FAQ/Walkthrough - Guide for New Super Mario Bros.

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                    New Super Mario Bros. FAQ/Walkthrough
                             For the Nintendo DS
                    Version 1.55 (Last Updated 8/22/2006)
                               By Devin Morgan

      This file is Copyright (c)2006 Devin Morgan. All rights reserved.

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Table of Contents

1. What's New
2. Introduction
3. Story
4. Controls
5. Overview
6. Walkthrough
7. Enemies
8. Items
9. 1-Player Mini-Games
10. Secrets/Tips and Tricks
11. Credits
12. Copyright Notice
13. Contact Information

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-=-=-=-=-=-=-=-=-=-=
-=  1. What's New -=
-=-=-=-=-=-=-=-=-=-=

Version 1.55 (8/22/06): Added information on Challenge Mode to the Secrets 
section of the guide.

Version 1.5 (6/17/06): Made a minor correction regarding the Sort or 'Splode 
minigame.

Version 1.45 (6/12/06): Yet another Mini Mushroom location was added to the 
mix.

Version 1.4 (6/8/06): I finally got to adding information on the Vs. Only 
mini-games today. See that section of the guide for more details.

Version 1.35 (6/5/06): I added a couple things to the Secrets section, one 
thing of importance being the list of Mini Mushroom locations outside of Toad 
Houses, so check it out. As an added note to those who read the FAQ: please 
do not send me email saying that you can get such and such Star Coin, or beat 
a certain boss by using a Mega Mushroom. I know that, but it's a horribly 
cheap way to go about the game, and it wouldn't make this guide all that 
useful if I told people to use an item at every tough spot!

Version 1.3 (6/2/06): Made a couple more small additions/corrections.

Version 1.25 (5/29/06): Of course, I added some more bits and pieces here and 
there thanks to various submissions I've received today!

Version 1.2 (5/28/06): Added another method to get infinite 1-Ups, and added 
a small bit about the Blue Shell's ability to make you move faster when 
underwater.

Version 1.15 (5/25/06): Updated the method for unlocking background pattern 5 
in the Secrets section. Also, I updated part of the walkthrough for the final 
castle, thanks to Matt K.

Version 1.1 (5/24/06): I added an enemy list, thanks to Boo Destroyer!

Version 1.05 (5/23/06): Added/changed a bunch of things, including new and 
different methods for obtaining certain Star Coins, as well as a couple new 
secrets in that section of the guide.

Version 1.0 (5/20/06): The main walkthrough, as well as the other sections of 
this guide, are fully complete! If there is more to be added, let me know via 
email, otherwise thanks for reading!

Version 0.8 (5/20/06): The walkthrough is complete up to the end of the first 
castle in World 8. The final stages of the guide will be added later today, 
and the supplementary sections will be worked on as well.

Version 0.6 (5/19/06): Right now, the walkthrough is done through World 6.

Version 0.45 (5/17/06): The main walkthrough is now complete up to the start 
of World 5.

Version 0.3 (5/16/06): Walkthrough now covers through World 3.

Version 0.1 (5/15/06): The first version, which covers all of World 1. More 
to come shortly.

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-=-=-=-=-=-=-=-=-=-=-=
-=  2. Introduction -=
-=-=-=-=-=-=-=-=-=-=-=

After so many years of having a successful franchise, Mario returns to his 
roots for a brand new adventure on the Nintendo DS. It is a wonderfully fun 
game, which absolutely delivers, despite being an old-style platformer. This 
title definitely has plenty of new tricks, and uses the power of the DS to 
bring life and depth to this platformer. When you play New Super Mario Bros., 
you will be reminiscent of Super Mario Brothers 3 and Super Mario World 
especially, if this were to be compared with any previous Mario game. Without 
a doubt, Mario is back with another hit of a game, and this is it!

*****************************************************************************

-=-=-=-=-=-=-=-=
-=  3. Story  -=
-=-=-=-=-=-=-=-=

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!

*****************************************************************************

-=-=-=-=-=-=-=-=-=
-=  4. Controls -=
-=-=-=-=-=-=-=-=-=

Control Pad: Move Mario, move cursor on menu screens

    Down: Go down pipes, slide (press while running/going down a hill)

    Up: Climb vines, ropes, etc., climb onto a ledge when hanging, enter
        doors, grab onto fences

Start: Pause game, view menu screens

A: Jump (press Down while in air to ground pound; press again when landing
   and while dashing to perform double or triple jumps), wall jump (press
   Control Pad in direction of wall you are sliding on, then jump), confirm
   selection on menu screens

B: Same as A for Mario's functions, cancel selection on menu screens

X/Y: Dash (hold while moving to go faster), pick up an item in front of you
     (hold to carry it), use current special ability, punch through fences

L/R: Scrolls the map screen to the left and right

*****************************************************************************

-=-=-=-=-=-=-=-=-=
-=  5. Overview -=
-=-=-=-=-=-=-=-=-=

================
Main Menu Screen
================

Mario Game: This option will let you enter the single-player adventure. You
            can pick one of three save files to play, or you can copy/erase
            already existing data.

Mario Vs. Luigi: Here is where you can connect to another player with a DS in
                 the same room, and play against them. You will have to
                 choose if all players have this game card, or if you will be
                 the host of the match. In the actual game, you can pick 1 of
                 5 courses to run around in, collecting Stars. In there, you
                 can get items and attack each other to steal Stars. If you
                 collect 8 coins, you will receive a new item from above and
                 the coin counter will reset. Based on your settings, whoever
                 collects the most stars during the course of the game, wins.

Minigames: Here, you can access the various mini-games included with the
           game. You will be able to choose to play them by yourself, or
           enter multiplayer mode, and play against other people in the same
           room with a DS and this game.

Options: You can change the audio settings and control scheme here.


=========
World Map
=========

If you have played Super Mario Bros. 3 or Super Mario World, then you will be 
familiar with the overhead map view in this game as well. The map shows the 
individual levels, which you can access by walking along the map with the 
Control Pad. There are many levels in each world, and not all of them are 
accessed by conventional means; that said, you will have to do some extra 
exploring to find all the secret routes to "hidden" stages.

On the touch screen, you will see a dotted map of the current world. It will 
show your current position, the world's tower and castle, and all stages you 
can access (they appear as white dots), secret or otherwise. On the top 
screen, you will see a graphical version of the world map, which you can move 
around on. The next course you have to beat is designated by a red circle, 
completed courses are blue, and courses you are unable to reach yet are 
black.

Also on the world map, you will find that each time you exit a stage, either 
a Winged Block or a Hammer Bro will move around to a new location on the map. 
If you enter the stage where either of them is located, you will find a 
Winged Block at the start of the stage which yields a good item, or a Hammer 
Bro to fight. They are optional, but can prove to be quite helpful as you 
play through this game.


================
Saving Your Game
================

As you may have already figured out, you can't just save your game at any 
given time. You will be given the option to save when you complete Towers and 
Castles (the first time only). Also, when you pay out Star Coins to open up a 
new path on the map, you will be allowed to save then as well.


==========
Star Coins
==========

As you may have guessed, there are two varieties of coins found in this game. 
The regular kind are plentiful, and give you an extra life if you collect 
100, but these Star Coins are much larger and rarer. There are three of them 
to be found in each stage (1000 points each). While they may be optional to 
collect, you will need to have them in order to pay and access certain areas 
on the world map.


===========
Toad Houses
===========

Another aspect of Super Mario Bros. 3 returns to this new title as well. When 
you go to this house, depending on the color/size of the house, you will get 
to do one of three things, outlined below.

Green House: In this house, you will play a mini-game of sorts. There will be
             several blocks lined up: most will have 1-Ups, one will have 3
             1-Ups, one will have a multiplier to increase your winnings, and
             the last one will be a Bowser Card. You can hit blocks and gain
             more 1-Ups, but if you hit the Bowser Card, the game will end.
             You get to keep what you won up to that point, though.

Item House: In the regular colored house, there will be a giant item box in
            the middle of the room, visibly alternating between several items
            (Mushroom, Fire Flower, Blue Shell, and Mini Mushroom). Whichever
            item is displayed when you hit the box, is what you will receive.

Mega House: This large-sized house will give you a Mega Mushroom when you
            enter, that's all.


==============
Midpoint Flags
==============

As you run through a stage, you may notice a white flag suddenly appearing at 
a certain point in each stage. When that happens, you have just passed the 
stage's midpoint. If you die or exit/reenter the stage, you will be able to 
start from the midpoint (as long as you don't enter another stage before 
returning).


============
Progress Bar
============

When you are playing in an actual level, if you look at the touch screen 
there will be a horizontal bar along the top. It will show your current 
position (as shown with Mario's head), the level's midpoint (assuming you 
passed it already), and the stage's goal. The Mario icon will move to the 
left or right as you progress through the level. It is a good way of judging 
how far into a given stage you are, and in some places, if you're even going 
the right way!


=============
Reserve Items
=============

On the touch screen, you will notice there is a large circle where an item 
can be held. When you get an item from a Toad House, that item will sit in 
that slot. Also, suppose you are playing a stage and you are Fire Mario; if 
you find another Fire Flower and you don't already have a stored item, the 
extra flower will go there. You can use the item in reserve anytime by 
touching it, obviously. When you lose a life, you won't lose that reserve 
item, which can really be useful especially in the later worlds.

Please note that certain items have higher priority and will replace a 
currently stored item if you get them (if you have a Fire Flower stored and 
you are Shell Mario, when you find a second Blue Shell it will replace the 
Fire Flower). Also, Mega Mushrooms from the Toad House will replace any 
stored item.

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=
-=  6. Walkthrough  -=
-=-=-=-=-=-=-=-=-=-=-=

=======
World 1
=======

S: Start Point
#: Stage Locations
T: Tower
C: Castle
W: Warp Zone Cannon
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
BT: Background Toad House (only appears after you beat the game)
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.

     BT          GT                MT            /--- 5 ----------\
      *           *                 |           |     |           |
      *           *^x5              |^x5        |     |           |
S --- 1 --- 2 --- 3 --- X --- T --- 4 --------- X      \---GT     X --- C
            *           *     *                 |vx5              |
            *           *     *                 |                 |
             ****RT ****       **** W    IT --- A ---------------/

Stage 1-1
---------

In this opening stage, you should expect nothing out of the ordinary, aside 
from the basics in a Mario game. Go right and hit the second block to get a 
Mushroom, then stomp some Goombas as you continue onward. If you jump onto 
the block formation ahead and hit the high block enough times, you will get a 
bunch of coins, as well as another Mushroom (which you'll most likely be 
storing right now).

Up ahead, hit the lone block and you can take a Mega Mushroom if you're in 
the mood for wreaking havoc in the region, as well as gaining a 1-Up or so. 
Hop over a pit and jump from the pipe to reach some high blocks, then jump to 
grab Star Coin #1. At the next block formation, hit the top middle block to 
make a beanstalk appear. Climb it to a secret cloud area, where you can jump 
through a Red Ring to make 8 Red Coins appear for a limited time. Collect 
them all and you will receive a 1-Up, then drop down to the area below 
once more.

On the ground again, backtrack to the left a little and go down the pipe into 
an underground area. Collect some coins and crush some Goombas, and collect 
Star Coin #2 at the far right before going through the exit pipe. Above 
ground once more, go back left and ground pound through some blocks to reach 
Star Coin #3. With your obligations done here, simply head right to the 
steps. Jump up them and hop over to the flagpole to exit the first stage!


Stage 1-2
---------

You start this underground stage in a ground pound, dropping through some 
blocks to collect coins below (assuming you're Super Mario). Hit the first 
block to the right to get an item (Mushroom or Fire Flower), and ground pound 
some more to collect coins if you desire. For added coinage, you can ground 
pound into a hidden area below and grab 24 coins before springing/jumping 
back to the upper path.

Run and jump onto the blocks in the air so you can reach Star Coin #1 in the 
upper alcove, then go down and continue right. Get through some Goombas and a 
Koopa Troopa, and you will reach a block formation with Star Coin #2 in the 
middle. Jump on the Koopa Troopa and kick its shell to break through the 
blocks, netting you the coin in the process.

Go right some more and run/jump across the giant tilting platforms. When you 
reach the second tilting ledge, first thing you should do is get rid of the 
Koopa Troopa walking on it. Then, stand on the left side and run to the 
right, causing it to sharply tilt upward to the right.

Run up the hill and jump onto the ceiling, and run right above the first pipe 
to a hidden room (don't do this and go into the pipe only to access the 
regular exit leading to Stage 1-3). In the hidden room, pick up Star Coin #3 
and go through the pipe to reach the secret goal, which opens up a shortcut 
to the Tower on the world map.


Stage 1-3
---------

Here, you will be faced with a whole load of tall mushroom platforms. Head 
right and jump across some platforms, collecting coins and crushing Goombas 
along the way. When you reach the Spin Block, jump onto it and fly upward to 
the next ledge. If you want to land quickly, simply press Down on the Control 
Pad to perform a spinning drill stomp.

Jump onto the second Spin Block and float upward while spinning. Bounce on 
the mushroom platform to reach Star Coin #1 above you. Then, glide to the 
right while following a coin trail through the air. If you choose to fall, 
there are platforms below, so don't worry about that. You can jump to an 
upper mushroom platform to receive Star Coin #2 at the end of said coin 
trail.

Further along, there are a series of tilted platforms that move up and down, 
so jump across them to reach Star Coin #3. Up ahead is a Red Ring which you 
can jump through to collect 8 Red Coins and gain an extra life. Either way, 
continue right across a few more wobbling platforms to reach the flagpole.


Tower
-----

In the very first tower you'll face, there are Dry Bones enemies, which are 
impervious to fireballs and will just come back to life after a few moments 
if you jump on them. Anyway, jump up the ledges and through the openings when 
the gray blocks move apart. Be careful that you don't get crushed between the 
gray blocks when jumping between them to reach an upper ledge, though! For 
the next part, wait for the entire formation of gray blocks to move down, 
then run left/right across the area when the opening appears. Then, jump up 
to the ledge above you and run back across at the next opening.

At the top of this formation, go right and collect Star Coin #1. Get to the 
left side and jump up a couple ledges to reach a pipe. Go down the pipe and 
you will be launched straight up to a small ledge. A line of coins will also 
appear below you. Slide down the left wall, collecting all the coins, then 
wall jump to the ledge with the door. Go inside and jump to get Star Coin #2, 
then exit through the lower door.

NOTE: If you are Shell Mario and you go into this room, jump to the northeast
      opening and walk into a hidden room. There, use your shell form to
      break through the blocks leading to the red pipe to the right. Then,
      jump to the flagpole and you will open up the Cannon stage outside.

You will be to the right of the pipe now. Jump upward into the room ahead and 
wait for the gray blocks to recede, then jump up the blocks one at a time to 
reach the top. Be careful of the spikes to the left, though. At the top, you 
will find Star Coin #3. Above you are a series of gray blocks that will come 
together before withdrawing. When there are openings, jump to avoid being 
crushed. For the final part, hop into the pipe when the area above opens, and 
you will be shot up to the top section. Then, enter the door to face off with 
Bowser Jr.

