Coin Ring) to go forward at top speed, dropping down to
wrap around some bricks to reach the Star Coin when it appears, followed by
making a break for it to the right.  Here Mario will find the flagpole, so
do not worry about scoring well here, just get out of this crazy sprint swim
level!


                               o-----------o
                               | Level 8-4 |
                               o-----------o

Mario will immediately be accosted by bombarding Scuttlebugs, dropping down
in sets of two to try and hit Mario.  They will further their attacks by 
letting go of their silk threads, coming to ground level to try and touch
Mario, so be ready to deal with this while moving right, arriving at a ledge
that is a ? Block, Coin Block, and another ? Block.  Take a running leap to
the right here to reach the high ledge, grabbing the Star Coin before 
passing the halfway marker.

Grab the nearby Power-Up before cautiously advancing, dealing with 
Scuttlebugs as they both Mario, reaching a series of up and down floating 
platforms.  When Mario is almost across, use a running leap to get the 
second Star Coin (land carefully below, the ledge is fairly small) before 
continuing onwards to find an Invincible Starman.  Use this great Item to go
right, blasting through all foes, carefully leaping across the moving ledges
to find a mini pipe.  When this spot is located, use a Mini Mushroom from 
your reserves (if you lack it, come back later) to become Mini Mario, 
heading down the pipe.

Inside hit the ? Block to get an Invincible Starman, moving right to hit the
next ? Block for the next Invincible StarMan, allowing Mario to enter the 
narrow passage above to run to the left to reach the Star Coin before his
Starman runs out (if it does, he will not be able to bypass the Micro 
Goombas blocking this passage).  head back up the pipe to continue on the
right, avoiding Scuttlebugs to reach the flagpole, ending the level!


                           o--------------------o
                           | Level 8-Castle One |
                           o--------------------o

Ride the platform on the high track to the right to leap up to the ledge 
with the Star Coin, followed by hopping down to hit the red block to get a
platform to cross the next lava field.  Grab the Power-Up and dust the Dry
Bones to go right to hit the red switch to get the platform over the solid
ledge to appear.  Ride it up and leap to the high platform, riding it down 
to the bottom track to get the second Star Coin, followed by riding across
the lava ahead (take the lower route for purposes later) to find the halfway
marker and a Power-Up.

Next up for Mario are some treacherous triangle and rectangle platforms to
hop across, grabbing the Power-Up from the ? Block, jumping to the rope that
hangs from the ceiling.  Land Mario on the platform below the large red 
doors, ducking to go through the narrow opening to go right to find more
rotating platforms to cross, reaching the third Star Coin.

Now wait for the ledge to return along the track, going left to head for the
large red doors, entering to go battle the boss!

Bowser Jr. will sic Skeletal Bowser on Mario, who is far less vulnerable 
than Bowser was in the first Castle of the game.  However, he still suffers
from the same beatable weakness in that once that switch behind him is 
touched, he drops form sight!  To perform this feat, simply dodge the 
incoming bone throws (mush like the SMB hammers Bowser could throw) and 
fiery breath attacks, waiting for Bowser to leap high into the air, at which
point Mario can go underneath and hit the switch.  Another tried and true 
way of getting to the switch is to just run right into Bowser, using the 
temporary invincibility to go hit the switch!

This appears to be the end... but it is not!  Bowser Jr. grabs the Princess
and sprints away with Peach once more, crossing a recently formed bridge to
enter the second half of World 8!


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

Head right to hop across the bouncy ledges and tippy rock ledges, taking
out the Goombas and Red Koopa Troopas, arriving at a dual ? Block set that
signals that a quick hop down to the rock ledge below to get the Star Coin,
followed by quickly leaping back up before it tips into the lava.  Now use 
the Red Koopa Troopa ahead on the ? Block for a 1-Up Mushroom, followed by
continuing to the right to beat up the Red Koopa Troopa to claim the 
Power-Up from the ? Block it patrols near.

Continue moving right, taking out the first Red Koopa Troopa before hopping 
down to the next ledge, using one of these red Koopa Troopas to throw into 
the Star Coin on the left to collect it, followed by hopping across the gaps
to find a series of rock ledges that tip when you stay on them.  Hop from
ledge to ledge quickly, hopping over the Red Koopa Troopas and Green 
Paratroopa Koopas that will accost Mario, trying to maintain some good speed
to take a running leap off the last ledge of this type (it is slightly 
elevated above the others), to reach a really high ledge, where the third
Star Coin sits.  Now head through the pipe on the right, jumping onto the
flagpole to end the level!


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

Head left to wrap around to the far side of the screen, hopping the gap to 
keep going left, claiming the Power-Up from the ? Block before going up to
use the green pipe, launching up and left, wrapping around through the screen
to get the Star Coin.  Now head back out to jump up through the ledge above,
running right to go past the Goombas pouring from the red pipe, reaching a
? Block that hold a Power-Up.

Next up is the halfway marker, which is quickly followed by springboards for
Mario to use, going up off the first two to find a third one, which he 
should use to launch up and to the left, stomping through the bricks with a
Ground Pound, followed by leaping up the ledges above before the lava 
catches up.  Go left and use the springboard here, launching straight up to
reach some solid red ledges.

Head up through the openings while dodging the Spinies, hanging to the right
side to find the third Star Coin, followed by running through the side of 
the screen to reach a green pipe, which will launch Mario away from the 
rising lava's reach!  If you want to really score well on the flagpole, head
to the left and use the springboard there to whirl all the way to the right,
getting some Coins while doing so.  Either way, touch the flagpole to end 
the level!


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

Super Jump across the backs of the Green Paratroopa Koopas for a Power-Up,
which leads to a series of Koopas of all types to Super Jump along, 
concluding with a bounce over the large wall ahead (if you fail at this, 
look for a hidden block to reach the top of the wall).  A Sledge Bro will
attack at this juncture, so shoot it from afar (or you will have to get in 
close), followed by going down underneath the ledge to go left for the Star
Coin.  Remember to leap off of this ledge quickly as it is tough to stop so 
suddenly on a small ledge.

Head right to pass the Red Koopa Troopas to reach some cliffs, so move 
across them while collecting Coins to reach a small ledge, leaping across 
the gap to hit the halfway marker and to raid the higher ? Block for a 
Power-Up (just be careful around the Green Paratroopa Koopas).  Head right 
to find two Fiery Bros, so leap up in between their attacks, hopping on the
first one (though a taste of their own medicine from Fiery Mario would be
just as satisfying), followed by cracking the one on the ledge above by 
punching him from below.

Look for the Invincible Starman in the ? Block to go right, hurriedly 
smashing through the Koopas here to find a set of floating ledges, one of
which houses a Boomerang Bro, so take him out with the Starman (if you still
possess it), or stomp him in between his boomerang attacks, which will leave 
the second Star Coin unguarded.  

Continue on to the right, facing another Sledge hammer Bro to allow Mario to
Ground Pound through the one set of bricks, opening the containment are of 
the third Star Coin to collect it (just do not Ground Pound too far, or 
Mario will die).  head right to go through the Red Coin Ring, getting the 
Red Coins before entering the green pipe, launching through the majority of
the Red Coins, hopping straight up to get the last one, followed by using 
the Green Paratroopa Koopas to Super Jump high into the air, grabbing the 
flagpole to end the level!

A fun note for this level: This is an homage to the Hand Trap from Super 
Mario Brothers 3 that contains all the types of the Hammer Brothers Family. 
Though this level is longer, it is about the same in terms of difficulty.


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

Run right to use the brick ledge to go up and left for the first Star Coin
(go in between the volcanic eruptions to stay safe), followed by going right
for the Power-Up in the nearby ? Block.  Now head right carefully, passing 
the Kab-Ombs (stomp them to kill them to stay really safe), but do not fear 
their explosions as they will just harmlessly shoot into the air after 
running around for a few second making a wonderful coloured explosion.

Keep on going along, raiding the bricks and ? Blocks to find Power-Ups, 
arriving at a set of grey bricks that are positioned over holes, but look
carefully to find a mini pipe in one.  Stand over this hole and break the
bricks with the falling magma rock, going down the pipe (as Mini Mario, or
else you can not go after this Star Coin) to find a large maze.  Enter the 
maze near the mini pipe, working through the pathways (Coins are an 
excellent indicator of which way to go), reaching the second Star Coin.  Now
Mario will just need to continue to the left, fighting his way out of this 
maze to reach the mini pipe to go back to the surface.

Head right past all the Kab-Ombs and avoiding the incoming magma, stopping
underneath the encased Star Coin, letting the magma rip the bricks to 
shreds.  After leaping up between eruptions to claim the third Star Coin,
head right past all the Kab-Ombs (carefully, as you are likely still Mini
Mario), reaching the flagpole to end the hellish level!


                           o-------------------o
                           | Level 8-Tower Two |
                           o-------------------o

Head right to get onto the green block platform to begin moving, raiding the
? Block for a Power-Up before facing a series of moves through some 
Firebars.  When Mario enters the narrow hall with spikes and small Firebars,
ride at the front of the platform, riding the blocks upward to grab the 
first Star Coin from a small alcove.

get onto the front block immediately to ride upwards, passing the halfway
marker, continuing to the right to ride through the various dips and doodles
of the platform, ignoring the Red Coin Ring while doing so.  When you reach
the ? Block holding the Power-Up, take a running leap off the green blocks 
to the right to get the second Star Coin, followed by hustling to the right 
to get onto the rising green blocks before the Spiked Ball comes crashing 
into the scene.

Continue the great green block tour, avoiding the first Spiked Ball to find
a second to leap over and onto the ledge it came from, getting the third 
Star Coin before returning to the green blocks.  Now get onto the front 
block and ride it upwards, leaping over to the right to enter the large red 
doors to face Baby Bowser once more!

Baby Bowser will be doing his now familiar hide in his shell before tossing
a Green Koopa shell, so stomp the shell and throw it back to stun him, 
followed by planting a plumber boot in his exposed mid section.  Repeat the 
pattern two more times while watching out for the Podoboo attacks on the 
sides, and baby Bowser will make one last run for it!


                           o--------------------o
                           | Level 8-Castle Two |
                           o--------------------o

Head right across the gaps while avoiding the Podoboos, reaching a door to
pass through, finding three bricks.  Punch the center one to reveal a
?-Switch, which will flip the room to let Mario pass through the door that
was on ceiling (now on the ground), leading into a room to go up and to the
right through, passing Flamethrowers and a Dry Bone, entering the door near 
a thin wall.  In here Mario will find a Super Thwomp to pass underneath 
after he draws it into attacking, followed by hitting the bricks to reveal a
?-Switch.

Collect the Power-Up on the right before hitting the ?-Switch, flipping the
room again so Mario can go left underneath the Super Thwoimp again, passing
through the door to find another long set of Flamethrowers and a Dry Bones 
to move past, fighting over to the left to find a solo brick that holds a
?-Switch.  Now Mario will have to go back to the right, looking for a ledge 
above (it is located above the area with the Dry Bones) to go up past more
Flamethrowers, entering the door.  Head right past the three Thwomps, 
turning left to hop over the spikes above to go get the first Star Coin,
followed by turning right to go down to get a Power-Up from a brick below a
Dry Bones.

Head left from here, continuing to go downwards while smacking bricks, 
revealing a ?-Switch to flip the room, allowing Mario to climb upwards to
pass under the Thwomp to reach the top.  Mario will find a choice in path,
so go right and pass under another Thwomp to leap some spikes and a Dry
Bones, reaching a door.  Leap onto the platform on the left to get up to a
door that leads to an empty room where running right along the floor will 
get Mario a second Star Coin, followed by going up the stairs to get into 
the door located at the top.

Head right to pass the halfway marker and to snag an Item, which is followed
by a set of platforms and such that have many routes across, but only one 
correct way will allow Mario to advance (a classic style from the original
Super Mario Brothers castles in World 4, World 7, and World 8).  So to 
advance through this area, start out by taking the bottom path to hear the
success chime, followed by going along the to path in the next area, and
finally taking the middle path to clear this area.

Mario will have to leap across some small ledges ahead to find a couple 
bricks to Ground Pound to destroy, followed by going over the lava pit to
take a running leap to the left underneath the ledge, attempting a Slide 
Duck to go under the short bricks, reaching the final Star Coin in the game!
Now head right, entering the massive red doors to enter into the final Boss
Fight!

Bowser Jr. will revive his destroyed father before the battle even begins, 
turning the bout into an unfair 2 vs. 1... if you were not the great Mario
anyway!  Start out by concentrating on Baby Bowser, jump his charges,
forcing him to throw a Koopa shell for Mario to stomp and throw back, 
followed by jumping onto his exposed stomach (though Fireballs really work 
well here), getting three hits to finish him off.  However, while taking 
down this wily foe, remember that Bowser will be attacking with his blue
flames that will track Mario down, but luckily their range is very limited.

Once Bowser Jr. has been dispatched, it is time to take care of Bowser.  
However, upon the defeat of scales and blood, Bowser will up the attacks, 
sending out multiple flames at a time, including three blue homing flames at
once!  Try to get in close to the monster, avoiding the flames (if the blue
flames come out, back and off let them dissipate), waiting for Bowser to 
leap into the air to allow Mario to go underneath him and to hit the switch
that rests on the right side of the room.  Note it is far easier to go under
him on the high leap, but it is possible to get under him on the small leap.

Hit the switch to end the abduction, saving Princess Peach and ending the
game!

----------------------------------------------------------------------------
-----------------------------------Items------------------------------------
----------------------------------------------------------------------------

5) This section will list all Items, their uses, and any other applicable
   information.


                            o----------------o
                            | Power-Up Items |
                            o----------------o


Name......: Blue Shell.
Power.....: This former housing of a Koopa Troopa will allow Mario to don 
            the status symbol of the Koopa Klan.
How To Use: Holding DOWN to duck in place, staying protected from attacks,
            but the main use is spinning wildly forward after dashing for a
            short while, breaking bricks and killing enemies.


Name......: Fire Flower.
Power.....: This little petunia will allow Mario to become Fiery Mario so 
            he can throw fireballs at his foes.
How To Use: Press the X/Y Button to throw a Fireball, with a maximum of two
            Fireballs allowed on screen at a time.


Name......: Mega Mushroom.
Power.....: This massive Mushroom will turn Mario into a behemoth of an 
            individual, making him as tall as 2/3 of the screen!
How To Use: Simply run forward, plowing through enemies, bricks, pipes...
            anything that normally would be a problem for Mario will now
            get destroyed.  After the short rampage ends, some 1-Ups will
            be awarded based on the damage dished out.


Name......: Mini Mushroom.
Power.....: This miniscule Mushroom will shrink Mario down to a size that 
            even Regular Mario can laugh at.  Any hit will do him in, so be
            careful.
How To Use: While in this form Mario gains a higher leap, more hang time and
            air acrobatic control, and the ability to run across the surface 
            of water.


Name......: Invincible Starman.
Power.....: When collected, this Star will make Mario flash wildly (his 
            colour you perverted person!) and make him invulnerable to 
            enemies (although he can still die through a few ways).
How To Use: Simply collect and plow through enemies without fear!


Name......: Super Mushroom.
Power.....: Mario will change from Regular Mario into Super Mario, which 
            will allow Mario to take a hit instead of dying.  This is also 
            required for Mario to be eligible for Fire Flowers.
How To Use: Just collect it to gain the power.


                                o----------------o
                                | In-Level Items |
                                o----------------o

Name..: ?-Switch.
Effect: This yellow trigger will make something within the area change, like
        ground elevation or water height.  The effect is typically temporary,
        but not always.


Name..: !-Switch.
Effect: This red trigger will fill in dotted outlines of blocks for a few
        moments, so use the time to get across the gap that has been filled.


Name..: 1-Up Mushroom.
Effect: When collected, Mario gains an extra life.