The fights with Bowser Jr. are reminiscent of Koopaling/Boom-Boom fights in 
Super Mario 3. Bowser Jr. will run back and forth trying to hit you, and all 
you have to do is jump on his head 3 times to win. You can also shoot 
fireballs to defeat him from a distance. Regardless of how you do it, once he 
is defeated, the stage is over.


Stage 1-4
---------

Here, slide down the hills and defeat some enemies along the way. You will 
see a really skinny pipe below and a low passage leading to it, as you pass 
above them. Drop to the right and hit the blocks to get a Mini Mushroom to 
shrink down to Mini Mario. Then, go left and through that passage, and head 
down that pipe. Run across the water and collect the coins, then wall jump at 
the other end to reach Star Coin #1.

Go back across the water and jump up to reach the exit pipe on the ledge. 
Above ground again, go down the hill with the constant stream of Goombas 
flowing from a pipe at the top. To the right, hit the center ? block to get a 
Mushroom to become regular-sized again. Jump on the Koopa Troopa and carry 
its shell to the top of the block formation to the right, and let go. Let the 
shell break all the blocks, giving you access to the pipe below.

Go into the pipe and head all the way right (do NOT collect the coins in the 
air!). Hit the right block at the end to reveal a P switch. Hit it to make 
the coins turn into blocks; jump onto the temporary ledges and go left to 
collect Star Coin #2. Go right to exit the room, and you will be outside once 
more.

Now, backtrack to the left a bit, to the large block formation. Wall jump to 
get past it, then jump on the Koopa Troopa and pick up its shell. Now, head 
back right past the Goomba pipe and you will come to a downhill slope. Run 
down the hill and go right to a low passage which you cannot fit through 
because of a low ceiling and a pit. Throw the shell down that hill and it'll 
cross the pit, and then it will go up the other side to collect Star Coin #3 
for you.

With that settled, go back left and jump to the higher ledge, and continue to 
the right. Go up another hill, watching out for the constant supply of 
Goombas coming at you, then jump to the flagpole for the finish.


Stage 1-5
---------

Here in this mushroom platform stage, much of the area will be dominated by 
the bouncy platforms. Bounce to the right, and double jump to reach Star Coin 
#1 high in the air. Then, continue to the right, past a bunch of Koopa 
Troopas on the platforms below (you can kick the first one's shell to the 
right and follow it to gain lots of points, and eventually an extra life).

Up ahead, jump onto the hanging platforms (the ones where if you stand on 
one, it will sink and the other one rises). From there, jump onto the higher 
ledge with Star Coin #2 atop it. You will now encounter some normal mushroom 
ledges that you can walk on. Go right until you reach the next set of hanging 
platforms, and use them to jump into the upside-down pipe above. Ride the 
wobbling mushroom platform to the right in this area, while jumping to 
collect coins along the way. Near the end, you can jump to get Star Coin #3 
in the middle of a coin formation.

At the end of the ride, drop down to the main stage below. Defeat a couple of 
Koopa Troopas before continuing right onto the trampoline platforms once 
more. Jump through a Red Ring and collect the coins for a 1-Up if you want, 
otherwise keep bouncing to the right until you reach the flagpole.


Stage 1-A
---------

When you enter this area, go right and down the pipe to go underwater to the 
main segment of the stage. Down here, swim to the right as the stage 
automatically scrolls with you. Hit the ? block to get an item (if you are 
Fire Mario, you can shoot fireballs at the fish enemies to kill them; don't 
ask me why fire works here, it's a video game!). Collect some coins that are 
floating in bubbles, and hit the upside-down P switch to make some coins 
appear in the area ahead.

Swim between the bubbles and grab a bunch of coins if you want, as you head 
to the right. You will spot Star Coin #1 above you, but if you try to swim 
upward at it, invisible blocks will appear. A block does not exist below and 
to the right of the coin, so quickly find the opening and grab your coin. 
Continue to the right, and swim into the upside-down pipe to reach an above 
ground area. Jump to collect Star Coin #2, then go down the right pipe to 
submerge once more.

Continue swimming to the right, being cautious of the increasing onslaught of 
sharks coming from behind. Swim through the Red Ring and collect the Red 
Coins if you want, while avoiding the sharks. Farther to the right, swim 
toward the middle area to avoid the sharks and you will spot Star Coin #3 on 
a ledge above you. You will have to swim right and then to the left in order 
to access it, though. There will be another upside-down P switch for more 
coin collecting if you wish. If not, then just keep going right to the final 
pipe leading to the flagpole.


Castle
------

The final stage in this and every world is the castle, where you will have to 
face a world boss. Anyway, start off by jumping to the right and walking 
across a tightrope of sorts. Avoid the fireball coming out of the lava at the 
other end, and jump to the next ledge. Go across another rope, then continue 
right across some rising and falling platforms. Further ahead is a rather 
lengthy segment of spiky ceilings which will slowly move downward to the 
floor before rising up again. If you are Shell Mario, you can get through 
this rather quickly.

Halfway through the area with the spiked ceilings, you will reach a safe spot 
between ceilings with Star Coin #1 above you. When the spiked ceilings around 
you are down, wall jump to reach the coin. When the ceiling goes up, run to 
the right and you will have reached the halfway point. Go across a rope and 
hit the block above you to get an item. Up ahead is a Dry Bones on a low 
platform that moves up and down. If you wait a few moments, a much smaller 
block will rise to the right; jump to it and you will claim Star Coin #2.

From here, jump to the rope above and continue right. Jump to the second rope 
and avoid the fireballs, then bounce upward to reach a hidden upside-down 
pipe (be careful as you run back and forth trying to double jump). In the 
hidden room above, collect Star Coin #3 before going back down again. From 
here, go right to the red door.

In the final room, go right and you will face off with Bowser at the end. The 
battlefield is quite familiar as well, for those of you who have played the 
original Super Mario Bros. Bowser will slowly move towards you, jumping every 
now and then to spit a fireball in your direction. You can defeat Bowser in a 
few different ways here. You can run under him when he jumps, and hit the red 
switch to the right. Secondly, you can jump onto the platform above you and 
dash jump right over Bowser to hit the switch. If you want a more traditional 
fight, you can always use fireballs as Fire Mario.

Regardless of how you do it, when you win the fight, you will go on to the 
second world, having completed World 1!


=======
World 2
=======

S: Start Point
#: Stage Locations
T: Tower
C: Castle
P: Pipe
W: Warp Zone Cannon
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.

           IT                      MT          GT              IT
            |                       |           |               |
            |^x5                    |^x5        |^x5            |^x5
S --- 1 --- 2 --------- 3 --------- 4 --- T --- X ------- 5 --- X --- 6 --- C
                        *           *                                 *     *
                        *           *                                 *     *
                  W *** A --- P      ***************IT ***************      P


Stage 2-1
---------

In the first area in this desert world, hit the second block to get an item, 
then head up the hill and jump over Pokey (the segmented cactus). Go down and 
avoid the Spiny, and hit the yellow block a few times, then jump from it to 
get over the next Pokey. To the right, collect Star Coin #1 in the air, then 
wait for the Pokey to come down the hill before jumping over it. Continue 
along the path, jumping over the Pokeys as the platforms they sit on sink.

Further ahead, wait for the platform with the Pokey on it to move upward, 
then jump over the gap to receive Star Coin #2. Keep going to the right and 
hop over some more Pokeys, then hit a ? block to get another item. Jump 
across a series of solid platforms while making it over the Pokeys (if you 
are Fire Mario, you can shoot them down). Collect Star Coin #3 on one of the 
lower platforms, then continue right into the pipe. (Just before the exit 
pipe, there are smaller pipes you can enter if you are Mini Mario, which lead 
to a secret coin room.)

When you emerge, go right and hit the center block to find a P switch. Hit it 
to make the coins above the final Pokey turn into blocks. Jump onto them and 
make a running leap to the flagpole to finish off the level.


Stage 2-2
---------

Here, head to the right and you will soon see Lakitu floating overhead, 
dropping Spiny enemies on you periodically. Since he is so high up, it may be 
hard to defeat Lakitu, but it is possible. Head to the right and jump to the 
higher blocks (hit the ? blocks to get items), then shoot a fireball at 
Lakitu to knock him out of the cloud. You can then ride in the cloud until it 
disappears, so take full advantage of this. Fly to the right until you see a 
bunch of coins surrounded by blocks on the ground, then from that point fly 
directly upward to find Star Coin #1 high above.

Continue to the right and jump over a couple gaps, as well as a Piranha 
Plant. Past the first plant, ground pound through the blocks in the ground, 
and go right to grab Star Coin #2. Keep going to the right while avoiding the 
Lakitu onslaught, and you will reach yellow and green pipes. Go into the 
green one and it will shoot you high into the air. Hold Up as you rocket 
upward, and you will enter an upside-down pipe.

In this bonus room, hop into either of the green pipes to rocket upward, 
collecting a whole lot of coins on the way. At the peak of your jump, move to 
the side to collect Star Coin #3. Go down the red pipe to exit here, then 
jump to the right onto the tilting mushroom platform. Run up the hill it 
forms and jump to grab the flagpole at the end.


Stage 2-3
---------

From the start, go right and down the pipe into the sewer maze below. Slide 
down the long hill, defeating numerous Koopa Troopas, then drop down at the 
end. Go right and wall jump to the hill above the manhole, and run up to get 
Star Coin #1. Go back down and ground pound on the manhole to drop down some 
more. Head to the left and hit the block to get an item, then defeat the bat 
as it swoops down from the ceiling. Go all the way left and ground pound 
through 3 manholes, then continue right along the lower area.

In the next room with the arrow flippers, defeat the Piranha Plant with a 
fireball if you can, otherwise jump to the higher ledges to avoid it. Make 
your way around to collect Star Coin #2, then go down and right to a new 
area. There, go right past the midpoint and slide down another hill. At the 
bottom, go down and to the right (if you go up and left, you can hit a coin 
block and jump to a hidden block containing a 1-Up).

When you can jump onto a ledge above you, do so and head left to a ? switch. 
Step on it to make the water rise in the room. So, head right and jump to the 
top ledge, and swim all the way right through to the following room.

NOTE: If you are up for exploring and swim into the opening in the ceiling,
      you will reach a coin room and a second ? switch on the ceiling. Hit
      that switch to raise the water some more, allowing you to access a high
      ledge. Note that if you don't do this quick enough, you can hit the
      first switch again and the second switch will have already been
      pressed, saving you some time. When you go outside there, you will
      reach a secret exit leading to Stage 2-A.

In the next area, go right and jump over the giant plant (or kill it with 
fire), then go up the hill. At the top, jump to the left ledge. Hop onto a 
ledge to the left, then jump to the right ledge above. Run to the right, 
dropping off the ledge onto another one, and collect Star Coin #3.

From here, drop down to the lower area and head right. Go up another hill and 
jump up through the thin ledges and out of a manhole above. Go right and jump 
through the ledge to the top area, and hit the ! switch to the right. This 
will create a red walkway above the Piranha Plant below, allowing for safe 
passage to the exit. As soon as you hit the switch, drop through the flippers 
to the bottom area, then quickly jump up the ledges to the left and run 
across the walkway before it vanishes.

When you exit to the outside, jump onto the springboard if you want added 
points on the flagpole in front of you. Otherwise, jump at the pole to exit 
this stage.


Stage 2-A
---------

In this tropical oasis stage, head right and defeat some Koopa Troopas. You 
will notice the infamous giant fish in the waters below, which will try to 
jump and devour you whole. If you are Fire Mario, you can shoot it down 
temporarily, which majorly helps. Go right and when you reach the chance to 
take a lower path, do so and you will find Star Coin #1.

Jump to the upper ledges and go right some more to find some Spin Blocks. Use 
them to fly high up in the air and collect a whole lot of coins. Farther to 
the right you will see Star Coin #2 in the air, so glide downward and to the 
right to claim it. While spin gliding still, float to the right and land on 
the Koopa Troopa to launch up into the air once more. Land on the upper ledge 
and go through the yellow pipe (if you want to get the regular exit leading 
to the pipe, take the green pipe below).

If you took the yellow pipe, jump to claim Star Coin #3 in the next room. 
After you take the red pipe, go right and jump onto the secret exit flagpole, 
and you will gain access to the Cannon.


Stage 2-4
---------

In this stage, start by going right and hitting the ? block to make a hill 
form, allowing you to hit the blocks above. Continue to the right, stomping 
the Goombas and Koopa Troopas along the way. Hop over a gap and take the low 
path at the other side. Wait for the Piranha Plant to recede into the pipe, 
then jump to collect Star Coin #1.

Drop back down when the plant retreats, then jump to the upper ledge and 
continue to the right. Go down the hill when it's safe, while avoiding the 
Piranha Plants along the way. When you hit the water, swim to the right until 
you can jump onto dry land again (if you are Mini Mario, run across the water 
to the left and go into the skinny pipe, which will lead to a hidden exit, 
forming a shortcut on the world map).

Instead of going up the dry hill, sink into the water a little and swim to 
the right underneath the wall. Go down the red pipe in the hidden area, and 
swim through the room with the Cheep Cheeps. Head up the pipe at the other 
end, and run left to find Star Coin #2.

Next, hit the upside-down ? block to make a hill form leading out of this 
area. Jump up the hill to the upper ledge and continue to the right. Drop 
down and hit the blocks to reveal yet another ? block; hit that and a couple 
of hills will form on the landscape ahead. Jump over or defeat the Piranha 
Plants along the way, then jump from the second hill onto the upper ledge to 
the right. Evade or defeat the Hammer Bros here, and collect Star Coin #3 on 
the middle ledge.

After that, go right and defeat a couple more Koopa Troopas. Then, jump up 
the steps and leap towards the flagpole to exit the stage.


Tower
-----

In here, go right and jump onto the rotating ledges. Ride them to the right, 
then hop onto the next side. At the top, jump atop the blue blocks and then 
onto another set of rotating ledges. Head to the left ledge and defeat a Dry 
Bones, then grab onto and climb to the left via the rope. Hop up to the upper 
area, and ride yet another rotating ledge.

Up here, ride the platforms to the upper area, then jump to the rope above. 
Climb to the right, then drop onto the next set of rotating ledges. Use the 
Red Ring if you want to try for a 1-Up, then go down and right to collect 
Star Coin #1. Ride the platforms back up to the rope, then go back left and 
ride the first set of ledges to the upper-left corner. Jump to the small 
ledge over there to the left. Wall jump to a door high above, and enter that 
room.

You will see a couple of yellow walls hanging from a track above. Constantly 
wall jump inside this contraption as it rides all along the track. When you 
reach the upper-right area, drop down and hop up the side ledges, then when 
the yellow encasement drops down, ride it to the left and jump to receive 
Star Coin #2.

From here, jump to the upper ledge and wall jump in the next yellow 
encasement above. At the top, drop down and go through the door to exit this 
room. Drop into the room below and hit the red block to make rotating red 
blocks appear. Start by jumping across the two rotating blocks you formed, 
and wall jump upward in the space between the wall and the pipe, hitting the 
red block in the air. This will make a new block form to the left.