Name  : Coin.
Effect: Besides being worth 200 points per collect, 100 of these little 
        beauties will gain Mario an extra life.


Name..: Coin Block.
Effect: A Block that contains multiple Coins, the amount of which if dependent
        upon how fast Mario hits the block.  Get at least 10 Coins from a 
        Block to make a Super Mushroom pop out.


Name..: P-Switch.
Effect: When stomped, it turns all Coins into bricks and all bricks into 
        Coins.


Name..: Red Coin Ring.
Effect: Pass through this object to make 8 Red Coins appear for a limited
        time.  If all 8 Red Coins are gathered in time, a reward will be
        yours (Super Mushroom if you are Regular Mario, a Fire Flower if you
        Are Super Mario or if a spot is open for a Reserve Item, or a 1-Up
        Mushroom if you are at least Fiery Mario and have at least a Fire 
        Flower as a reserve item).

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

6) This section will examine both the regular enemies and the bosses of the
   game.


                             o--------------o
                             | Regular Foes |
                             o--------------o

Name......: Amp.
Appearance: Electrified black orb.
Attacks...: They will not move, but are positioned in area where Mario has
            to navigate through, making them great at being in the way.


Name......: Ball & Chain.
Appearance: A chain with a large spiked ball attached to it.
Attacks...: These traps will just swing around and around in an attempt to 
            hit Mario, but they are usually positioned so Mario has to go
            past them with bottomless pits positioned below.


Name......: Balloon Boo.
Appearance: A ghost that will harass Mario.
Attacks...: When he is not looked at, he will grow in size, but when he is
            being eyeballed, he will shrink back to his regular size.


Name......: Banzai Bill.
Appearance: A massive Bullet Bill.
Attacks...: Flies across the screen in an attempt to hit Mario directly.


Name......: Blockhopper.
Appearance: A fake ? Block with bricks on top.
Attacks...: This faker will try to leap onto or walk into Mario, but they
            are fairly easy to avoid.


Name......: Blooper.
Appearance: A jellyfish creature that inhabits watery areas.
Attacks...: Swims around the water in odd sideway movements, though they
            are sometimes accompanied by Mini-Bloopers, which are shot out
            in multiple directions to hit Mario.


Name......: Bob-Omb.
Appearance: A small walking, black bomb.
Attacks...: Once they are stomped on, their fuse is lit, causing them to
            explode a few second later, clearing out anything within range.


Name......: Boo.
Appearance: A white ghost.
Attacks...: When faced, these ghosts will hide their faces and not move, but
            as soon as Mario turns away, these ghosts will beeline towards
            Mario.


Name......: Boomerang Brother.
Appearance: A helmeted turtle with two large boomerangs.
Attacks...: The Boomerang Bro will attack with his trusty Boomerangs, 
            throwing them out in a circular pattern.


Name......: Broozer.
Appearance: A brawny ghost that breaks bricks.
Attacks...: These guys will bust down walls, which is beneficial for Mario
            when he needs the pathway opened.


Name......: Bullet Bill.
Appearance: A black bullet.
Attacks...: These projectiles will fly straight across the screen in an
            attempt to hit Mario directly.  Their cannons will often be
            lined up into gauntlets for Mario to traverse through.


Name......: Buzzy Beetle.
Appearance: a black shelled beetle.
Attacks...: These guys will crawl across the ceiling of underground areas,
            dropping down to spin at Mario.


Name......: Chain Chomp.
Appearance: A black head chained to a single block.
Attacks...: When Mario draws near, these beasts will attempt to lunge and
            bite the hero.


Name......: Cheep-Cheep.
Appearance: An orange fish.
Attacks...: Swims lazily in a single direction, not really making any effort
            to hit Mario as he passes on by.  They can also be aggressive in
            their attacks, but surprisingly it is when Mario is on dry land,
            as they will attempt to leap into Mario.


Name......: Cheep-Chomp.
Appearance: A larger blue fish.
Attacks...: These annoyances will try to swallow Mario whole, regardless of
            his Power-Up situation.  They will often hound Mario for large
            portions of the level, so be wary of their attacks from behind,
            as they may not be gone yet.


Name......: Crowber.
Appearance: A black bird.
Attacks...: These members of the Corvid family will look to swarm Mario,
            often attacking in large groups.


Name......: Deep-Cheep.
Appearance: A green fish.
Attacks...: Very similar to Cheep-Cheeps, these baddies will actually try to
            hit Mario instead of just swimming along, so avoid them if you
            can.


Name......: Fire Bro.
Appearance: Red turtles that spit fire.
Attacks...: Another member of the infamous Hammer Brothers clan, these guys
            come in pairs, spitting out Firepower shots like it is going
            out of style.


Name......: Firebar.
Appearance: A chain of fireballs.
Attacks...: Locked onto a brick, these fireballs in a group will swing 
            around in a circle, attempting to touch Mario.  They are often
            positioned so Mario will have to pass right through their area.


Name......: Flame Chomp.
Appearance: A floating black head with trailing fireballs.
Attacks...: While floating through the air, it will pause momentarily to
            spit a fireball at Mario.  if it runs out of fireballs to use,
            it will attempt to explode in a kamikaze run at Mario.


Name......: Flamethrower.
Appearance: A small barrel that spews flames periodically.
Attacks...: In a tribute to the Exhaust Ports from the Airships in the Super
            Mario Brothers 3, these traps will shoot out flame in an attempt
            to scorch Mario when he passes by.


Name......: Giant Spiked Ball.
Appearance: A massive metal ball with spikes all over it.
Attacks...: Like the smaller version it will try to roll into Mario, but due 
            the girth it possesses, it is also able to smash through bricks 
            with ease, so watch out for it to appear suddenly from the side 
            or above.


Name......: Goomba.
Appearance: A walking brown mushroom.
Attacks...: These classic Super Mario Brothers enemies do nothing more than
            try to bump into Mario, usually attacking in groups.


Name......: Green Koopa Troopa.
Appearance: A green-shelled turtle.
Attacks...: This simple minded enemy has no self preservation skills, as it
            will just walk blindly forward to try and hurt Mario, but he 
            will not stop himself from walking into a pit, so ignoring them
            will typically work.  Also, though it is not quite the same, 
            their shell can be kicked, and if it hits Mario it will hurt 
            him.


Name......: Green Paratroop Koopa.
Appearance: A green-shelled, winged turtle.
Attacks...: Unlike the wingless cousin, these guys will usually fly in a set
            vertical pattern, not offing themselves.  However, they revert 
            to Green Koopa Troopas when they are stomped, as they lose their
            wings.


Name......: Hammer Bro.
Appearance: A hammer tossing turtle.
Attacks...: These guys (typically in groups of two) will attack by throwing
            hammers and jumping between the platforms they typically
            inhabit.


Name......: Kab-Omb.
Appearance: A walking bomb.
Attacks...: Much like a Bob-Omb, but their explosion does not hurt Mario.


Name......: Lakitu.
Appearance: A turtle riding in a cloud.
Attacks...: Lakitu is about as oldschool as they come, flying through the
            air, tormenting Mario by throwing his pet Spinies out to try and
            hurt Mario.


Name......: Mega Cheep-Cheep.
Appearance: A massive orange fish.
Attacks...: Muchy like the regular Cheep-Cheep it swims in a single 
            direction, ignoring Mario.


Name......: Mega Deep-Cheep.
Appearance: A massive green fish.
Attacks...: Muchy like the regular Deep-Cheep it swims directly at Mario, 
            actively seeking to hurt him.


Name......: Mega Unagi.
Appearance: A massive eel.
Attacks...: This sleek swimmer also boasts rows upon rows of dagger sharp
            teeth, so avoid the charges it makes as well as the biting
            attacks it utilizes.


Name......: Micro Goomba.
Appearance: Tiny brown walking mushrooms.
Attacks...: Much like their larger brethren, they will try to bump into 
            Mario to hurt him.


Name......: Paragoomba.
Appearance: A winged brown mushroom.
Attacks...: A flying Goomba that will make dive bomb attacks at Mario to try
            and hit him.


Name......: Piledriver.
Appearance: A spiky piston driven implement.
Attacks...: These positioned traps will just slam back and forth (either up 
            and down or side to side) in attempt to crush Mario.  However, 
            even their touch is hurtful to Mario, so be careful to not run 
            into a deployed trap.


Name......: Piranha Plant.
Appearance: Red petaled plant with teeth.
Attacks...: Customarily attacking out of a pipe (though they can be outside
            these confines as well), the Piranha Plant will try to bite 
            Mario as he tries to pass these carnivorous beasts.


Name......: Podoboo.
Appearance: A red fireball.
Attacks...: Found within lava pits, these burning entities will try to leap 
            out with a vertical jump to hit Mario as he crosses the lava
            expanses found within the castles.


Name......: Pokey.
Appearance: A segmented cactus.
Attacks...: Pokey will slowly shuffle and sway his segmented body in an 
            attempt to hit Mario, usually being positioned in such a manner
            that he will make it difficult for Mario to pass by.


Name......: Red Koopa Troopa.
Appearance: A red-shelled turtle.
Attacks...: Similiar to the Green Koopa Troopa, these guys actually half 
            some self preservation instincts, as they patrol a certain 
            platform, marching back and forth in wait of Mario's arrival.
            Also, though it is not quite the same, their shell can be 
            kicked, and if it hits Mario it will hurt him.


Name......: Red Paratroopa Koopa.
Appearance: A red-shelled, winged turtle.
Attacks...: Much like the Green Paratroopa Koopa, this winged turtle will
            patrol the airways, but it typically follows a horizontal flight 
            path when it tries to hit Mario.


Name......: Scuttlebug.
Appearance: A large legged spider hanging from the top of the screen.
Attacks...: They do not try to aggressively attack Mario, as they just bounce
            up and down on their silky lines that they produce.  However, if 
            they cut their thread, they will land and begin to hunt Mario in
            earnest.


Name......: Skeeter.
Appearance: Spindly legged, water walking bugs.
Attacks...: While flitting back and forth across the surface of the water 
            makes them tough enough to deal with while trying to leave the
            water, they also drop bombs downward periodically in an attempt
            to aggressively hurt Mario.


Name......: Sledge Hammer Bro.
Appearance: A massive Hammer Brother with sledgehammer weaponry.
Attacks...: Much like the smaller version, the Sledge Hammer Brother will 
            leap around, tossing sledgehammers to try and pick off Mario.
            However, he also boasts a massive ground slam that can stun 
            Mario for a few seconds.


Name......: Snailicorn.
Appearance: A horned snail.
Attacks...: When Mario lands on one of the ledges these beasts inhabit, it
            will charge him and try to ram the Italian plumber off the ledge
            to his doom.


Name......: Snow Spike.
Appearance: A snowball wielding foe.
Attacks...: With an endless supply of packed snowballs, he will try to pick
            Mario off at a distance.  Getting in close will make Mario an
            easier target, but these guys tend to be positioned right in the
            path of the level.


Name......: Spike Bass.
Appearance: A massive blowfish.
Attacks...: This fish will patrol the waters below the low lying areas of
            some shoreline levels, looking to leap up to hit Mario.  Though
            he can be defeated, he will return in mere moments, so watch out
            Mario.


Name......: Spike Top.
Appearance: A beetle with a spike.
Attacks...: These guys will ignore Mario as he passes by, but they do not
            need to go after him due to their spiky exterior.


Name......: Spiked Ball.
Appearance: A metal ball with spikes on it.
Attacks...: This object will try and roll into Mario, causing him harm.


Name......: Spiny.
Appearance: A spike-backed red beast.
Attacks...: The pet of Lakitu, they will be thrown from above by the cloud
            dwelling Lakitu, landing to start walking in a straight line.
            They also have spikes on their back, so they can not be killed
            through a leap, making them fairly dangerous for Mario.


Name......: Splunkin.
Appearance: A walking pumpkin.
Attacks...: It will walk along, trying to bump into Mario.  After one hit it
            will increase the speed it moves at, but a second hit will 
            destroy it.


Name......: Squiggler.
Appearance: a small Wiggler.
Attacks...: These tiny Wigglers will come out of pipes, looking to hit 
            Mario with direct touch.


Name......: Super Dry Bones.
Appearance: Massive skeletal turtles.
Attacks...: Truly big enemies, they will walk back and forth in an area to 
            try and touch Mario.  They also double as strength for moving
            blocks to try and crush Mario.


Name......: Super Piranha Plant.
Appearance: A massive red petaled plant with teeth.
Attacks...: Much like their smaller counterparts, except that they exist
            solely outside the confines of the pipes of the Mushroom 
            Kingdom.


Name......: Super Thwomp.
Appearance: A gigantic stone.
Attacks...: Much like regular Thwomps, this guy will try to squish Mario,
            but it can also crash through bricks and other materials, so be
            very careful around these foes.


Name......: Sushi.
Appearance: A blue shark.
Attacks...: Typically appearing in pairs, these guys will charge across the
            screen and attempt to hit Mario while en route.


Name......: Thwomp.
Appearance: A stone.
Attacks...: These classic Mario Brothers enemies will inhabit areas where
            Mario needs to pass through, crashing downwards as the Italian
            plumber draws near in an attempt to squash him flat.


Name......: Unagi.
Appearance: An Eel.
Attacks...: Found hiding in their small holes in rock faces, they will snap
            out in Mario’s direction to try and bite him.


Name......: Venus Fire Trap.
Appearance: A red petaled flower with fiery breath.
Attacks...: When these fellows pop out from their hiding place in a pipe, 
            they will fire one or two fireballs in Mario's direction, then
            retreat into the pipe, and then repeat the same attack.


Name......: Whomp.
Appearance: A large slate of grey rock.
Attacks...: When Mario comes close to their position, these guys will fall
            face first onto the ground, which seems silly but is a very 
            effective attacking strategy.


Name......: Wiggler.
Appearance: A yellow caterpillar with a flower in it's head.
Attacks...: The typical Wiggler is a happy creature, meandering around at a
            slow pace, but after it is attacked it will turn red and move 
            around at great speed in an attempt to hurt Mario.


                                o--------o
                                | Bosses |
                                o--------o

Just a quick note for all bosses (except 8-Castle Two), these are the following
damage scales, assuming each Boss has a total of 9 Hit Points when the battle 
begins:

Jump----------> 3 Hit Points
Fireball------> 1 Hit Point
Ground Pound--> 6 Hit Points
Mega Mushroom-> one hit kill

                                  =======
                                  1-Tower
                                  =======

Baby Bowser will attack Mario simply by running back and forth, attempting 
to ram him at full speed.  The way to defeat the monster is to hit him with
three leaps to the head, though he will retreats to his shell after every
bonk from Mario, so step away until he comes back from his hiding game.  The
other method for defeating Baby Bowser is to hit him with 9 Fireballs, 
though the Fireballs can be combined with the jump attacks to beat Baby 
Bowser as well.  Consider the Jump attacks remove 3 Hit Point Points and the 
Fireballs remove 1 Hit Point, meaning that to beat Baby Bowser, 9 Hit Points
must be removed.


                                 ========
                                 1-Castle
                                 ========

Baby Bowser will send in Bowser to fight against Mario... on a breakaway
bridge.  Yes, Baby Bowser has never read a history book apparently on the
entire game of Super Mario Brothers.  Anyway, Boswer can be taken down 
through three particular strategies:

  i) The easiest way to beat him is to get onto the elevator floating on the 
     bridge, waiting for Bowser to draw near so Mario can take a running
     leap past the beast to hit the switch and drop Bowser into the lava.

 ii) Fireballs can roast the beast, taking him out in a few short bursts.
     Although this manner will drop Bowser into the lava below, only hitting
     the switch will end the battle.

iii) This is an unorthodox option, but as Shell Mario you can bash Bowser 
     until he falls into the lava defeated.  The same rules apply for 
     hitting the switch to end the level.