Drop down to the ground below and defeat the Dry Bones, then head left. Jump 
from the far left red block onto the upper triangular rotating platform. From 
it, jump upward to the newly formed rectangular block, then simply jump into 
the air to reach Star Coin #3. After this, go back to the right and hop from 
the red block to reach the rotating blocks.

Jump across the blocks, then go into the upside-down red pipe above. In the 
small room you emerge in, go through the door to meet Bowser Jr. The battle 
platform will be smaller, so you can fall off and die, so be careful. After 
the fight, you will clear the tower and move on.


Stage 2-5
---------

Over here, head to the right and ground pound the blocks if you want some 
coins. You will start to encounter block monster enemies, disguised as blocks 
with a ? block at the bottom. Ground pound through the stack to defeat those. 
Anyway, go right to the first bunch of them and you will see some coins in 
the air above a pile of blocks. Wait for the block monster to jump upward, 
then dash jump toward the coins and with luck you will grab Star Coin #1 in 
the air above.

Further ahead, you will reach several gray blocks with fire snake enemies 
jumping along them, as well as more of those block monsters. Go to the third 
set of gray blocks and lure the fire enemy into the pit, then jump onto the 
block enemy. Face the left to make it run in that direction, then when it 
jumps, hop up as well to collect Star Coin #2 (this may take some time). 
Alternatively, there are 3 blocks to the right; hit one to find a P switch, 
then jump onto the newly formed blocks to reach the star coin.

Keep going to the right and you will have to defeat a Boomerang Bro. There 
will be some quicksand below that platform; sink into it and move to the 
right. You will see a gray block under the regular exit pipe; jump to that 
block and go right to enter a hidden room. Drop down all the ledges and go 
right to a block monster. When it jumps, do a jump as well to reach Star Coin 
#3.

Finally, go back left and jump up the gray blocks to exit this underground 
room. Then, go right to the flagpole, using the block monster for added 
height if you so desire.


Stage 2-6
---------

In the opening area, jump across the ledges and jump into the upside-down 
pipe to reach the main area of the level. When you emerge, you will be on a 
large moving platform for much of the stage. Jump to collect coins, and hit 
the blocks to get an item. Up ahead you will see Piranha Plants moving on 
their own platforms. Stay toward the middle of your platform, since two of 
the plants will end up occupying the edges.

When the plant to the right leaves your platform, jump in the air as you pass 
to get Star Coin #1. Continue along and you will see a second large platform 
above you; jump onto it to get it moving. Be careful of the up/down moving 
platforms since the Piranha Plants may sit on them and move around, so try 
not to run/jump into them if you can help it. Stay on the upper platform and 
you will soon come to Star Coin #2.

Below you will be a giant Piranha Plant, but it won't reach you, so don't 
worry. Up ahead, the two large platforms will disappear, leaving you on a 
bunch of smaller ledges. Jump across them, being careful of the plants above 
you, and jump in the air to collect Star Coin #3. After jumping across 
several more moving platforms, you will reach the end ledge. There is a 
Piranha Plant sitting on a cork, which blocks access to the pipe. Jump on the 
air pump below a few times to remove the cork and plant. Then, go down the 
pipe and head right to the flagpole.


Castle
------

When you start, wait for the giant spiked ball to roll downward and into the 
pit, then head to the right. Jump over some smaller spiked balls along the 
way. Grab onto a rope hanging from the ceiling, and swing/jump from it to 
avoid the spiked ball below, while collecting coins in the air. Go right 
through the narrow hallway, ducking into the small pits to avoid the spiked 
balls as they pass.

When you reach the split in the path, wall jump to the upper area and grab 
Star Coin #1 in the alcove. Go back down and continue to the right from here, 
then go through the door to reach an outside area. Out there, go right and 
avoid the Bullet Bills being shot at you. When you reach the inner segment, 
wait for the Bullet Bills to be shot, then jump from them to the upper ledge 
where Star Coin #2 is waiting.

After that, go right and duck when the Bullet Bills are coming at you. At the 
end, jump onto the ? switch to form a pit below. Jump over the spiked ball 
and get across that pit, then go up the other side and continue right. Hit a 
block on the next ledge to get a Mini Mushroom, then head right some more. 
Avoid the spiked balls as they come down the steps, and run through the tiny 
passage in between the steps to reach Star Coin #3.

Hit the right block to get a Mushroom, then jump out of there and go right. 
Stomp on the ? switch and a pit will form. Avoid the spiked ball and enter 
the door at the bottom of the pit. In the next room, go right across the sand 
and you will reach the boss's chamber.

The Mummipokey boss will come out of the sand, will sometimes shoot a sand 
ball at you, then retreats into the sand before popping up again elsewhere. 
You will know where the boss is going to appear next by looking at the dust 
that kicks up in a certain spot. To defeat it, you have to jump on its head 3 
times (or use fireballs). You won't always be able to jump and attack, since 
the boss can either re-emerge very small, or very tall.

After you beat the boss, grab the golden key to complete this world. You will 
then automatically run to the next room, with a sign leading to World 3 
pointing to the right. If you beat this boss as Mini Mario, you will drop 
into the crack in the floor, and the sign will flip around to say World 4 
instead. Try beating the boss in both forms and you will unlock both of these 
worlds!


=======
World 3
=======

S: Start Point
#: Stage Locations
T: Tower
C: Castle
W: Warp Zone Cannon
GH: Ghost House
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.

       /--- 1 ---------\           MT --- 3 --- - ---GH --- - ---\
      |                 |             <-x5|           *           |
      |                 |                 |           *           |
S --- X          IT     X --- 2 --- T ---/     GT      **** W     X --- C
      |vx5        *     |     *                 |                 |
      |           *     |     *                 |^x5              |
       \--------- A ---/       **** B --- - --- C ---------------/


Stage 3-1
---------

In the opening stage of this watery world, go right and down the pipe. When 
you reach the underwater area, swim to the right and avoid the large and 
small Cheep Cheeps you encounter. If you hit the first couple of blocks, you 
can get an item (if you are Fire Mario here, this level will be a breeze).

You can swim through a Red Ring in the upper area and collect some Red Coins 
for a 1-Up. Further ahead, when you pass the midpoint, you will find a mixed 
item box; hit it when the item you want appears and you will get it. Continue 
right past some more fish enemies, and you will see some pipes blowing air 
upward. When you reach the formation of 3 pipes, the middle one will not be 
blowing air, so drop onto it and go into the room below. Swim to the right in 
this coin bubble room, and collect Star Coin #1.

Go up the pipe to exit this room, then continue to the right. You will spot 
Star Coin #2 up above, so swim up to it from below, being careful not to get 
pushed away by the air coming from the pipes. Try your best to avoid the blue 
fish which will home in on you and try to eat you; fireballs are your best 
bet here.

Keep going right and you will find an upside-down P switch; hit it to turn 
the blocks into coins. Then, quickly swim to the right and up to get Star 
Coin #3 before the coins revert back to blocks. Ahead is a more difficult Red 
Ring/Coin layout, followed by the exit pipe. Go up the pipe to reach dry 
land, then all that's left is for you to jump to the flagpole and exit.


Stage 3-A
---------

Here, you will be able to swim around in the water as well as jump along dry 
land. Head to the right, stomping on the water spiders along the way. There 
is a Red Ring under the water if you want to check it out. Keep going right 
for a while until you reach an area where there are outlines of blocks in the 
air, and a ! switch underwater. Hit the switch, then jump out of the water 
and onto the red blocks so you can reach the upper-right area.

From there, go right and defeat a Koopa Troopa on the platform. Drop into the 
water to the right and you will see a bunch of blocks, and a water spider 
dropping bombs to clear said blocks. Move around to clear the entire area 
while you avoid getting hit yourself, then collect Star Coin #1 when you are 
able to.

Swim to the right and hit the underwater block to get a Mini Mushroom. Go 
back up to the surface and jump onto the barrels. Bounce off the back of one 
of the Koopa Troopas to obtain Star Coin #2 high above. Run across the water 
to the right until you reach the pipe. Go through the pipe to reach the next 
area of the stage.

In this next area, go right across the water and go into the first upside-
down pipe you see. There, run across the water and jump to get Star Coin #3 
above you. Go down the pipe at the other end, then continue to the right 
while avoiding the water spiders. Jump across the spinning ledges to the exit 
pipe, then go into the pipe and head right to the flagpole.


Stage 3-2
---------

In this fairly simple area, make your way to the right by going across the 
wobbling mushroom platforms and stomping Goombas along the way. When you 
reach the elevator platforms, jump from them to collect coins, then continue 
right to the midpoint. Go down the yellow pipe and head right to collect Star 
Coin #1 when the platform tilts high enough for you to jump.

Go up the pipe at the far right to exit this room. In the main area again, go 
right and jump across a series of elevator platforms. At the end, jump to the 
high ledge to receive Star Coin #2. Continue to the right and you will reach 
a giant wobbling mushroom platform that moves to the right as you stand on 
it. You will spot red, yellow, and green pipes overhead.

If you want to go for the secret exit, go up the green pipe, then down the 
right pipe. In the following room, jump across a series of wobbling mushroom 
platforms to reach the secret flagpole leading to Stage 3-B.

If you aren't going for the secret exit though, simply ignore the colored 
pipes overhead. When you reach the regular platforms again, jump onto them. 
Go through a Red Ring if you want, otherwise continue to the right and onto 
another wobbling mushroom platform.

Head to the right while on this platform, and you will see a Paratroopa in 
the air. Try not to kill it early on; instead wait until you see Star Coin #3 
above, then bounce off the enemy's head to reach it (make sure your platform 
is in reach though). You can probably jump to reach it from the platform if 
the tilt is sharp enough. Continue to the right and jump onto the solid 
ground, and the flagpole will be up ahead.


Stage 3-B
---------

In this pipe-filled stage, you will have to deal with plenty of Piranha 
Plants as you progress. If you are Fire Mario, you will once again have an 
easy time getting through this. Anyway, make your way to the right while 
hopping from pipe to pipe, evading the plants if you have to. Up ahead you 
will find a star coin in an enclosed area below your feet.

To reach it, continue to the right and you will find a whole series of pipes. 
Go down the low red pipe, then head left through the room you turn up in. 
Avoid the plants and go up the other red pipe to emerge, collecting Star Coin 
#1 in the process. Go back down and hit the mix item box, then go right and 
up the first red pipe once again.

Back in the pipe maze of sorts, go right and jump onto a yellow pipe. When 
the coast is clear, jump to the next green pipe. Wall jump between the pipes 
above you to reach the alcove to the right, where Star Coin #2 is located. 
Jump back around to reach the lower area, then continue to the right in the 
same fashion, being cautious of the Piranha Plants.

Towards the end, you will find Star Coin #3 below one of the pipes, which you 
can easily access. From there, simply go right to the flagpole.


Stage 3-C
---------

Here, you will have to deal with that giant fish that jumps out of the water 
again. If you are Fire Mario, you can shoot it down each time it appears to 
help yourself out. Either way, head to the right by jumping from platform to 
platform. Be careful because some of the smaller platforms (you'll know them 
when you see them) will fall when you step on them). Go right and sink with 
the smaller platforms to collect Star Coin #1.

Continue to the right and you will have to deal with flying Cheep Cheeps. At 
least there will be plenty of coins in the air to collect. Pass the midpoint 
and you will reach a structure with Star Coin #2 under it. If you can kill 
off the big fish, it will make things much easier for you right now. Go into 
the water and swim under the coin, then jump up to get it before swimming 
back out from under this structure.

Go right and hit the upside-down P switch to turn the coins into blocks, and 
to make some blue coins appear in the air. Go right quickly and hit the ? 
block to receive a Starman, then quickly dash/jump your way to the right. 
When you reach the platform of blocks (hopefully before they turn back into 
coins), jump into the red upside-down pipe. When you emerge, fall with the 
platform below you to get Star Coin #3, then go right to the flagpole.


Tower
-----

When you enter, you will see 3 pipes on the floor in front of you. The middle 
one is the only working one, and it will shoot you upward to the fences. 
Don't grab onto the upper fence yet though; wait until you fall to the second 
one, then grab onto it by pressing Up. Climb to the left, then jump to the 
upper-left fence. Defeat some Koopa Troopas by hitting them from above or 
punching through the fences when they are at the other side. When you get to 
the top, jump to the upper ledge and jump again to get Star Coin #1.

Drop back down to the ground and use the middle pipe to launch a second time. 
This time, grab onto the fence at the peak of your shot. Make your way to the 
top fence, then punch through to flip around to the opposite side. Take note 
that until you hit another flip panel on the fences, you will be behind the 
fences.

Jump onto the regular platforms above and go left, then climb the fence and 
get to the ledge above. Go left and jump on the Koopa Troopa, then jump and 
toss its shell to the block wall to the right. Slide under the opening and 
jump to break the left half of that wall. Wall jump to the room above where 
another flip panel is located. Go to the right side and climb onto the fence, 
and punch it to flip back to the front side. Drop down to the left and 
collect Star Coin #2 now that you are able to do so.

Next, go back right and wall jump to the fence you can flip around. Go right 
and jump to hit the blocks above you, then enter the door there. In this tall 
room, hit the ! switch to make red blocks appear in the room, but get ready 
to move fast! Hold B and jump, then quickly climb/jump your way through this 
room, while avoiding the Koopa Troopas on the fences. If you make it to the 
top on time, grab Star Coin #3 and enter the next room.

In the final room, jump up and left, and go through the door to meet Bowser 
Jr. There is water below the battle platform that you can fall into, but you 
shouldn't really worry about that. Pounce on Bowser Jr. 3 times to win, as 
usual.


Stage 3-3
---------

Here, go right and down the green pipe to enter this underwater stage. Down 
here, you not only have to outmaneuver Cheep Cheeps, but the Bloopers as 
well. They can get annoying, so hopefully you have a Fire Flower in store for 
this stage. Swim to the right, collecting coins and hitting the blocks along 
the way, while avoiding the enemies. Up ahead, you will reach a green pipe 
followed by what appears to be a pit. Sink all the way down that pit and you 
will find a hidden room with Star Coin #1 to the left.

Also in this deep pit is a ? switch. Hit it and all the pipes to the right 
will stop shooting air bubbles for a limited time. So, swim back up and go 
right, and downward. Swim through the Red Ring if you want, otherwise keep 
going to the right. You will see a series of pipes forming steps; go down the 
third pipe and you will enter a large coin room. Swim to the bottom-right 
corner of the room to find Star Coin #2.

To exit this room, get to the upper-right area. Swim your way upward through 
the currents, and continue to the right. You will see an arrow sign pointing 
at the upside-down pipe above you. Before you go there though, sink to the 
bottom area through the currents, and collect Star Coin #3. Be quick to swim 
back up since 4 Bloopers will appear as soon as you grab the coin.

Go back up to the top and through the upside-down pipe. Once outside on dry 
land, simply jump up the pipes and leap towards the flagpole to exit.