                                  =======
                                  2-Tower
                                  =======

Baby Bowser will attack Mario simply by running back and forth, attempting 
to ram him at full speed on a platform that is not complete, as Mario can 
fall into the quicksand below, making it tough for him to escape and battle
Baby Bowser without taking a hit on the exit.  The way to defeat the monster
is to hit him with three leaps to the head, though he will retreat to his 
shell after every bonk from Mario, so step away until he comes back from his
hiding game.  The other method for defeating Baby Bowser is to hit him with 
9 Fireballs, though the Fireballs can be combined with the jump attacks to 
beat Baby Bowser as well.


                                 ========
                                 2-Castle
                                 ========

Head right and Mario will come face to face with the Mummy Pokey!  To win 
this battle Mario will need to put 9 Fireballs into the creature, hit it 
with three Shell Dashes, or jump on the head of the monster three times 
(you can also go Mega Mushroom on it as well if you are lazy).  The monster 
will attack by surfacing from the sand, spitting a projectile at Mario, and 
then disappearing below once more.  if you are going to use jumps to defeat 
it, only nail it when it is low enough to safely jump onto it.  Once 
Mario has won the battle, off to World Three he shall go!


                             OR AS MINI Mario!


Head right and Mario will come face to face with the Mummy Pokey!  To win 
this battle while Mini Mario, watch for the Mummy Pokey to poke out of the 
ground, noting the height it stops rising out at.  If it is too high for 
Mario to leap over the top of, avoid the incoming projectile and wait for 
the next reappearance, but when it does pop out at a low enough height to 
attack it, jump directly above it and perform a Ground Pound attack to 
damage the Mummy Pokey.  Repeat this pattern successfully twice more and 
Mario will be on his way to World Four!


                                  =======
                                  3-Tower
                                  =======

Bowser Jr. attacks here as usual, charging back and forth in an attempt to
run into Mario, but this time his platform has water all underneath it, so
falling in will make it tough to get back onto the ledge without taking a
hit in the process.  The usual 3 stomps or 9 Fireballs or a combination of
the two will end the battle, chasing Bowser Jr. from another Tower!


                                 ========
                                 3-Castle
                                 ========

Go to the right to find a bridge set up with fish below it, including the 
boss, Cheepskipper!  To defeat this foe, leap onto his head as he jumps up
above the bridge, getting him three times to beat him.  Just note that Mario
also has to contend with the leaping Cheep-Cheeps while doing this, and that
Fireballs can defeat the foe in 9 hits.  Not a tough boss, just leap 
carefully to defeat it, ending the tour of World Three!


                                  =======
                                  4-Tower
                                  =======

Bowser Jr. will once again take on Mario, but this time he will try some
different tactics.  If Mario attempts to clock him with a leap, he will
retreat into his shell.  Instead, leap over his charges, drawing him into 
throwing a green shell at Mario, which he should hop on to stop it, followed
by kicking it back into Baby Bowser to knock him onto his back, at which
point Mario should perform a Ground Pound to hurt the little beast.  Repeat
this pattern two more times, and he will go down in defeat.  Also note that
9 Fireballs will do him in, and they can hurt him at anytime during the 
bout.


                                 ========
                                 4-Castle
                                 ========

After the Goomba gets enlarged, stomp on the ?-Switch in the pit to make some
platforms appear to allow Mario to jump high enough to get above the Giant
Goomba, delivering a Ground Pound attack to hurt the monster.  Keep at the
attacks from above, landing three total hits to take it down.


                                  =======
                                  5-Tower
                                  =======

Bowser Jr. will return to his old tricks, simply trying to charge into 
Mario, though he can also leap into the air if given enough time.  Deliver
three stomps or nine fireballs or a combination of the two, beating the foe
quickly, but be wary of the icy platform, as it can make controlling Mario
precisely a difficult job.


                                 ========
                                 5-Castle
                                 ========

Petey Piranha will make his appearance here... yes, the Super Mario Sunshine
stand out will attack Mario, looking for some revenge!  Petey will start off
by flying into the air, trying to divebomb Mario (move out of the way as he
attacks), which will dizzy him, allowing Mario to hit him with a jumping
attack.  After this Petey will bounce up and down through out the room, so
dodge these attacks so he will take off into the sky once more, allowing 
Mario to repeat the dance two more times to finish off the beast and the 
World, gaining access to World Six!

                             OR AS MINI Mario!

Petey Piranha will make his appearance here... yes, the Super Mario Sunshine
stand out will attack Mario, looking for some revenge!  Petey will start off
by flying into the air, trying to divebomb Mario (move out of the way as he
attacks), which will dizzy him, allowing Mini Mario to use a Ground Pound on
his head.  After this Petey will bounce up and down through out the room, so
dodge these attacks so he will take off into the sky once more, allowing 
Mario to repeat the dance two more times to finish off the beast and the 
World, gaining access to World Seven!


                               ===========
                               6-Tower One
                               ===========

Bowser Jr. is again trying to charge and leap into Mario, so use the usual
attacks of three stomps or nine fireballs or a combination of the two will
take out the enemy.  However, this time Bowser Jr. has an extra trick up his
sleeve, which is the platform that will tilt as Mario and Bowser Jr. move 
around, so be careful to not fall into the spikes below.


                               ===========
                               6-Tower Two
                               ===========

Bowser Jr. will have reverted to his entering of his shell when Mario draws 
near, so leap over his charge, forcing Baby Bowser to huck a shell at you.
Stomp the shell and pick it up to hurl back, allowing Mario to land a leap
to the underside of the small Koopa.  Complicating this is the tilting
platform and the lava below, so be careful to keep stable footing through 
out the battle.  Note that Bowser Jr. can also be smoked by 9 Fireballs if 
you have the Firepower at any time, so feel free to roast him quickly!


                                 ========
                                 6-Castle
                                 ========

The Monty Mole Tank will fire off Bullet Bills, swinging the turret around
to try and hit Mario.  To further complicate this, Monty Mole will pop out
of the tank periodically to throw a Bob-Omb into the mix, but this is also
happens to be the time to go after the malicious Mole, leaping onto him 
before he can chuck the Bob-Omb.  This will cause Monty Mole to lose control
of the tank temporarily, which will fire off Bullet Bills in various 
directions until he regains control, at which point the cycle begins over.
However, each new round of attacks will have an additional cannon added to 
the tank, meaning Mario will have to scale the barrels of the weapons to
stomp Monty Mole.  Three hits will scrap the tank and Monty Mole, moving
Mario onwards in the game!


                                  =======
                                  7-Tower
                                  =======

Bowser Jr. will be using the hide technique if you try to leap on him, so 
jump over his advances and wait for a Green Koopa shell to be thrown, which 
Mario can stomp on to stop, followed by flinging it back to turn Baby Bowser
onto his back, allowing mario to leap onto the exposed stomach.  Land the 
typical three hits to end the bout, but Bowser Jr. has some mroe of those
moving granite blocks here, so be ready to fight their momentum when leaping
and running around on this small ledge.


                                 ========
                                 7-Castle
                                 ========

Jump up the platforms and head to the right, running into a Lakitu who 
controls the power of lightning... his name is Lakithunder!  Lakithunder 
will attack from his remote position above, throwing Spinies down for Mario
to dodge, which he augments with vicious thunderclaps from above.  Keep 
avoiding the attacks to outwait Lakithunder, who will make a divebomb at 
Mario, at which point Mario should leap onto his head to damage him.  Repeat
the pattern two more times, knocking him out and heading out for the last
World in the game!


                               ===========
                               8-Tower One
                               ===========

Bowser Jr. will be doing his usual throw the shell and get nailed, allowing
Mario to jump onto his stomach to damage him.  However, this battlezone will
have a couple extras trick to deal with, mainly the moving granite blocks on
the sides of the area, and two Flamethrowers will attack from below, so be
careful to not take a hit while chasing down Bowser Jr.  Three hits will end
the bout, sending Bowser Jr. scurrying off once more!


                               ============
                               8-Castle One
                               ============

Bowser Jr. will sic Skeletal Bowser on Mario, who is far less vulnerable 
than Bowser was in the first Castle of the game.  However, he still suffers
from the same beatable weakness in that once that switch behind him is 
touched, he drops form sight!  To perform this feat, simply dodge the 
incoming bone throws (mush like the SMB hammers Bowser could throw) and 
fiery breath attacks, waiting for Bowser to leap high into the air, at which
point Mario can go underneath and hit the switch.  Another tried and true 
way of getting to the switch is to just run right into Bowser, using the 
temporary invincibility to go hit the switch!


                               ===========
                               8-Tower Two
                               ===========

Baby Bowser will be doing his now familiar hide in his shell before tossing
a Green Koopa shell, so stomp the shell and throw it back to stun him, 
followed by planting a plumber boot in his exposed mid section.  Repeat the 
pattern two mroe times while watching out for the Podoboo attacks on the 
sides, and baby Bowser will make one last run for it!


                               ============
                               8-Castle Two
                               ============

Bowser Jr. will revive his destroyed father before the battle even begins, 
turning the bout into an unfair 2 vs. 1... if you were not the great Mario
anyway!  Start out by concentrating on Baby Bowser, jump his charges,
forcing him to throw a Koopa shell for Mario to stomp and throw back, 
followed by jumping onto his exposed stomach (though Fireballs really work 
well here), getting three hits to finish him off.  However, while taking 
down this wily foe, remember that Bowser will be attacking with his blue
flames that will track Mario down, but luckily their range is very limited.

Once Bowser Jr. has been dispatched, it is time to take care of Bowser.  
However, upon the defeat of scales and blood, Bowser will up the attacks, 
sending out multiple flames at a time, including three blue homing flames at
once!  Try to get in close to the monster, avoiding the flames (if the blue
flames come out, back and off let them dissipate), waiting for Bowser to 
leap into the air to allow Mario to go underneath him and to hit the switch
that rests on the right side of the room.  Note it is far easier to go under
him on the high leap, but it is possible to get under him on the small leap.

----------------------------------------------------------------------------
------------------------------1-Up Techniques-------------------------------
----------------------------------------------------------------------------

7) This section will look at a few ways to gather up many lives in one fell
   swoop, earning Mario a lot more chances to take down Baby Bowser and get
   the Princess back.


                             o---------------o
                             | 1-Up Mushroom |
                             o---------------o

Whenever one of these Green Mushrooms are collected, an extra life is 
awarded to Mario.


                           o-------------------o
                           | Collect 100 Coins |
                           o-------------------o

Simply put, get 100 Coins to gain an extra life.


                         o-----------------------o
                         | Mega Mushroom Rampage |
                         o-----------------------o

When Mario is in his massive form, he will fill a damage meter up, and after
the smushing and kicking ends, the meter will award up to five lives.  Every
chunk of the meter that is filled will result in a 1-Up Mushroom dropping 
into play.


                             o----------------o
                             | Starman Sprint |
                             o----------------o

When Mario finds an Invincible Starman, he will be able to blast through any
foe and defeat them.  However, with each kill he makes, he will receive an
increasing amount of points, which goes as follows: 200, 400, 800, 1000, 
2000, 5000, 8000, and then 1-Ups for each enemy killed there after.  Though it
is tough to do this due to the lack of length for an Invincible Starman's 
duration, it is possible in some enemy packed areas.


                            o----------------o
                            | Slope Slamming |
                            o----------------o

When sliding down a slope, Mario will be able to take out most foes.  As he 
slides, he will also gain increasing point totals, which works as follows:
200, 400, 800, 1000, 2000, 5000, 8000, and then 1-Ups for each Enemy killed 
there after.


                         o-----------------------o
                         | Touchless Stomp Chain |
                         o-----------------------o

If Mario is able to keep stomping on enemies without touching down to the 
ground, he will gain increasing points amounts, followed by 1-Ups.  The chain 
is as follows: 200, 400, 800, 1000, 2000, 5000, 8000, and then 1-Ups for each 
Enemy killed there after.


                           o-------------------o
                           | Flagpole Fragging |
                           o-------------------o

When Mario touches a Flagpole with an enemy and/or object on screen, he will
gain 1000 points.  However, if multiple objects/enemies are on screen, Mario 
will gain points in the following increments: 1000, 2000, 4000, 8000, and 
then 1-Ups for each additional object/enemy on screen.  Although rare in
occurrence, you can sometimes force this to occur in stages where Spinies or
Bullet Bills can be lured into the area of the flagpole.


                           o--------------------o
                           | Turtle Shell Combo |
                           o--------------------o

Kicking a Koopa Troopa shell through a line of enemies can gain extra lives.
The order of points go: 200, 400, 800, 1000, 2000, 5000, 8000, and then a 1-Up
for every enemy after that.  This is useful in only a few levels, but it is a 
technique that should be utilized by Mario as often as possible.


                          o-----------------------o
                          | Turtle Shell Ricochet |
                          o-----------------------o

This is a version of the above trick, but it uses just one shelled enemy.
If Mario could jump on a shell, and as it rebounded, Mario could land on it,
which could continue for a bit through the same point values as listed above 
in Turtle Shell Combo, and then 1-Ups would occur.  Keep in mind that most of 
these have Green Paratroopa Koopas that need to be de-winged, retreated into 
their  shells, and they have to come to a rest on a block with space below to 
stand on.  The following diagram will show how to go about getting the 
multiple 1-Ups (using World 2-4):

__________________________________
Key                               |
                                  |
GK - Green Koopa Troopa           |
MP - Mario's Position             |
RK - Retreated Green Koopa Troopa |
                                  |
__________________________________|


          ==========
          FIGURE ONE
          ========== 

                 _
               _|_|
           GK_|_|_|
           _|_|_|_|
         _|_|_|_|_|
       _|_|_|_|_|_|
     _|_|_|_|_|_|_|
  MP|_|_|_|_|_|_|_|
__|_|_|_|_|_|_|_|_|__

Mario arrives at the staircase, and he will get onto the stairwell (bottom 
step is easiest to get to).  Now Mario can get ready for FIGURE TWO.

          ==========
          FIGURE TWO
          ==========

                 _
               _|_|
             _|_|_|
           _|_|_|_|
         _|_|_|_|_|
       _|_|_|_|_|_|
    RK|_|_|_|_|_|_|
  MP|_|_|_|_|_|_|_|
__|_|_|_|_|_|_|_|_|__

Mario will now wait for the Green Koopa Troopa to start it's step down to the 
step above Mario's position.  Mario will jump at that exact point, and the 
Green Koopa Troopa will be retreated into it's shell, and the shell will be 
kicked.  The shell should stop on the same step however, and this sets up 
FIGURE THREE.

          ============
          FIGURE THREE
          ============

                 _
               _|_|
             _|_|_|
           _|_|_|_|
  MP     _|_|_|_|_|
   ^   _|_|_|_|_|_|
   |RK|_|_|_|_|_|_|
   v|_|_|_|_|_|_|_|
__|_|_|_|_|_|_|_|_|__

Mario should now jump up straight with a tap jump, and he will start to 
bounce off of the shell repeatedly, which will increase in point increments 
(as listed in Turtle Shell Combo), and then 1-Ups will start to ring in.  At
some point, Mario will stop doing this, so he should jump back on for more
chances.

----------------------------------------------------------------------------
---------------------------------Minigames----------------------------------
----------------------------------------------------------------------------

8) This section will look at the Mario vs. Luigi multiplayer and at the 
   various single player distractions found within the game.


                            o-----------------o
                            | Mario vs. Luigi |
                            o-----------------o

After connecting to your opponent (in this game, you only need the one game
cart to play this mode), the game will set out options for the rules of the
game:

  i) Set the number of wins.
 ii) Set the number of Big Stars to collect for a victory.
iii) Set the number of lives for the match for Mario and Luigi (includes
     endless setting).
 iv) Set the time for each course, though it also has a random feature.


Once the game starts, the goal is to collect enough Big Stars to defeat your
opponent, though they can also be stolen from your rival if they have any
by attacking them with leaps, hitting from underneath, or with Power-Ups.