Ghost House
-----------

In this house full of Boos, head to the right. When you reach the steep hill, 
take the lower path and hit the ? switch to make steps appear. Jump up the 
hill and slide down the other side. As a note when dealing with ghosts: if 
you turn your back to them, they will approach you; face them and they will 
turn away. With that said, continue right. Go into the door you see and hit 
the blocks inside to find a Boo and an item (Mushroom/Fire Flower).

Leave the room and continue going right until you reach the platform that 
moves up and down. Enter the door to the right of it for now, and bounce on 
the pumpkin enemies to grab Star Coin #1 in the air. Exit the room and wait 
for the platform to come down. At that point, hit the ? switch and ride the 
platform upward. Quickly jump to the steps to the right, then go up them and 
jump to the upper-left steps. If you reach the top before the steps retract, 
you will be able to claim Star Coin #2.

Go back down and hit the switch again, but this time, continue to the right 
from the first set of stairs. Go right and down the hill, then turn left at 
the bottom. Hit the block to reveal a ? switch; hit it to make a door appear 
above you. Go back right and up the steps, then drop down and head through 
that door.

NOTE: If you want to reach the secret exit that leads to the Cannon, follow
      these instructions. Hit the last ? switch in the room, then quickly go
      right and wall jump against the right wall to reach the stairs slightly
      quicker. Jump up the steps and hop to the left, and go down the next
      set of steps fast. Once at the bottom, go right and you will see two
      doors. Go into the left door and you will end up at the secret exit's
      flagpole.

In the new room, first jump up the ledges to the left and you will come to a 
mixed item box. You will need to be Shell Mario for the next part, so try and 
stop it on the Blue Shell (if you are unsuccessful, come back later to do 
this). Drop down to the lower area and head right to the ? switch. Hit it and 
jump up all the stairs to the very top. Once there, if you are Shell Mario, 
run and slide in shell form through the blocks to the right, then continue 
through the opening to get Star Coin #3.

When you're done here, go through the door. Now that you are outside of the 
ghost house, jump up the blocks to the right and leap towards the flagpole to 
exit this stage.


Castle
------

In the first area, there will be a series of giant spiked columns that come 
crashing down from the ceiling before retracting. Stay back and wait for the 
first column to go up, then jump across to the next safe ledge. Up ahead you 
will see Star Coin #1 in a small alcove below; when the spiked columns go up, 
drop down to get the coin, then stand there and wait for the column to come 
down and go up again.

Continue to the right as you have been, then hit the block at the midpoint to 
get an item. Go right, being careful of the Whomps (when they fall, ground 
pound to defeat them). Climb the rope and keep going to the right for now. 
Hop across the donut blocks in the water, then jump onto the rope hanging 
from the ceiling. Swing to the left ledge and wall jump through the hole in 
the ceiling. Up there, go left and drop down to get Star Coin #2, which you 
passed up earlier.

Now, go back to the right and swing from the second rope once again. Jump 
over the giant Whomp and jump across the donut blocks when the spiked column 
goes back into the water. On the next platform, hit the block to get an item, 
then wait for the passage ahead to clear up before dashing/jumping through 
it. It is possible to clear the entire path if you run and jump straight 
through without making mistakes.

When you make it to the end, you will see the red boss door. Don't enter it 
at first, instead wait for the spiked column to the right to go back upward. 
Then, slide under the wall and swim against the left wall until the column 
goes down and up again. As it goes up, jump to the upper ledge and then onto 
the high ledge with Star Coin #3 on it. When it's safe to leave, go back down 
and left, and enter the boss's door.

In here, jump over the water pit and go right to face the giant Cheep Cheep 
boss, Cheepskipper. The large fish, as well as 3 regular-sized Cheep Cheeps 
will be swimming around below, periodically jumping out to hit you. The 
battle plan here is to move around and wait for the giant Cheep Cheep to jump 
out, then you have to jump on its head to cause damage. Do this 3 times to 
win the fight.

With the fight over, collect the golden boss key and you will be on your way 
to World 5 (or you can select World 4 on the touch screen if you unlocked 
it)!


=======
World 4
=======

S: Start Point
#: Stage Locations
T: Tower
C: Castle
W: Warp Zone Cannon
GH: Ghost House
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.

           IT                      IT --- A ---\               GT    IT
            |                         <-x5|     |               |     |
            |^x5                          |^x5  |               |^x5  |^x5
S --- 1 --- 2 --------- 3 --- T --- - --- X     X ---GH ------- 5 --- 6 --- C
      *                       *           |     |     *
      *                       *           |     |     *
       **********GT **********             \--- 4      *** W


Stage 4-1
---------

Starting off this new world, make your way to the right, while stomping Koopa 
Troopas and hanging spiders along the way. There will be some blocks you can 
hit, which will give you items. You can also rack up the points rather 
quickly by bouncing from enemy to enemy. Along the way you will have to 
bounce from the enemies to reach Star Coin #1 in the air.

Continue to the right and you will find Nessie, the friendly sea monster, in 
the water. When you jump on her back, she will start to move to the right. Be 
careful of the enemies along the way. When you see Star Coin #2 in the air, 
jump and bounce off a hanging spider to retrieve it. Continue riding along 
Nessie until you reach the dry land again, then jump onto the next ledge.

NOTE: While riding Nessie, you can reach a secret exit. When you come to the
      part with 5 blocks you can stand on, jump above the middle one to
      reveal a hidden block containing a beanstalk. Climb it and go up the
      pipe, then hop across the spider enemies to reach the secret flagpole.
      This path will lead to a Green Toad House, as well as provides a
      shortcut to the Tower.

Assuming you didn't take the shortcut, continue riding Nessie until you reach 
dry land, then jump off her back. Continue to the right by jumping across 
donut blocks and defeating some spider enemies. Towards the end, drop to the 
lower donut blocks and hop over the poisonous water to grab Star Coin #3. 
Then, continue to the right and jump to the flagpole to finish the stage.


Stage 4-2
---------

In this area full of mushroom platforms, head to the right by jumping from 
ledge to ledge. There are purple and orange platforms here as you will see; 
those are the ones that will tilt sharply as you stand/walk on them, so be 
very careful. To safely travel across them, keep hopping. When you reach the 
area with several blocks, hit the first one to get a 1-Up, then continue to 
the right. When you spot Star Coin #1 in the air, stand on the mushroom 
platform to tilt it slightly, then wall jump from the high ledge above to 
reach the coin.

From here, hop across a few more purple mushroom platforms and you will come 
across Star Coin #2 below one of them. Defeat the Koopa Troopa on that 
platform, then stand at the right edge so it tilts enough, allowing you to 
get the coin. Make sure you quickly jump up to avoid falling to your death, 
though.

As you continue to the right, you will see some steps and a single block in 
the ground. Go right and drop onto the mushroom platform, then jump to the 
left ledge and hit that block from below to reveal a beanstalk. Climb it to 
reach a hidden cloud area. Jump from the pipe to the upper clouds, then hit 
the next block to reveal another beanstalk. Climb to the very top of the area 
to find Star Coin #3, then drop to the bottom cloud and go down the pipe.

When you land, simply continue to the right by hopping from platform to 
platform, until you reach the flagpole. Then, jump onto the pole and the 
level will be over.


Stage 4-3
---------

In here, go down the steps and into the pipe to submerge into the watery area 
below. There, swim to the right and the screen will start to automatically 
scroll along with you. Stay along the lower area of the screen, since a giant 
eel (from Super Mario 64) will pass through the area above you. Up ahead, 
collect the coins and hit some blocks as you swim along. You will see Star 
Coin #1 under an alcove ahead, so swim around from the right side to grab it.

Swim upward to avoid the eel as it crashes through some blocks. Go through 
the Red Ring ahead if you want to do the red coin challenge, otherwise move 
around to avoid the smaller eels popping out of the walls, as well as the 
giant eel when it makes another pass above you. Near the bottom of the screen 
is Star Coin #2, so swim down to get it while avoiding the small eels on both 
sides.

Further ahead, you will spot a ? switch on the ceiling. If you hit it, the 
pipes ahead of you will stop shooting air bubbles for a limited time. Stay 
low to avoid the eel, but try to get as far to the right as possible. Before 
the timer for that switch goes off, go down the green pipe into a hidden 
room. Swim counter-clockwise through here to get Star Coin #3, then exit 
through the same pipe you came down through.

From here, continue to the right until you reach another structure in the 
way. Avoid the Cheep Cheep and stay toward the ceiling to avoid the eel's 
final pass through the area. Then, swim right to the final upside-down pipe 
and enter it to reach dry land. After that, simply hop up the steps and 
defeat the Goomba, and jump to the flagpole to exit here.


Tower
-----

In the starting room, defeat the Dry Bones and wall jump your way up to the 
top area (be careful not to get crushed by the walls though). At the top, hit 
the block to get an item, then go into the next room. In there, you will 
notice that the lava is rising from below, and you must hurry up to avoid 
being killed. Jump and climb your way up the fences, as you head towards the 
top of this room. When you reach the part where a gray block moves up and 
down in the center area, go left. Jump to the upper fence and punch the flip 
panel to appear on the back side, then drop down to get Star Coin #1.

Continue jumping and climbing your way upward on a few more fences. When you 
reach the wide, long fence with the electrical ball enemies above it, climb 
to the right and jump to collect Star Coin #2. Climb to the left and jump 
onto an upper ledge from there. Hop up the steps when the spiked blocks move 
up, then continue climbing the fences.

Defeat the Dry Bones as you cross the room, then go directly upward by 
jumping from fence to fence when the gray blocks move away. When you reach 
the ledge with an opening and a long gray block moving back and forth, jump 
onto the block and squat down as you pass under the wall. At the other side, 
jump up to get Star Coin #3. Then, stand on the left edge of that gray block 
and duck down to get back under the wall.

From here, climb up the left fence and jump through the Red Ring if you want. 
Then, climb/jump up along the remaining fences to the top area. Once there, 
go through the door to meet Bowser Jr.

The battle plan here is slightly different than what you're used to. If you 
try to jump at him, Bowser Jr. will go into his shell, causing you to take 
damage upon impact. The key here is to jump over him when he charges at you, 
and wait until he throws a green shell at you. At that point, jump onto the 
shell and grab it, then toss it back at him to flip him over. Then, jump on 
Bowser Jr's belly to cause damage. Do this three times to win the fight.


Stage 4-4
---------

In this stage, go right and you will meet the caterpillar known as Wiggler, 
from Super Mario World. You cannot destroy them normally, unless you were 
Shell Mario, but if you jump on them they will become mad, as you will see. 
You can also bounce on their backs to reach areas high above. Anyway, go 
right through the first part of the area by jumping across platforms and 
defeating various enemies.

When you reach a formation of steps, followed by a pit, take a Koopa Troopa 
and throw it at the walls of the pit. It will land on the lower platform and 
kill the Wiggler for you. Next, drop down onto that ledge and go right to 
obtain Star Coin #1. Wall jump out of that pit and continue right a bit. 
Cross the donut block bridge, collecting coins along the way. Hit the regular 
block ahead to sprout a beanstalk, then hit the mixed item box to get what 
you want (hopefully).

Climb the beanstalk and go left to another couple of blocks. Jump to the left 
of the formation to hit a hidden block, which causes another beanstalk to 
grow. Climb it, then jump from it to reach Star Coin #2 in the upper corner. 
Head to the right from here and stomp on a Koopa Troopa to get its shell, 
then carry it up the hills ahead. Try not to hit another enemy with the shell 
since you will need it soon.

When you reach the edge, drop down to the skinny pipes and throw the shell to 
the left, giving you Star Coin #3 in the process. Now, jump across a couple 
more pipes via the Wigglers. Stomp a bunch of Paratroopas, including a 
vertical formation of them at the end to get a 1-Up, then go through the 
yellow pipe. When you emerge, go right and jump to the flagpole to finish up.


Stage 4-A
---------

Starting off here, go right and jump to the next platform where you can hit 
an item block. Then, jump and swing from the vine to reach the following 
platform. Do this for the next several platforms, and then you will come to a 
wheel-like device in the water with several ledges around it. Jump on the 
side ledges to move the wheel across the poisonous water, making sure to jump 
to avoid dying. You'll have to use those wheels to get across the next 
several stretches of water, so you will have lots of practice using them.

After the level's midpoint, use the wheel and jump from the Paratroopa to 
reach the upper ledge. Move to the right with the next wheel, then jump onto 
the Paratroopas to reach Star Coin #1 in the air. Continue to the dry 
platform on the right, and bounce from the green Paratroopa to a vine high 
above. Swing from it to reach the pipe to the right.

In the room the pipe leads you to, jump on the blocks to reach the top of the 
structure and go right. Step on the P switch to turn the blocks into coins. 
Kick the shells around to get lots of points and even an extra life or so. 
Also, make sure to collect Star Coin #2 in the middle of the room. Go down 
the pipe at the right side to exit here.

When you land, go right and jump onto the pipes when the Piranha Plants go 
back inside. Up ahead you will see 3 pipes with 3 Piranha Plants inside them; 
wait for them to go down, then jump over and go down the lowest pipe. In the 
room below, wall jump to get Star Coin #3. Go back up through the rightmost 
pipe. When you're above ground again, go right into the exit pipe. Swing on 
the vine to reach the upper platform if you want, then jump to the flagpole.


Ghost House
-----------

In here, start by jumping to the upper ledge and hitting the ? block to get 
an item. Head to the right by jumping from platform to platform while 
avoiding the Boos. When you reach a doorway on the low ledge, enter that 
room. Hit the ? switch to make 4 hanging boxes fall from the ceiling. Hit 
them if you want, but make sure to stand atop one before the timer goes off, 
and you will be whisked away to a new area.

Now that you are on top of the previous room, go right and jump onto the 
upper ledges to find Star Coin #1. Jump into the cup platform to spin around 
the wall. Jump out at the other side and you will be faced with a giant Boo. 
When you face away, it will get smaller, but if you are facing it, it'll suck 
in air and become larger. You can't kill it, so your best bet is to keep it 
small while staying far enough away.

At any rate, head right and jump up the ledges to the top area. Go left to a 
! switch and hit it to make red blocks appear. Jump across the red ledges to 
the door, then enter that room. In there, go left and pound the ! switch 
again. The first thing you should do here is wall jump between the red walls 
above, then jump from the platform you land on to get Star Coin #2.

Drop back down to the lower area by falling into a hole on the left side. 
Then, hit the switch again and go right. Jump from the regular ledge onto the 
red platform, then go into the pipe.

NOTE: If you are Mini Mario, wall jump from the side of the pipe to a high
      ledge in the upper-right corner. Then, wall jump all the way up to get
      Star Coin #3. Go through the door that's up there and you will reach
      the secret exit leading to the Cannon.

When you emerge from the pipe (assuming you didn't take the secret exit), go 
left and jump up the ledges to the top area, then go right to the door. Go 
through the door to reach the flagpole.


Stage 4-5
---------

In the first area, go forward and through the pipe to reach the underground 
segment. Down here, go right and you will see a Bob-omb walking around in a 
block formation above; hit the blocks below it to stop the bomb, causing 
those cracked blue blocks to be destroyed (this will apply everywhere in this 
level, so keep an eye out for the rugged-looking blocks). Go right some more 
to some steps, then jump on a Bob-omb to clear the way onward.

Continue to the right by jumping from platform to platform, and you will soon 
reach the midpoint. Pass that and you will see a couple of Bob-ombs walking 
along. You will also see one in a small room below you. Ground pound through 
the blocks to reach it, then place the bomb next to the cracked blocks to the 
left, so you can grab Star Coin #1.

Go right across a drawbridge, making sure to jump to avoid falling into the 
pit. When you reach the second drawbridge, stand towards the middle so you 
move upward as the bridge goes up. You will see a Bob-omb walking on the 
platform above you; wait for it to reach the middle area, then hit the block 
below it to destroy those blocks. Then, when the bridge goes up, jump onto 
the now-accessible ledge to reach Star Coin #2.

Further ahead in the level, you will come across an upside-down pipe with 
Bob-ombs falling from it onto the drawbridge below. Jump on a Bob-omb when it 
comes down, then drop through the opening when the bridge goes up and leave 
the bomb there to clear the blocks covering the pipe. Then, go down the pipe 
into a new room. Use the Bob-ombs in here to reach Star Coin #3 in the middle 
of the block formation, then go up the pipe on the right side of the room.

When you emerge, go right and into the pipe to get back above ground. Once 
there, go up the steps and leap to the flagpole to complete the stage.


Stage 4-6
---------

In this area, start by heading to the right and stomping the enemies you see. 
When you reach Nessie, jump onto her head and begin the ride across the 
poisonous waters. When Nessie's head goes down, do not worry, as you will not 
touch the water as long as you are somewhere on Nessie. Jump in the air to 
collect coins along the way. When you reach the Red Ring, ignore it and jump 
to the dry ledge so you can collect Star Coin #1.

Hop back onto Nessie and continue to ride until you reach the platform with 
Piranha Plants hanging from the pipes above. Cross this platform and drop 
onto Nessie at the other end, then continue right. When you reach the next 
ledge, jump onto it and hit the P switch to make the blocks ahead turn into 
coins. Drop onto Nessie and jump in the air to collect those coins, but make 
sure you jump onto the ledge and collect Star Coin #2 as you pass.

The next part of the ride with Nessie will send you through Piranha Plant 
territory. Squat down on Nessie's body to avoid the plants, then when you 
reach the Paratroopas, stomp on the lower one to avoid getting hit. When you 
pass the final pipe, jump onto Nessie's head and look up to see the ! switch 
on the ceiling. When Nessie raises her head, quickly dash and jump to hit the 
switch, then hop onto the red blocks that appear to enter the pipe.

In the new room, go right and slide down the hill, defeating several Goombas 
on the way. At the bottom, run and jump to collect some coins, as well as 
Star Coin #3. Continue right and hit the block at the end to get a 1-Up, then 
go down the pipe. When you land in the main area, go right and defeat the 
Koopa Troopa and Goombas, then head through the final pipe. When you pop up, 
go right and you will reach the flagpole to exit.


Castle
------

For the first part of this stage, you will have to jump between swinging 
platforms to avoid the lava below. When you reach the third platform, hit the 
Dry Bones and wait for the platform to swing to the right. At its peak, run 
and jump to a high ledge to the right, where you will find Star Coin #1. Drop 
to the lower ledge and continue right past the Thwomps (you can make it past 
them in one pass if you run without stopping).

When you reach the giant Thwomp, you will see 3 rows of cracked blocks below 
it. Trigger the Thwomp to fall, breaking a row of blocks each time. When all 
of the blocks are clear, drop down when it's safe to grab Star Coin #2. As 
the giant Thwomp rises, hop back out and continue to the right. Drop down 
some steps and stomp on a couple of Dry Bones, being careful of some more 
Thwomps ahead.

Keep going to the right past the midpoint, and you will reach the swinging 
platforms above the lava again. Jump onto the first one, then wait until it 
is far to the left or right. At that point, drop to the small ledge below to 
collect Star Coin #3. Jump across the next several swinging platforms, 
stomping the Dry Bones you encounter along the way. Fireballs can jump out of 
the lava, so watch out for those as well.

When you reach the end of the swinging platforms, go into the boss door and 
head right. You will reach a room with a ? switch on the floor, and a Goomba 
will walk in. It will suddenly become giant-sized, and the battle will 
commence. As you can obviously see, jumping on it normally will not be 
effective. If you have trouble getting over the boss, hit the ? switch to 
make elevating platforms temporarily appear at the sides. If you get above 
the Mega Goomba, ground pound it to cause damage. The boss will get faster 
with each hit, but that shouldn't be a concern.

After you ground pound the boss three times, the battle will end. So, pick up 
the golden key and head on out to World 5!


=======
World 5
=======

S: Start Point
#: Stage Locations
T: Tower
C: Castle
P: Pipe
W: Warp Zone Cannon
GH: Ghost House
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.

           /--- 2 ---\     P1 --- 3 ----------GH --- X --- - ---\
          |     *    |            |            *     |           |
          |     *    |            |            *     |       <-x5|
S -- 1 -- X    P1    X --- T ---- X    P2  W **      C    GT --- 4 --- C
          |vx5       |     |vx5   |vx5  *            |                 *
          |          |     |      |     *            |>x5              *
           \--- A ---/      \-IT   \--- B -------- X ---MT            P2


Stage 5-1
---------

Starting off in this icy world, wait for the snowball-throwing enemy above 
you to clear the Goombas, then head right. Make your way through the area, 
defeating enemies and avoiding falling snow, as well as snowy patches on the 
ground (your movement will be greatly hindered in the snow). When you reach a 
tall tree in the background with Star Coin #1 floating above it, jump onto 
the block ahead of it, then jump to the left to claim the coin.

Further ahead, you will see Star Coin #2 in the air above you. Jump from the 
Paratroopa's back to reach it, or wait for the winged block to appear (hit 
the block, then jump onto it to reach). Keep going to the right from here and 
defeat another snowball thrower on the way. When you reach a high cliff with 
a snowball thrower on its edge, hit the yellow block a few times to make 4 
blocks appear, forming a wall. Then, jump onto the stack to be able to reach 
Star Coin #3 above you.

From here, go right and defeat more snow-throwing enemies while avoiding the 
falling snow from the trees, which can get rather annoying fast. Up ahead is 
the flagpole, and then the level will be over.


Stage 5-2
---------

Here, go directly right and into the pipe to reach an underground area. Below 
you will see there are plenty of single-spiked Spiny enemies to be faced, as 
well as swooping blue bats. When you land, go right along the icy path, but 
be careful not to slide off the ledge to your death. Hop to the next ledge 
and hit the block to get an item, then continue right. Defeat a series of 
bats as you go up the icy hill, then get past a couple of Piranha Plants 
ahead. If you are Super Mario, you can break the blocks overhead to gain 
access to Star Coin #1.

Onward to the right, you will see yellow and red pipes above you. Pass them 
for now and you will reach a springboard on a ledge. Use it to reach Star 
Coin #3 directly above you (yes, the third one). Then, pick up the 
springboard and jump across the left pit with it. Use it to bounce into the 
yellow pipe above you.

In that outside area, chase the bandit enemy to the right, then when you 
reach the end, bounce on its head to reach Star Coin #2. Go down the green 
pipe to head back underground at the end. Head right along the icy floors, 
while avoiding the Spinys and swooping bats. You will reach a large block 
formation up ahead that you can break through if you want.

NOTE: If you want to reach the secret exit to the pipe, you need to be Super
      Mario or better here. Break through the blocks and hop onto the upper
      platform that the Spiny enemies are crawling around. When the Piranha
      Plant goes back into the pipe, jump into the upside-down pipe and go
      right to the secret flagpole.

If you didn't take the secret exit, continue right across a couple of icy 
platforms. At the very end, go through the upside-down pipe. Once outside, 
jump up the traditional steps and leap to the flagpole to exit.


Stage 5-A
---------

Head to the right here, and jump across the expanding and contracting 
mushroom platforms (keep in mind that the larger platforms will extend wider, 
but will retract the same distance, so be quick in jumping across them; if 
you want to be safe, stand on the middle of any of these platforms). After 
several of these platforms, you'll reach a Red Ring in the air. Hop across 
the next several mushroom platforms, then hit the block on the ledge to 
receive an item.

Pass the midpoint, then hop onto the upper mushroom platform. When it 
expands, jump downward to the lower one as it expands. Then, go right when it 
expands again to get Star Coin #1. Hit the ! switch on the ceiling to make 
red blocks appear to the left; when the current platform expands, go left and 
jump across the blocks to get back onto the safe ledge.

From here, head to the right some more via the upper path. At the next set of 
platforms, run and jump to hit the lone block, and a beanstalk will grow. 
Climb it to reach a hidden cloud area. Hit the P switch, then use the spin 
block to launch into the air. At the apex of your jump, land on the blocks up 
there before they turn back into coins, and jump to reach Star Coin #2. When 
you're done up here, drop down to the main area again.

After you land, head to the right and you will reach some mushroom platforms 
with a line of coins that will appear when you run past their outlines. When 
the platforms retract, drop to the one below to nab Star Coin #3. Then, jump 
to the right and touch the flagpole to complete the stage.


Tower
-----

This particular tower stage is very straightforward, as you are on a single 
screen that scrolls upward. Along the way, you will have to deal with spiked 
balls moving back and forth before rolling off your platform altogether. They 
will clear the Dry Bones in the way, but you need to jump over the balls to 
avoid getting hit. If you don't touch any of the Dry Bones, the spiked balls 
will clear them on their own.

On the way up, hop along the thin ledges and hit blocks to get coins and 
items. You will also see Star Coins #1 and #2 in plain sight on the way up. 
Soon after, you will have to deal with 2 spiked balls at once (try wall 
jumping to avoid getting hit by them), and then a giant spiked ball will bust 
through the wall. When that appears, hop along the ledges and stay to the 
right side of the room. Grab Star Coin #3 on a block ledge, then stay to the 
right when you reach the center wall which will divide the area.

Continue evading the giant spiked ball and it will eventually roll away, 
leaving you to progress to the top in peace. Once there, go through the door 
to meet Bowser Jr. yet again. The fight plan here is the same as the previous 
battles: Bowser Jr. will run back and forth, jumping every now and then, 
without any added tricks. All you have to do is jump on him three times to 
win. The icy platform that you CAN fall from will make it annoying enough, so 
be warned.


Stage 5-3
---------

In this stage, you will spend a great deal of time sliding down icy hills. 
Begin by hitting the nearby block to get an item, then slide down the first 
several hills, knocking out the enemies along the way. When you start going 
uphill and reaching plateaus, jump to the upper ledge to the right. Defeat 
the Koopa Troopa there and jump to grab Star Coin #1, then drop down and 
continue right along the hills. (If you are Mini Mario, you can drop into the 
pit directly below to find a skinny pipe. Go down it and hit the block to get 
a Starman, then move around the room to make coins appear as long as you have 
star power. It's an optional room, but a fun bonus nonetheless.)

When you pass the midpoint, you will reach another steep downhill portion. 
Follow the hill all the way down and head right, sliding under the low walls. 
At the other side, break the blocks to get Star Coin #2. Get through the 
shell-headed enemies ahead, then wall jump when you see the coins above you 
to reach Star Coin #3.

Next, defeat the Koopa Troopa and continue to the upper-right ledge. Go down 
the hill ahead and jump at the bottom to reach the flagpole, ending this 
stage.


Stage 5-B
---------

In this stage, run to the right, defeating the enemies and avoiding the 
shelled ones when you come across them. Ahead you will see some hills, and 
Star Coin #1 beneath an overhang. To reach it, walk down the hill to the 
right of it and jump to collect the coin.

Continue to the right and you will see a row of Koopa Troopas on ledges below 
you, as you cross overhead. At the other end, jump to the upper ledge, then 
back to the left ledge where you will find a P switch. Hit it, then run to 
the left (jump over the larger gaps) to reach Star Coin #2. Go back to the 
right, and continue up a couple of hills. When you reach a downhill portion, 
go down it and avoid the shelled enemy to reach Star Coin #3.

With all 3 coins now, take the upper path to the right. Defeat the Paratroopa 
and wall jump to the upper ledge at the far right. If you want to reach the 
secret exit here, wall jump into the opening in the ceiling just before the 
final platform, and head left. As Shell Mario, break through the low blocks 
and go through the pipe. When you emerge, go right to the secret flagpole. If 
you aren't here for the secret exit however, simply continue right to the 
regular flagpole.


Stage 5-C
---------

Starting off here, go down the pipe in front of you to go underground. Head 
right when you land, and you will soon see the ghost boxer enemy below, who 
can punch through blocks. Pass over it and hit the ? block to get an item, 
then hop over the pit and continue until you reach a roadblock. Wait for the 
boxer to punch through the blocks, allowing you access, but do not kill it 
yet. Let it pass you, then head to the right of it. That will cause the enemy 
to turn around and punch the blocks to the right away, giving you access to 
Star Coin #1.

Continue to the right, stomping the Shelled Beetles you come across. When you 
reach the constant stream of platforms moving up and down, jump across to the 
down-moving ones and land on the lower ledge to the right. Stomp on the 
Shelled Beetle when it falls from the ceiling, then go right and toss it into 
the pit to retrieve Star Coin #2.

Go back left and jump to the upper ledge, then continue to the right. You 
will see a ledge comprised of 4 blocks in the air, with a row of blocks above 
that. Jump up the steps, avoiding the boxer enemy, then jump onto that ledge. 
Break the blocks above it (you need to be at least Super Mario for this 
part), then hit the rightmost block on the ledge to sprout a beanstalk. Climb 
it to reach a secret room.

In the snowy area above, go right and you will reach a P switch. Hit it to 
make the coins and blocks switch forms, then go down to the boxer enemy. Lure 
it to the left before time is up, and let the enemy break the solid blocks at 
the end. After it falls, drop into the newly opened compartment to claim Star 
Coin #3. Now, go right and drop through the coin-filled opening to some steps 
below. Then, jump to the flagpole ahead to end this stage.


Ghost House
-----------

In this ghost house, head up the steps until you reach the first dead end. 
Stand on the lower ledge and wait for the boxer enemy to break through the 
blocks on the upper ledge. After it does that, wait for it to turn around 
before jumping to the upper ledge, allowing the enemy to clear the blocks on 
the lower one. When that's done, defeat the enemy and go right along the 
lower path. Wall jump at the end to reach Star Coin #1 on a high ledge.

Head back to the left and continue up the steps. At the top, go left and up a 
larger set of stairs. When the boxing enemy comes down the steps after you, 
bounce on its head to reach the door on the upper-left ledge, and enter it. 
Be quick since as soon as the door shuts behind you, all the boxer enemies 
will start cutting through the blocks on their respective ledges. Wall jump 
to the top area to grab Star Coin #2, then stomp the enemy on the top ledge 
and wait for the area below to become safe. Then, drop back down and exit the 
room.