Coins can be collected in this mode, with every 8 snagged causing an Item to
appear for collection.

Although the point is to go right after those Big Stars, sometimes it is 
best to let your opponent do the dirty work of collecting, ambushing them
as soon as they get it to relieve them of what is rightfully yours.


                                o--------o
                                | Action |
                                o--------o

                              ===============
                              Snowball Slalom
                              ===============

Objective: Get the Snowball across the finish line before time runs out.
Strategy.: Simply put, you will have to repeatedly move the stylus from 
           bottom to top on the Touch Screen, building up speed.  Also, you
           will need to do miniscule left and right corrections on the Touch
           Screen, avoiding the rocks and penguins that litter the path.
           Work on getting a very smooth stroke with the stylus, having 
           little time wasted with the stylus off the Touch Screen.


                               =============
                               Lakitu Launch
                               =============

Objective: Get as many Spinies into the Lakitu held shells as possible.
Strategy.: Pull down on the Touch Screen to pull the slingshot taut, 
           followed by releasing to launch.  You will need to aim the 
           trajectory of the shot by moving left and right on the Touch 
           Screen while pilling back for power.  After firing a shot, glance
           at the top screen to see where the Lakitus are moving to, at
           which point you should start the aim and pull back on the Touch
           Screen.  It takes about a second to reload the slingshot, so 
           practice on getting a smooth rhythm down for a constant rate of
           fire.


                         =========================
                         Danger, Bob-Omb!  Danger!
                         =========================

Objective: Help the Bob-Omb avoid having his fuse lit by Bowser and the
           fireballs.
Strategy.: For this game, the stylus should ALWAYS stay in contact with the
           Touch Screen.  Move the Bob-Omb around the screen, avoiding the
           incoming fireballs, but do keep an eye out for Bowser's flame, as
           he may try to cut your area off with a long blast of flame.


                               =============
                               Whack-A-Monty
                               =============

Objective: Hit as many Monty Moles as possible, but do not hit Luigi.
Strategy.: Simply put, always have your stylus moving, touching the Monty
           Moles while avoiding the Luigis.  Perhaps the easiest way to do
           this is to simply train your brain to look for brown as targets 
           and to avoid green, as that is faster than making a full identity
           check on your targets.


                              ==============
                              Balloon Racing
                              ==============

Objective: using your breath, lift Yoshi past the Shy Guys to reach the goal
           before time runs out.
Strategy.: This game will be a very frustrating one, as it is extremely
           tough to use your breath to give Yoshi the proper momentum to get
           past charging Shy Guys and to hold up and wait for the Shy Guys 
           to clear a path above.  Carefully move Yoshi upwards, reaching 
           the goal, but sometimes taking a hit may work in your favour, as
           he can get by the Shy Guy quicker than waiting for the foe to
           move.


                                o--------o
                                | Puzzle |
                                o--------o

                                  =======
                                  Wanted!
                                  =======

Objective: Pick out the character from the Wanted poster on the top screen 
           and touch him.
Strategy.: Although the game starts out with very little challenge, the 
           screen will quickly become filled up with other Mario characters.
           To further complicate matters, as you progress in level the 
           character faces will begin to move, making it possible to miss 
           them.  For every correct character you get, 5 is added to your 
           time, BUT for every incorrect character you get, a whopping 10
           is removed from your time.


                              ==============
                              Which Wiggler?
                              ==============

Objective: Pick out the Wiggler that matches the one on the top screen.
Strategy.: The best method for identifying the Wiggler early on is to
           pick out two body segments you feel comfortable identifying (I 
           choose the last two on the Wiggler), followed by finding that 
           Wiggler below.  However, as the levels progress, the Wigglers 
           move and the body markings begin to become really hard to 
           identify, so you will need to expand your area of identification 
           to extra segments.  For every correct Wiggler you get, 5 is added
           to your time, BUT for every incorrect Wiggler you get, a 
           whopping 10 is removed from your time.


                             =================
                             Hide And Boo Seek
                             =================

Objective: Locate and touch the Boos in their hiding places to reveal them.
           Find them all before time runs out.
Strategy.: Watch where the Boos are moving on screen before the lights go
           out, and begin to run the screen where they are.  When the lights
           do go out, this will reveal the hiding Boos.  However, as their 
           numbers increase, begin like this, but quickly switch over to a
           quick search stroke, finding specific Boos in the process to stop
           on momentarily to reveal completely.


                               ============
                               Puzzle Panel
                               ============

Objective: Match the bottom screen to the top screen by touching the panels
           to flip them over, performing the deed in the turns allotted.
Strategy.: Remember that for whatever panel you touch, it and each panel 
           that touches it will flip over, which includes the four diagonal
           panels.  Look carefully before touching the screen, remembering
           that panels that are on the border of the design will not have as
           many panel flips occur, making them strategically valuable in
           most puzzles.


                              ==============
                              Coincentration
                              ==============

Objective: Watch the falling Coins and choose the block that holds them, but
           choose wrong and the game will end.
Strategy.: Although it is tough to, try to choose two rows to watch, getting
           a fairly good idea of where the Coins are.  Although it leaves 
           one row fairly unscouted, it will make for a fairly high score.


                                o-------o
                                | Table |
                                o-------o

                               ============
                               Memory Match
                               ============

Objective: Match up all the cards before making three mistakes.
Strategy.: This is a game of chance, but by using a system it will lessen
           your chances of failure.  Start out by choosing two cards beside 
           one another (just as likely to match as any two other choices),
           remembering what each card is (I like to use a single letter for
           easy identification instead of a full name), followed by checking
           a different card on the next turn.  If it matches one of the
           cards flipped previously, then match it up, but if it is 
           different than the previous two, pick the card beside it (again
           memorize where they are if they are not a match).  By using this
           fairly simple system, you will be able to advance through 
           multiple rounds with ease.


                               =============
                               Picture Poker
                               =============

Objective: Beat Luigi's hand to win some Coins.
Strategy.: Card values are as follows...
           Cloud -> Mushroom -> Fire Flower -> Luigi -> Mario -> Starman

           Hand Hierarchy is as follows, with the multiplier for winning in
           brackets...

           Junk -> One Pair (2) -> Two Pair (3) -> Three of a Kind (4) -> 
           Full House (6) -> Four of a Kind (8) -> Five of a Kind (16)

           Whenever it appears that you will have a high Two Pair or better,
           increase the bet to the maximum amount of five Coins, as you are
           fairly likely to win.  When picking which cards to throw away,
           it is rare you want to hold a card that has no match, with the 
           sole exception being when you have Junk (ie five different 
           cards).


                                ===========
                                Pair-A-Gone
                                ===========

Objective: Match up all the cards in a line (vertical/horizontal/diagonal)
           to clear them away.
Strategy.: Match up two of the same card to begin clearing the table, trying
           to avoid getting some cards split up near the end.  As the number
           of cards on the table lessens, you will really need to consider 
           what each pair cleared will do to the card position.


                                o---------o
                                | Variety |
                                o---------o

                               ==============
                               Mario's Slides
                               ==============

Objective: Guide Mario to the star five times by drawing new slides for him
           to ride, but lead him to a Piranha Plant and the game ends.
Strategy.: Always draw your lines high up on the bottom screen, as that will
           leave more recovery room for later on in the level when you have
           to account for the extra lines that you have created earlier.  
           This also applies for when Mario speeds up, as it will leave a 
           bit of a safety net for you as well.


                              ===============
                              Sort Or 'Splode
                              ===============

Objective: Sort the red and black Bob-Ombs into their respective areas, as
           putting one into the wrong pen will end the game.
Strategy.: To start it is very easy to sort them, so get them into their 
           pens quickly, as the numbers and speed at which they appear begin
           to increase.  if you take too long to get Bob-Ombs into their pen
           the colour of the one that exploded will cause their respective
           coloured Bob-Ombs to be counted up, allowing the game to continue.
           Note that once a pen reaches it maximum capacity (ie 40 Bob-Ombs)
           that the game will add them up before allowing you to try for more
           of that type.