Head up the steps and go left at the top, and you will reach a ledge made of 
3 blocks. Jump onto it, then hop around to reveal 3 more hidden blocks. Jump 
onto the middle hidden block, then squat down and jump to reveal a lower 
block which will sprout a beanstalk (you need to squat down, or be regular 
Mario to trigger it). Please note that if you want to reach the normal exit, 
missing a coin in the process, ignore the stalk and continue right up the 
stairs. Then, ride the moving platform upward to the top, and go through the 
door to reach the end.

Now, if you want to reach the secret exit, climb up the beanstalk and wait 
for the boxing enemy on the ledge to cut through the blocks. When it falls, 
drop onto the ledge and enter the room there. Defeat the two enemies and ride 
the moving platform as it goes upward. Be careful since it will start to tilt 
sharply on both sides before reverting back to normal.

Collect the coins on the way up, and wait for the platform to freefall. Once 
it stops, stay against the right wall and hold Right on the Control Pad. When 
you start to rise, keep moving to the right and you will drop onto a ledge on 
the way up (this is the only way to reach it, otherwise you'll miss it). If 
you make it onto the ledge, go right and collect Star Coin #3.

After you get the coin, hit the nearby block to make another beanstalk grow. 
Climb it to the top, then jump through the ledge and head through the door to 
the left. Outside, go right and jump to the secret flagpole, which will lead 
you to the Cannon.


Stage 5-4
---------

Here in this automatically-scrolling stage, there will be mushroom platforms 
that move up or down when you stand on them. The darker ones will move up, 
and the lighter ones will sink, so remember this as you progress through the 
stage. There will also be a slow but steady stream of Bullet Bills being shot 
at you from the right side, so be prepared to crush them if they come near.

Go through the Red Ring up ahead, but be careful of the Bullet Bills as you 
collect the coins. When you reach the last mushroom platform, hop on it to 
keep it from sinking, then dash jump to the upper-right ledge. If you get up 
there, go right to collect Star Coin #1. If you have a Mini Mushroom, use it 
here to pass under the low wall to reach Star Coin #2. If not, you have to 
stand on the donut block and take the lower path to avoid being crushed 
(alternatively, if you're quick enough, go all the way right and up the 
rising mushroom, then go left to collect the second coin).

Anyway, continue through the stage and you will reach a rising mushroom 
platform. If you hop along that platform, it will stay down, allowing you to 
grab Star Coin #3 on the middle ledge. Drop to the ground from there, and 
continue right, hopping across several more mushroom platforms. At the end, 
jump from the final platform to the flagpole to finish the stage.


Castle
------

Here, head to the right across a bunch of fast-moving conveyor belts, evading 
the Piranha Plants and Dry Bones along the way. You will reach two conveyor 
belts and a ledge below them with Star Coin #1 on it; run to the right on the 
lower belt to reach the ledge and the coin, then quickly jump to the right to 
avoid the plant that will fall on you.

Hop across a bunch of regular platforms with Dry Bones on them, then hit the 
blocks on the last one to get an item. The next part of the stage will put 
you against fireball-spitting Piranha Plants on the conveyor belts. Avoid 
then like you would the regular versions (if you are Fire Mario, it would 
greatly help here). Go right and you will notice a high ledge above you. Jump 
onto the next belt and bounce on the springboard when it approaches you to 
reach that ledge, claiming Star Coin #2 in the process.

Jump back down to the conveyor belts and keep moving to the right through 
this castle. Hit the mixed item box, and hopefully you will get the Fire 
Flower or Starman, as both will help immensely. Up ahead there will be more 
Piranha Plants, as well as a giant-sized one which can take a few hits. When 
you are on solid ground, go right and you will see a lone block in the air, 
and a gap in the ceiling above it.

Go right to the upper ledge and stomp the Dry Bones, then get a running start 
on the ice and jump to the ? block in the air to the left (this may take a 
few tries to get right). When you successfully land on the block, wall jump 
through the gap in the ceiling and run all the way right atop the ceiling. 
When you reach the far right, drop to the lower ledge and go left on the 
conveyor belt to find Star Coin #3. An alternate method would be to carry the 
springboard from earlier to the lone ? block, then bounce onto the block and 
wall jump through the ceiling hole, and run to the right.

Run back across the belt and hit the block to get an item, then jump to the 
ledge above and enter the boss room. There, you will meet Petey Piranha for a 
boss fight. The giant plant will hover in the air and move back and forth 
before crashing into the ground in an attempt to hit you. The impact will 
cause Petey to temporarily become dizzy. This is when you should jump on the 
head to cause damage. Petey will also bounce around the room before hovering, 
so keep your distance and run underneath when he passes overhead.

After you hit the boss 3 times, the battle will end. So, grab the golden key 
and head onward to World 6. Just like in World 2, if you were to beat this 
boss as Mini Mario, you will fall into the gap in the floor in the following 
room. Then, when you run to the right, the sign will be flipped, allowing you 
access to World 7 instead. You will have to beat the boss in both forms to 
reach both worlds (unless you used the Cannons in earlier worlds).


=======
World 6
=======

S: Start Point
#: Stage Locations
T: Tower
C: Castle
W: Warp Zone Cannon
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.

      1 ---------\     GT          MT        IT           5 ---------\
      |           |     |           |         |           |           |
      |           |     |^x5        |^x5      |^x5        |           |
S --- X    IT     X --- 2 ---T1 --- 3 ------- 4 ---T2 --- X    GT     6 --- C
   vx5|     |     |                                       |vx5  |     |
      |     |     |                                       |     |     |
       \--- A ---/                                         \--- B ---/



Stage 6-1
---------

The opening stage of this cliff-oriented world will be littered with Bullet 
Bill shooters, so be prepared for many projectiles floating around. Head to 
the right and you will partake in a new feature of this game: being able to 
shimmy alongside the cliff when crossing certain areas. You can press Down to 
hang from the ledge, which is good for collecting coins and dodging bullets 
above. Keep in mind you can also jump when shimmying across.

With that said, continue to the right until you reach an upper ledge you can 
jump to. Wall jump from there to reach Star Coin #1 overhead. Then, take the 
lower path and continue to the right (if you want, wall jump upward when you 
get the chance to reach some coins and an item box). Up ahead, wall jump up 
the ledges, then leap to the left ledge to find Star Coin #2.

Hit the ? block to get another item, then continue onward. Wall jump while 
avoiding the Paratroopa to reach the upper ledge. Shimmy along the cliff 
ahead, while jumping and hanging to dodge or defeat the Paratroopas. When you 
reach the tall stack of Bullet Bill cannons, drop to the very bottom area and 
head right.

When you reach the second shimmying section, hang from the cliff to grab Star 
Coin #3 below you. Then, continue to the right and you will spot the 
flagpole. If you wait for a bunch of Bullet Bills to be on the screen before 
tagging the pole, you can get lots of points as well!


Stage 6-A
---------

Here in this sandy stage, you will have to deal with Lakitu flying overhead 
once again. Hit the first block you encounter to get an item, then continue 
right while avoiding the Spiny enemies that Lakitu rains on you. You will 
come across a giant whirlwind up ahead; jump into it and it'll send you 
flying in the air. Glide to the right and you will reach Star Coin #1.

Drop to the ground and head right through various block formations, ground 
pounding them to collect the coins below if you want. Up ahead, you will see 
a column of quicksand between two solid blocks. Sink into that column to 
enter a hidden room. Down there, wall jump to reach Star Coin #2 on the way 
down. At the bottom, go right and up the other side, while jumping to avoid 
the Spiny enemies. Then, go through the pipe at the top to get back outside.

Out here, go right and you will notice that there are now multiple Lakitus in 
the air to torment you. Continue right and you will reach an alcove that can 
only be reached by treading through the quicksand, but the lone block there 
contains a Starman, which may be helpful. Further ahead you will spot a bunch 
of pipes. Submerge into the middle yellow one to enter the room below.

There, go left and you will see a giant Piranha Plant. If you are Fire Mario, 
destroy it with some fireballs and jump to claim Star Coin #3. If you are 
daring, you can try jumping over it if you can afford to sacrifice. Despite 
your actual method, exit through the red pipe to the left. Once outside 
again, continue right across some more platforms until you reach the final 
pipe. Go through it and head right to the flagpole, thus ending the stage.


Stage 6-2
---------

Out here, head to the right across the Spiny-filled platforms, hitting blocks 
and collecting coins along the way. You will notice that the tide will cause 
the water to rise and fall every now and then. Continue right to the red 
pipe, then go through to reach the second part of the stage.

In this area, go right and you will see a palm tree. Wait for the tide to 
rise, then jump directly above the tree to reveal a hidden block which will 
sprout a beanstalk. Climb it to reach a high cloud ledge. Hit the block to 
reveal a P switch (use the first winged block to reach it). Hit the switch, 
then jump across the winged blocks to the right. On the last platform, grab 
Star Coin #1 before the blocks disappear, then drop down and continue right 
like you have been.

Head all the way right until you reach the pipes. Jump into the second green 
pipe to launch over the wall to the right (the first pipe leads to a bonus 
room in the clouds with lots of winged boxes). After you land at the other 
side of the wall, go right past the underhang and wait for the tide to rise. 
When it does, swim upward to grab Star Coin #2.

Continue to the right and use the next pipe to get over the wall ahead. Go 
right and drop into an opening where you will find a mixed item box. Hit it 
if you want, otherwise keep going to the right across a long platform filled 
with Spinys. When you drop off the far end of that platform, run back to the 
left and collect Star Coin #3.

From here, head right and up a hill, jumping over the Spinys along the way. 
At the top, go into the pipe to reach the final area. There, head right and 
jump onto the platforms, then leap to the flagpole at the end.


Tower #1
--------

In here, jump up the platforms as you make your way upward, but be careful of 
the giant spiked walls that will jut out from the sides. When the coast is 
clear, jump up to the next platform, and so on. Once you pass the first three 
of them, go left and jump to the ledge above you. Wait for the next spiked 
wall to shoot out and move back right, then run onto that ledge to grab Star 
Coin #1. Duck into the small opening until the spiked wall retreats again, 
then continue upward.

For the next part, go right and hop up a few ledges, then wait for the spiked 
walls above to retract. At that point, bounce on the springboard to reach the 
upper ledges. Once you make it to the top, go into the door leading to a new 
room. In there, wait for it to be safe above you, then jump up the ledges to 
the very top. Wait for the spiked walls to come out and then retract before 
dropping down to collect Star Coin #2. Once you have it, jump to the top and 
go through the door.

When you reappear, jump to the upper ledge and stomp the Dry Bones. To reach 
the higher ledge, you will need to wall jump as Mini Mario to gain the 
leverage needed to reach it (you can also bounce off the Dry Bones and wall 
jump as regular Mario, and succeed). If you get up there, go up the pipe to a 
well-covered room in terms of those spiked walls. When it's safe, quickly 
jump to grab Star Coin #3 and drop back to the door to avoid dying (if you 
duck on the middle platform, you will be safe as well). Exit the room and go 
down to the boss door.

In here, you will meet up with Bowser Jr. yet again. This time, the battle 
takes place atop a tilting platform which is above a bed of spikes (you can 
fall off the platform and into them, so be careful). Bowser Jr. has no tricks 
here either, so all you have to do is stomp him three times (wait for him to 
emerge from the shell after each hit) and the battle will end.


Stage 6-3
---------

When you enter this stage, you will notice a new feature: red ? blocks with 
spikes on one side. Be careful not to hit the spikes on them, though. Anyway, 
head right and avoid a couple Piranha Plants, and you will see a block 
swinging from a rope above. hit the block to stop it, then jump from it to 
obtain Star Coin #1 in the air. Continue right and go down the red pipe to 
reach an underground room.

Down here, go right across the cylinder platforms that roll when you move 
(jump to avoid falling into the poisonous water). Jump through the Red Ring 
halfway through and collect the coins, then go up the pipe at the end. You 
will emerge in a pipe maze of sorts, with several Piranha Plants popping out 
of them. Go down the second green pipe and collect Star Coin #2 below, then 
exit the same way you came in.

Next, go down the very last pipe to the right. Run across the rolling 
platforms and the pipes when the Piranha Plants aren't out, to avoid getting 
hit needlessly. At the other end, go up the pipe to exit this room. Back 
outside, hit the red block, then dash jump to the left, over the green pipe 
wall. Collect Star Coin #3 in the middle area, then wall jump back over to 
the right side.

Chase the bandit to the right while hopping between platforms. Up ahead, hop 
across some blocks and avoid the Piranha Plants in the pipes. Then, jump to 
the flagpole ahead to exit.


Stage 6-4
---------

Here, start by going right and passing under the fire sticks when it's safe. 
Wall jump to the upper ledges to find Star Coin #1, then continue to the 
right. It will take some fancy footwork to shimmy along the cliffs ahead, all 
while avoiding the rotating fire sticks. When you pass that part, continue 
onto a ledge and go right to a ! switch.

Hit the switch, then go left and jump onto the red blocks. Wall jump from 
them to reach the ledge above, then go right and wall jump some more when 
it's safe. Jump to the ledges on the left side to reach Star Coin #2. From 
there, continue right and enter the red pipe. In the next area, drop down to 
begin shimmying along the cliff. Head to the right, jumping from ledge to 
ledge along the way.

You will reach a section with many ledges to stand on. Make your way up them 
to the top, then go right into a green pipe. Shimmy to the right, jumping to 
avoid the fire sticks along the way, then collect Star Coin #3 at the other 
end. Then, jump to the lower ledge and head back to the left, and through the 
yellow pipe. When you land, go left and up the green upside-down pipe, then 
jump to the flagpole to end this stage.


Tower #2
--------

In here, go right and make your way upward by jumping on the fast-moving 
conveyor belts. There are spikes along the sides of the tower, so be careful 
not to slip on the belts and hit them. You will come to a long belt with a 
couple of small spikes along it; jump to the right on that belt to reach Star 
Coin #1 against the wall.

Quickly run to the left and jump up to avoid the spikes, then go up and 
across some more ledges to the far left side. After you trigger the midpoint, 
make your way up the next set of belts, stomping the Dry Bones (and ground 
pounding the giant ones) along the way up. When you reach the pipes, go down 
the right one to be shot upward to the next platform.

Land on the lower regular ledge, and wait for all the spiked beetles to crawl 
to the left. Then, squat down and ride the conveyor belt to the left. Jump up 
to break the blocks towards the end, and claim Star Coin #2 in the process. 
Jump out and continue upward along the conveyor belts. Go up the steps and 
you will reach a point where you can jump to a rope hanging above.

Jump to the rope and climb to the right while hanging to reach Star Coin #3. 
After that, you can either drop to the belt below and grab the coins, or go 
back left and drop down the pipe. Regardless of the way you take, you will 
make it to the final ledge at the top. Up there, go through the door to meet 
up with Bowser Jr. yet again.

The fight with Bowser Jr. here is just like the previous one, but the one 
difference this time is the way you can attack him. You will not be able to 
land direct hits, so keep your distance and avoid contact, all while staying 
on the tilting platform. When Bowser Jr. throws a green shell at you, jump on 
it, then pick it up and throw it right back at him. This will stun him, so 
now is your chance to jump on Bowser Jr's belly to cause damage. Do this 
three times to win the fight here.