                            ==================
                            Bounce And Trounce
                            ==================

Objective: Three Marios will need to be kept aloft by touching them to send
           them leaping into the air, trying to stomp the Shy Guys.  Miss 
           three times and the game ends.
Strategy.: Simply put, keep the three Marios in the air.  At first it is
           easy enough to try and aim the three Marios at the Shy Guys, but 
           as the sky becomes thick with the red coated fellows, it becomes
           a game of survival, making sure that Mario can get past the swarm
           above.


                               =============
                               Bob-Omb Squad
                               =============

Objective: Shoot the Bob-Ombs out of the sky so they can not hit your 
           flowers in the garden, as losing all four flowers will lose the
           game.
Strategy.: Launch shots constantly, trying to line up each new shot mentally
           while tracking the previous shot to see if it hit the intended
           target.  As the sky thickens with attackers, try to hit multiple 
           Bob-Ombs with one shot, and take careful aim to hit Lakitu as he
           moves back and forth across the screen (if he is one corner, get
           aimed for the other corner and nail him when he moves there).  
           When the Bob-Ombs get onto the bottom screen, still aim upwards,
           but pull the shot down lower than the incoming Bob-Omb, 
           destroying it as soon as it is launched.


                              ===============
                              Trampoline Time
                              ===============

Objective: Get the three Marios into the open door by drawing in trampolines
           to bounce them in there, but three misses will end the game.
Strategy.: Much like the Bounce and Trounce, the primary goal is not to aim
           Mario to the doors, but rather to keep all three in the air.  If
           they are kept moving, then eventually they will make it to the 
           door.  Just be careful to not seal a Mario below other 
           Trampolines, as you will have to keep him afloat with more and
           more drawings, likely ignoring the other Marios, which ends up
           badly (usually anyway).

----------------------------------------------------------------------------
----------------------------------Secrets-----------------------------------
----------------------------------------------------------------------------

9) This section will examine some of the many secrets and tricks found 
   within the game.  I accept contributions, so feel free to send any in and
   I will add them as I see fit, giving credit to those who contribute.


                           o--------------------o
                           | Stars On Your File |
                           o--------------------o

As you progress in the game, you will get Stars that are awarded to you for
achieving certain feats.  These goals are:

  i) Save Princess Peach.
 ii) Defeat every level in the game, including the Alternate Exits (read 
     below for information on which levels have them).
iii) Spend every single Star Coin.


                         o-----------------------o
                         | Alternate Exit Levels |
                         o-----------------------o

The following levels have Alternate Exits, so look in the walkthrough under 
the "Alternate Route" heading to find out how to reach these areas.

1-2
1-Tower
1-5
2-3
2-A
2-4
3-2
3-Ghost House
4-1
4-Ghost House
5-2
5-B
5-Ghost House
7-Ghost House
7-4
7-5
7-6


                           o-------------------o
                           | World 4 & World 7 |
                           o-------------------o

When fighting the boss of World 2 and World 5, if done as Mini Mario it will
allow Mario to go through the narrow opening in the next room of the castle
to end up in the lower Worlds on the map screen.  These are not "small" 
worlds, as you are not forced to be Mini Mario for the entire World, they
play just like regular Worlds.


                             o----------------o
                             | Flagpole Rules |
                             o----------------o

The flagpole is how each regular level is finished, with Mario trying to land
on it to gain points based on how high up the Flagpole he manages to reach.

             /
1-Up--------|  _
             \(_)
              /|
8000---------| |
              \|
              /|
4000---------| |
              \|
              /|
2000---------| |
              \|
              /|
800----------| |
              \|
              /|
400----------| |
              \|
              /|
200----------| |
              \|
              /|
100----------| |
              \|
              _|_
             |   |
_____________|___|

If Mario manages to land around the ball on top of the Flagpole or higher,
he will actually get a 1-Up for his efforts.  You are not able to jump clear
over the Flagpole, so do not waste your time trying, as you will just fall 
down to grab the Flagpole and get that aforementioned 1-Up!

However, the Flagpole also holds some additional surprises, which are based
around the time remaining on the clock when Mario touches said Flagpole.  
The little touches and odes to the past are what make this a great game, so
it makes sense that every now and then you will get the classic level 
clearing music from the original Super Mario Brothers.  To achieve this feat
and to get some classic fireworks as well (worth 4000 points a pop), you 
will need to have the following time left on the clock (note the times are
listed without the hundreds column, as they are not required for this 
trick):

X11 = 1 Firework
X22 = 2 Fireworks
X33 = 3 Fireworks
X44 = 4 Fireworks

Now, while this is pretty coo, the multiples of 11 for the timer will also
play into making an extra Mushroom House appear on the overworld, which will
be deposited on the first spot in each world (just to the left of the first
level).  The following times will yield the following Mushroom House type:

X11 = Item Toad House
X22 = Item Toad House
X33 = Item Toad House
X44 = Green Toad House
X55 = Green Toad House
X66 = Green Toad House
X77 = Mega Toad House
X88 = Mega Toad House
X99 = Mega Toad House

Note that only one Toad House may be on that spot at one time, so go enter 
and get the prize from inside, allowing you to create another one in that 
spot.  This is a good way to get an Item you need for a level (say you need
to be Mini Mario or Shell Mario... it makes getting the Item fairly easy).


                           o-------------------o
                           | Luigi Adventuring |
                           o-------------------o

Despite being treated as nothing better than a joke in most Mario games (in
particular the Mario RPG's), some people still love the slimmer, younger 
version of the Mario Brothers.  To play as Luigi, simply hold down the 
L Button and the R Button while selecting the game file you wish to use.
Note that he plays no differently than Mario, but we all know Luigi is the 
cooler of the two Mario Brothers!



                        o------------------------o
                        | Item Toad House Fixing |
                        o------------------------o

You want to be able to get that specific Item when you need it the most?  
The following method will help make the results end in the manner that you
seek.

First off, the order of the Items in the large box are as follows, repeating
endlessly:

Super Mushroom -> Fire Flower -> Blue Shell -> Mini Mushroom

Now, if you wish to get a specific Item, simply go in and get under the box,
followed by repeatedly pausing and unpausing the game.  Watch the Item box
carefully to see which Item showed up last, watching for the Item that is
TWO positions to the left of your desired item.  This means that if you seek
an item, use the following chart:

                      _______________ ______________
                     | Pictured Item | Desired Item |
                     |_______________|______________|
                     |Super Mushroom |  Blue Shell  |
                     |_______________|______________|
                     |  Fire Flower  |Mini Mushroom |
                     |_______________|______________|
                     |  Blue Shell   |Super Mushroom|
                     |_______________|______________|
                     | Mini Mushroom | Fire Flower  |
                     |_______________|______________|

Although it is not 100% foolproof, it is highly accurate, making it an ideal
way to get that much needed or wanted Item.

----------------------------------------------------------------------------
----------------------------------Credits-----------------------------------
----------------------------------------------------------------------------

10)This section will thank those who have contributed to this FAQ.


Devin Morgan - Has helped me in numerous ways, most notably being some enemy
               names I did not have and a few Star Coin locations.  Thanks 
               guy, you rule it as always...  IN DA RIVER!

Kirby5790 - Thanks dude for the various corrections and suggestions, 
            extremely useful.

----------------------------------------------------------------------------
--------------------------------Final Word----------------------------------
----------------------------------------------------------------------------

11)As is the usual, this walkthrough is copyright property of Brian P. 
   Sulpher, 2006.  The only website, group, person, etc. to have access to
   post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and 
   www.honestgamers.com.  You must ask for permission before posting this, 
   as doing so without consent is a violation of international copyright 
   law.

   If you liked it, hated it, have anything to add, then please E-mail me at
   [email protected].  You can also contact me through MSN messenger
   through the same E-mail address.

   This game is not a direct copy of the old school style, nor should it be 
   expected to.  No, it is a game with it's own flair, challenges, and it
   offers up great music, astounding backgrounds and settings, including
   enemies that react to the music of the level!  Enjoy the ride, Nintendo
   got this one right!

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