Stage 6-5
---------

Here, go right and down the pipe to enter another underwater level. Below, 
swim to the right while avoiding contact with the fish. The green ones will 
try to swim directly at you if you get close, so be careful. Head to the 
right and stay towards the top half of the screen. Grab Star Coin #1, but be 
ready to swim away from the green Cheep Cheeps ahead of you.

Continue to the right and hit the lone ? block you see to get a Starman (the 
next several blocks will also yield Starmen if the power is still active when 
you hit them). Swim to the right, hitting the blocks to renew your star 
power, then when you reach a yellow pipe in an alcove above, swim around and 
go up the pipe. In that coin room littered with green Cheep Cheeps, swim to 
the middle and collect Star Coin #2.

Exit the coin room when you are done, and keep going to the right. Be 
extremely careful of the whirlwinds in the water, as they can suck you in, 
causing you to lose a life. Swim quickly to avoid getting sucked in, though. 
Head to the right and you will find a whirlwind surrounded by blocks at its 
base. Let that one suck you in and you will enter a hidden room below. Down 
there, swim around to get Star Coin #3, then exit via the pipe.

From where you emerge, simply avoid the giant Cheep Cheeps, then go up the 
next pipe to reach dry land. Up there, jump across the platforms that drop 
when you step on them, then leap to the flagpole.


Stage 6-B
---------

Start here by going right and dropping into the rightmost pipe to launch 
upward. At the peak of your shot, go right and land on the ledge. Head right 
and swing from the pole to reach the next ledge. Jump onto the next pole as 
it moves along its track, then swing to the following ledge and defeat the 
enemies there. When you reach the hill, jump on the Koopa Troopa and grab its 
shell, then go down the hill (avoid the Goomba) and throw the shell right to 
receive Star Coin #1.

Go back up and jump from the Paratroopa to reach the pole in the air, then 
swing and jump to the next platform. Go right and hit the blocks to get an 
item and a coin. Jump across the tilting mushroom platforms ahead, then go 
down the pipe to the far right, and you will be launched upward. At the peak, 
bounce from the Paratroopa to obtain Star Coin #2 in the air. Get launched by 
the pipe again, then land on the right ledge this time.

Go right and jump over a couple of Piranha Plants, then slide down the hill. 
Drop down along several tilting mushroom platforms on the way, then go right 
some more. Take the upper path and hit the mixed item box, and hopefully you 
will get something good. Up ahead you will see three pipes; go down the left 
one as it will be the most profitable one.

When you land, go right and jump to the first rotating pole. Swing from it 
and jump to reach the second one, then keep swinging on that one. When you 
reach the upper-right part of its track, jump to the right ledge and slide 
under the wall to grab Star Coin #3. The blocks in front of you will break, 
so go down the steps ahead.

Up ahead, slide down the hill and jump at the bottom, then hop across the 
tops of a few pipes (if you are regular Mario, you can run along the ground 
to get coins). At the far end, go right and jump to the flagpole to finish 
this stage.


Stage 6-6
---------

From the start, go right and launch from the Spin Block, hitting the ? block 
above to get an item. Launch a second time and glide to the right, totally 
clearing the Chain Chomp on the ledge. Launch from the second Spin Block, and 
land on the upper-right ledge (if you want, drill through the blocks to the 
right and nab another item at the bottom). Up there, jump onto the next Spin 
Block and glide to the left. Bounce off one of the red Paratroopas to reach 
the left ledge where the next Spin Block is located.

Launch from the next Spin Block and drill through the column of blocks to the 
left. At the bottom, hit the P switch to turn the remaining blocks into 
coins. With that done, jump to the left ledge and collect Star Coin #1. Get 
back onto that Spin Block and launch/glide to the upper-right ledges. Jump 
across them and launch once more to the upper-left ledge. There, jump over 
the Chain Chomp and collect Star Coin #2 from atop its wooden stake (ground 
pound it to get 3 coins if you want).

Go right and jump to the other ledges, then continue right and downward for a 
bit. Stay to the right side, dropping downward one platform at a time. When 
you are able to go right again, do so. You will see a ? block containing an 
item, and a tall column of blocks. Ground pound through the blocks to access 
the Spin Block below, then shoot up to the ledge above.

Now, wall jump to the right and hit the upside-down P switch, then bounce 
from the Paratroopa to reach the right ledge (this works if you are Mini 
Mario). If you are not Mini Mario, use that Spin Block you just opened up and 
hold Right to land on that high ledge before the switch's timer ends. If you 
are not interested or don't need this coin, take the pipe at the bottom of 
this room to the next part. Alternatively, you can use the Spin Block right 
from the start and bounce off the Paratroopa's head to hit the P switch, then 
hold Right while still gliding to land on the high ledge.

Assuming you got onto that upper ledge, go into the pipe there. In the secret 
room, use the Spin Block and land on the high ledge, then drop down the right 
side of the room. Slide along the left wall to acquire Star Coin #3 on the 
way down. At the bottom, go down the yellow pipe to reach the next area. 
There, go in the first pipe to be shot onto the next ledge. Go into the next 
several pipes to reach the very top area.

Once there, jump to the right and you will find several more pipes. Depending 
on which one you go into, you may reach a certain spot on the flagpole, or 
get shot back to the left where you just came. If you want the extra life, go 
down the third pipe to reach the flagpole.


Castle
------

Starting off here, head to the right by jumping on the gray platforms when 
they move into range. When you reach the small platform with a Koopa Troopa 
on it, stomp it to get its shell, then stand at the right edge of the 
platform and throw the shell to the left, allowing you to get Star Coin #1 
below. Go right by jumping between platforms a little more, avoiding the 
fireballs jumping from the lava, and you will see 2 gray platforms moving 
back and forth. Jump onto the top one, then drop to the lower one so you can 
grab Star Coin #2.

From here, continue to the right and pass through the midpoint on solid 
ground. Hit the block up ahead to get an item, then wall jump to the upper 
platform. Go right and wait for the gray blocks to come together, then bounce 
from the Koopa Troopa onto the ceiling to the right. Up there, run all the 
way right and collect Star Coin #3 at the end.

Now that you have all three coins in here, go back left and drop to the 
ledge, then go right between the gray blocks when they move apart. Run across 
the platform when the gray blocks move down, so that you don't get crushed by 
the spikes above. At the end, go into the door to reach the next room.

In here, jump up the gray ledges, one at a time, as they stick out of the 
right wall. When you reach the top, go into the boss door to meet this 
world's boss. Outside, run to the right and you will be confronted by Monty 
Mole in a tank. The boss battle will then commence out here in the courtyard.

Monty Mole pilots a tank, as you can see, which shoots Bullet Bills from its 
large turret. You can jump on them to eliminate them, which is not a problem. 
The boss itself will pop its head out of the top of the tank, and will toss a 
Bob-omb in your direction (jump to avoid it). To attack this boss, simply 
jump on its head when it pokes it out. When you hit him, the tank will go 
haywire, spinning around and randomly shooting Bullet Bills in random 
directions. When it calms down, a second (and then third) turret will be 
added to the tank. Repeat the same battle plan again, and hit Monty Mole 3 
times to destroy the Monty Tank.

Once you win this fight, run over to collect the golden key and you will be 
done here. Unless you select otherwise on the touch screen, you will now be 
headed to World 8 (unless of course you used a Cannon in a previous world, or 
beat the World 5 boss as Mini Mario to reach World 7).


=======
World 7
=======

S: Start Point
#: Stage Locations
T: Tower
C: Castle
GH: Ghost House
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.

     MT          IT    GT                  ****GT **********
      |           |     |                 *                 *
      |^x5        |^x5  |^x5              *                 *
S --- 1 ---GH --- 2 --- 3 --------- T --- 4 --- 5 *** A --- X --- C
            *                       *     |     |           |
            *                       *     |     |           |
             ****************GT ****       \--- 6 *** 7 ---/


Stage 7-1
---------

Here, start by going up the ledges before dropping down to the platform on a 
track. As soon as you step on the platform, it will begin to move along its 
track. Jump to the second platform when you get to it, and ride to the right 
above some Paratroopas. The trick is to stay on the platform even when it 
appears that it's about to fall off the track. There is a hidden segment of 
track below that you will ride to the left on, giving you access to Star Coin 
#1 if you wait. Then, take the platform back to the right and continue on.

(NOTE: If you want the second coin, read this paragraph; otherwise continue 
along the platforms as normal to reach the next part of the stage. You will 
need to return to this stage again to get the coin you missed.) You will see 
a winged block floating overhead; hop onto it and ride it all the way to the 
right. At the end, drop down to a small ledge and go up the upside-down pipe. 
In that coin-filled room, swing/jump from the hanging poles to the top area. 
Then, jump to grab Star Coin #2 and exit via the pipe at the bottom.

When you emerge in the next area, go right and the midpoint will trigger. 
Jump onto the blocks, then onto the platform on the upper-right track. Ride 
it to the right, stomping the fire-spitting Chomps in the air, and jump to 
collect Star Coin #3. Then, ride the platform as it drops below and continue 
right at the end. Keep going to the right, and jump through the Red Ring if 
you want, and continue onward. Hop across some more platforms and go up the 
pipe at the end, then jump to the flagpole to exit this stage when you 
emerge.


Ghost House
-----------

This ghost house can definitely be tricky, especially if you don't know what 
you're doing and can't move quickly enough. In the room where you start, hit 
the left block to make a ? switch pop out; hit it and 5 doors will appear 
around the middle area. Start by going into the left door. Jump across the 
wobbly floor, bouncing on the pumpkin enemies if needed, and you will find 
Star Coin #1 in the air. Exit via the door at the right side of this room.

Go into the top room next. There, stay to the left side and ground pound 
through the yellow ooze to sink through it. Pound your way down to get Star 
Coin #2, then move to the right and ground pound to the ? switch. Hit it, 
then jump out to reach the door that appears. Back in the center room, go 
into the bottom-right door (the other two doors are optional).

In this room, you will see a whole row of ghostly hands above you, and they 
appear to be moving something back and forth. Jump below the ones that are 
moving and you will reveal a hidden block with a ? switch on it. Use the 
springboard to hit the switch, then go right and ride the moving platforms 
upward. Then, jump up the ledges and enter the door to the left.

When you arrive in the next room, hit the P switch above you, then run to the 
right. Here, you must be quick to jump across the platforms (try your best to 
dodge the Boo on the second ledge), then hop up the small steps leading to 
the ceiling before the time runs out. If you do this successfully, run all 
the way right along the ceiling and you will find Star Coin #3 at the end. 
Then, go back left and drop down to the ground, and enter the door to the 
right. Now that you are outside, simply go right and the flagpole is there.

NOTE: If you want to reach the secret exit instead, run left from the P
      switch and you will find a block on the upper ledge with a shine to it.
      Hit that block to make a beanstalk grow, then quickly jump up the
      ledges to reach the stalk before the blocks turn back into coins. Enter
      the hidden door at the top of the stalk and jump to the secret exit
      flagpole. This will open up the path to a Green House, as well as
      provide a shortcut to the Tower.


Stage 7-2
---------

When you enter, jump across the ledges in the air and go up the upside-down 
pipe to reach the next area. Here, you will see a large platform with arrows 
pointing to the sides and upward. When you step on it, it'll begin to move. 
To change direction, walk to one of the sides to tilt slightly, otherwise it 
will just move straight up (this is how you will progress through this stage, 
so get used to it). Another fun aspect of this stage is how the sides of the 
screen wrap around, so if you go off the right side, you will reappear on the 
left side (this will also come in handy).

Make your way upward, defeating Paratroopas along the way. After you pass 
through the area with walls on both sides, get to the right side and hit the 
blocks surrounding Star Coin #1, so you can collect it. Keep going upward as 
that's the only way you can go, and pass through the Red Ring for a red coin 
challenge if you so desire. Continue going upward past the midpoint, and 
stomp some more Koopa Troopas.

You will soon come to a ledge on the right side with 2 blocks on it and a ? 
block floating overhead. Around this point, stomp a Koopa Troopa and take its 
shell upward. You will pass between platforms with blocks on them, as well as 
Star Coin #2 to the right. To obtain it, throw the shell to the left and 
it'll break the blocks on the right side, nabbing the coin for you in the 
process.

Hit the blocks in the air as you continue upward, then stay toward the middle 
area, since there will be plenty of Paratroopas above you. When the wave of 
them flies downward, bounce on their heads to reach Star Coin #3 to the left. 
Then, get back onto your platform and continue to the upper-right ledge. Go 
through the pipe there, then when you emerge, bounce on the Paratroopas to 
reach the flagpole.


Stage 7-3
---------

From the start, go right and bounce on the second Wiggler to hit the ? block 
for an item. Then, go down the green pipe to reach the next area. Here, you 
will see a giant Wiggler start walking to the right. It has MANY segments, 
but they do end, so try not to get too far behind as you make your way 
through the stage. Drop onto its back and run to the right, while jumping to 
collect a ton of coins in the air.

After you pass the upside-down pipe which spits out Goombas, there will be a 
ledge with a Boomerang Bro on it. Hit the block below the Boomerang Bro to 
defeat it, then jump onto the remaining blocks to grab Star Coin #1. Continue 
onward while stomping Goombas and Paratroopas along the way. Up ahead, there 
will be a high ledge you need to bounce from a Paratroopa to reach. When you 
get up there, you will be able to claim Star Coin #2.

Head right through the rest of the area, and when you reach the end, be 
careful of the Boomerang Bro. Go up the upside-down pipe to reach the final 
area by the flagpole. You will notice some blocks in a step formation below 
you. Ground pound the top one to make a beanstalk grow upside-down, then 
ground pound the lower blocks to gain access to it (you need to be at least 
Super Mario for this). Climb down the stalk a little bit, then jump to the 
right to reach Star Coin #3.

Now that you have the third coin, jump back to the beanstalk and climb upward 
again. At the top, go right and jump to the flagpole to exit this stage.


Tower
-----

In here, go right and jump up the ledges, then go up the upside-down pipe 
while avoiding the moving spiked walls. In the second room, go up some more 
ledges when the spiked blocks move up and down. When you reach the right side 
of the room, you will see moving blocks below you, the top one moving fast 
while the bottom is moving slow. Drop down when the blocks move to the right 
and collect Star Coin #1.

When it's safe, jump back out of here and continue going upward. When you 
reach the three moving platforms in the air, jump to the first one and squat 
down to avoid the spikes overhead. When it's safe, jump up to the second 
block and wait until it moves to the right. Squat to avoid the spikes, then 
walk to the right edge and squat down again. When you move back to the left, 
jump onto the top platform and then onto the upper-right ledge.

Wait for the gray platform above you to move to the left, then wall jump 
upward to the next set of ledges. Head to the left and jump up to reach a 
series of steps with spikes on the sides of each. Wait for the steps to move 
left, then quickly but carefully jump up them to the top. Once there, go up 
and left to a door, and enter that room. In there, hit the blocks to get an 
item, then continue on to the following room.

Jump onto the block above you when it comes down, and ride it upward. Then, 
head across to the left between the spiked blocks moving up and down (be 
careful of course). At the left side, jump onto the ledge and then hop across 
the gray blocks to reach the right side, one block at a time. When you reach 
the far right, go up the get Star Coin #2.

Next, go back to the left side and hop up the thin ledges. There will be 
several large spiked blocks that will move around in close proximity. Hop 
your way between them when it's safe, and get to the ledge above them. When 
you reach the very top area, jump to the ledge where the door is. Before you 
go in however, wait for all the blocks around you to move away, then jump to 
reach Star Coin #3 to the left. Now, go into the room and meet Bowser Jr.

You cannot attack this version of Bowser Jr. directly, as you may be used to; 
you have to wait for him to throw a green shell at you, and then you throw it 
back at him. After you throw the shell, jump on Bowser Jr's belly to cause 
damage. The platforms below you will move back and forth, so things can get 
slightly tricky, but it's still not too hard. As always, 3 hits will beat 
Bowser Jr.


Stage 7-4
---------

In this stage, you will have to make your way all the way upward, by means of 
Spin Blocks and mushroom platforms. Begin by running all the way right along 
the ground. When you reach the rightmost area, jump onto the Spin Block there 
and glide upward and to the left to grab Star Coin #1. Land on the platform 
below, then use the Spin Blocks and bounce upward via the trampoline mushroom 
platforms. Glide to the left when you reach the highest platform and you will 
reach Star Coin #2 as well.

Once you grab the second coin, go left and use the Spin Blocks to continue 
upward. After you pass the midpoint above, continue bouncing upward and using 
the Spin Blocks to gain even more height. At the top, you can bounce from the 
platform to reach Star Coin #3, then glide in the air to collect the rest of 
the coins. If you are high enough as you glide to the right, you should reach 
the upside-down pipe above the trampoline platform (if not, then use the Spin 
Blocks and bounce/glide your way upward to try again).

NOTE: If you want to reach the secret exit, you need to be Mini Mario. From
      where you get Star Coin #3, use the Spin Block and jump onto the winged
      block above. Jump into the wall alcove, then jump from that to the top
      ledge, and go up the skinny pipe as Mini Mario. Then, go right to the
      secret exit's flagpole. This will open up a shortcut to the Castle.

In the next area, use the Spin Blocks to make your way upward to the top of 
the cliff. If you want to reach a secret coin area, break the 3 blocks to the 
right, then hit the block at the bottom of the area to sprout a beanstalk; 
climb it and go up a pipe to reach the bonus coin area. Either way, at the 
top, head right to the flagpole and this stage will be completed.


Stage 7-5
---------

Here, make your way to the right across the landscape littered with Bullet 
Bill cannons and Bob-ombs. After you cross the first pit, jump on the Bob-omb 
at the other side. Pick up the bomb and bounce from a Bullet Bill to reach 
the upper ledge to the right. Have the bomb clear those blocks, then go right 
to receive Star Coin #1.

Continue to the right along a straight flat path, and you will see a skinny 
pipe covered with a block. Use a Bob-omb to clear the block, then if you are 
Mini Mario or have a Mini Mushroom in reserve, use it now and go down that 
pipe. In the room below, jump across the platforms to the right side of the 
room and hit the ? block there to get a Mega Mushroom. Charge to the left 
side of the room, and push the pipe above Star Coin #2 to the right, so you 
can drop down and collect it when the power wears out.

After you get the second coin, make your way to the right side of the room 
and go up the pipe to exit the room. Outside again, make your way to the 
right some more, being careful not to get hit by Bullet Bills. Between two of 
the cannons ahead, you will spot Star Coin #3 in plain sight, so pick it up 
while being careful not to get hit.

Farther ahead to the right, you will see a pipe covered with blocks. If you 
want to reach the secret exit leading to Stage 7-A, clear the blocks with 2 
Bob-ombs, then continue to the secret flagpole. Here is a diagram showing 
where you should place the Bob-omb (shown with an X) in both instances to 
clear the way to the pipe:

First Bob-omb:                      Second Bob-omb:

           _ _                                   _
         _|_|_|_                                |_|_
     _ X|_|_|_|_|_ _                            |_|_|_ _
 _ _|_|_|_|_|_|_|_|_|_ _             _ _ _ _ _ X|_|_|_|_|_ _
|_|_|_|_|_|_|_|_|_|_|_|_|           |_|_|_|_|_|_|_|_|_|_|_|_|
           PIPE                                PIPE

If you're not interested in the secret though, stomp the giant Bullet Bills 
being shot from a huge cannon to the right, and continue to the flagpole 
behind it.


Stage 7-6
---------

In this stage, make your way through the first part by jumping across 
mushroom platforms and defeating numerous Paratroopas. When you reach the 
large tilting mushroom platform, bounce off a Paratroopa's head to reach the 
upper ledge to the right. When you pass the midpoint, you will come to 2 rows 
of blocks.

NOTE: If you want to get the first star coin, as well as the secret exit
      (you'll have to return to this stage to get the remaining coins then),
      follow these instructions. Break the top row of blocks (need to be
      Super Mario), then hit the middle block in the bottom row to grow a
      beanstalk. Climb it to reach a hidden area. Ride the mushroom platform
      to the right, and jump to collect Star Coin #1 in the air. At the end,
      go up the pipe and head right to the secret flagpole. This exit will
      lead to the hidden Stage 7-7 on the map.

If you don't want the secret exit (or will return later to get the first star 
coin, go right past the 2 rows of blocks, then drop down to the lower area 
past the wall. Go right and jump up to grab Star Coin #2 when the Paratroopas 
don't present a danger. Jump up to the top ledge and continue right, avoiding 
the Piranha Plant as it emerges from the pipes. Go down the yellow pipe when 
it is clear to reach a new area.

There, bounce across the Paratroopas to reach the red pipe to the right. Go 
up it and you will receive Star Coin #3 as you emerge. Then, jump up and 
avoid the Paratroopas as you continue onward to the right. Get past the large 
block formation infested with Koopa Troopas, then go up the hills and jump 
from the final Paratroopa to reach the flagpole.


Stage 7-A
---------

From the start, go right and into the pipe to head into a pipe-filled area. 
In here, go right and jump below the horizontal pipe to reveal 3 hidden 
blocks. Go left and jump onto the upper ledge, then go right into that pipe 
to get Star Coin #1. Head back through the pipe and go through the upside-
down pipe to reach the next part. Be careful, as Baby Wigglers may fall out 
of certain pipes.

In the room above, head right and avoid the Piranha Plant, and go into the 
rightmost pipe. When you launch up, collect the coins on the way up and down. 
You will notice a pipe acting as the left wall; as you fall back down, slide 
along the right wall, then wall jump and go up that pipe. You will reach a 
hidden room to the right, where you can obtain Star Coin #2. Then, go back 
through the pipe and drop to the area below.

When you land, jump to the upper blue ledge and then go up the left pipe. Up 
there, head to the right and up a couple ledges to the yellow platform. From 
there, go right and up, being careful to avoid the Piranha Plant, then jump 
across the pipe steps leading to the left. At the end, jump into the upside-
down pipe directly above you when the Piranha Plant recedes into its pipe. 
Head to the right and hit the ? block to receive a Mini Mushroom.

As Mini Mario, head back to the left and wall jump between the left wall and 
the upside-down pipe. Then, go up the skinny pipe and collect Star Coin #3 
when you appear at the other end. Grab the coins overhead, then exit via the 
pipe to the right. From here, be careful of the Piranha Plants since you're 
particularly vulnerable right now, and jump to the far right. Hit the yellow 
face block a few times to form a stack, then jump onto it and go through the 
right pipe.

Once you're outside, go right and hop over to the flagpole to exit.


Stage 7-7
---------

Starting off in this automatically-scrolling stage, go right and hit the ? 
block to get an item. When you reach the wheel with ledges around it, stand 
on the ledges farthest to the side to make the wheel move. Go right with it, 
making sure to grab Star Coin #1 as you pass. Hop along the donut blocks so 
they don't sink, then jump to the next ledge with the Koopa Troopa. Make your 
way right by jumping across platforms that move back and forth, then jump 
onto the platform on a track going upward.

Head upward atop the platform on the track, jumping through the Red Ring on 
the way if you want. At the end of the track, jump to the left platform and 
stand on the first set of donut blocks. Sink with them to obtain Star Coin #2 
then jump onto the ledge above to avoid dying. Go left onto another series of 
donut blocks, hopping along them to keep them from sinking. When the screen 
scrolls upward again, jump up to the higher tiers of donut blocks. At the 
top, jump to grab Star Coin #3 in the air, then get onto the moving platform 
to the right.

Hop across the next bunch of donut blocks (or sink with some to grab the 
coins under the platforms). When you reach the next track, hop onto the wheel 
of ledges, but this time, you have to manually turn it to progress up the 
track. Simply stand on the rightmost ledge of the wheel and keep jumping 
upward as it turns to keep a constant pace, so you don't get caught by the 
scrolling screen. At the top of the track, bounce on the Paratroopas to reach 
the final flagpole to the right.


Castle
------

In here, go right and hop onto the line of green blocks, and they will begin 
to move (another element from Super Mario World here). The blocks will act as 
your means of transport throughout this castle, so stay towards the front of 
it and be ready to jump to avoid any obstacles in the way. Go right and up 
the steps, then jump over the first electrical ball enemy. When the line of 
blocks turns downward, jump in the air to grab Star Coin #1.

Follow the line of blocks to the left, jumping over the second electrical 
ball below you. Continue to the right with the blocks, as they pass over the 
spiked floors. Hit the ? block along the way to get an item. When you reach 
the Thwomps, trigger them to fall by getting close, then jump over them so 
you don't end up falling off back end of the blocks. Up ahead, you will hit 
the end of the line, so jump onto the regular platforms to reach the 
midpoint.

Hit the next ? block to get another item, then hop onto the next set of green 
blocks. Follow them to the right, this time moving to avoid the spiked balls 
that rotate around the blocks they're connected to. When you are above Star 
Coin #2, drop down from above to grab it, then squat down on the block until 
the green blocks come back to the right. At that point, jump back onto the 
blocks and continue onward.

Up ahead, watch out for the fire-shooting blocks (you can move around on the 
blocks to avoid them, but a couple of them you'll have to jump over). When 
you reach the far right, the blocks will stop moving before they fall into 
the pit below. Stand to the right and wait until the block you're on starts 
to fall. When that happens, jump to the right, grabbing Star Coin #3 on the 
way up. Then, land on the ledge and enter the boss's room.

Out here, jump up the ledges and go right (if you want a hidden item, jump to 
the left ledge and hop around to find a hidden block). On the bridge, you 
will meet up with Lakithunder, who appears to be this world's boss. 
Lakithunder will float around high above, throwing Spiny balls at you, and 
every now and then will try and hit you from above with a lightning bolt. 
There are gaps at each end of the platform, so be careful not to fall into 
them as you avoid the attacks. Lakithunder will swoop down every now and 
then; when he does, jump on his head to score a hit. Do this three times to 
win the fight.

Once the fight is over, grab the golden key and head on out to World 8!


=======
World 8
=======

S: Start Point
#: Stage Locations
T: Tower
C: Castle
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.

             /---MT    IT
            |           |
            |^x5        |^x5
S --- 1 --- 2 ---T1 --- 3 ---- 4 ---C1 ---- 5 --- 6 --- 7 --- 8 ---T2     C2
                               |vx5                                 |      |
                               |                                    |      |
                        GT ---/                                      \----/


Stage 8-1
---------

When you arrive in this opener stage, you will notice that things are much 
darker. Also, there will be crows hovering overhead and swooping down at you 
every now and then, so watch out. Anyway, head to the right and defeat the 
numerous enemies you come across. Eventually you will come to a point where 
there is a single ? block in the air and two blocks below it. Hit that block 
to get a springboard.

Pick up the springboard and carry it to the right, then jump to the ledge 
comprised of 2 blocks and drop it there. Bounce on the springboard to reach a 
hidden area in the sky, where you will be able to grab Star Coin #1. When you 
land, hop over the pits as you continue to the right. Hit the block past the 
midpoint to get an item, while stomping the various Bullet Bills you'll 
encounter as you head right. When you reach a bunch of step platforms with 
Bullet Bill cannons on them, bounce from a Bullet Bill to reach Star Coin #2 
high in the air.

Next, jump to the upper-right ledge and go right. Jump on the giant Bullet 
Bill when it gets shot at you, then drop to the ledge below to retrieve Star 
Coin #3. Jump back up and bounce on the next giant bullet to land on the 
cannon itself. From there, jump to the small ledge to the right, then onward 
to the flagpole.


Stage 8-2
---------

Start off this level by entering the pipe directly in front of you. In the 
watery room, swim to the right and hit the ? switch to raise the water level 
temporarily. Quickly swim upward to the surface, then jump to the ledge and 
head through the left pipe. In that room, hop across the barrels floating on 
the surface and hit the ? switch on the far ledge to raise the water some 
more. Get back across the room by hopping on the barrels, then go through the 
pipe on the upper ledge (the skinny pipe you can access as Mini Mario only 
leads to a coin room).

In the next room full of blocks, stand about 3/4 of the way to the right side 
of the blocks, then ground pound straight down through all the rows. If you 
were in the proper position, you will grab Star Coin #1 in the air on the way 
down. When you hit the ground, the midpoint flag will pop up, so go into the 
right pipe.

When you appear in the next room, go right and hit the ? switch to raise the 
water level again. Swim to the very top and the two spider enemies will be at 
the surface. Get to the right side and bounce on one, then wall jump at the 
peak of your jump to grab Star Coin #2 in the air high above. After that, go 
into the water and enter the lower of the two pipes on the right side of the 
room.

In the next room, hit the ? switch on the ceiling and swim upward in the 
right side of the room. At the top, jump to the ledge and grab Star Coin #3. 
Then, sink back to the bottom area and hit the ? switch again. This time, 
swim up the left side and go up the upside-down pipe there. When you get 
outside, jump across the small ledges to reach the flagpole.


Tower #1
--------

Starting off, wait for the first gray platform to move over the spike pit so 
you can safely cross. Then, jump to the next ledge and stomp the Dry Bones 
there. Go left and walk along the second gray platform when it moves left, 
then jump to the ledge where Star Coin #1 can be recovered. Go back right and 
jump onto the extremely long gray platform above you, then hop onto the ? 
block to the right. From there, jump to the next couple of gray platforms 
above.

When you reach the plateau, stomp on the Dry Bones and jump to the upper-left 
ledge when the gray platform below moves to the left, allowing you to reach 
it. Jump upward onto the upper ledge when the large gray block moves away, 
then hop up to a small ledge and squat down. Allow the gray ledge to push you 
to the right, below all the spikes, then jump onto the upper ledge at the 
end.

Go left and onto the ledge where the gray block is moving back and forth on. 
When it moves to the left, follow it, then squat down and hop through the 
opening between the block and the left side of the room. Once there, jump up 
the ledges while avoiding the Spiked Beetles, and collect Star Coin #2 at the 
top. Squat down on the top ledge to get pushed out of this alcove, then 
continue to the right. Ride the block upward and head left through the 
midpoint.

Keep on heading upward by jumping upon the gray blocks when you have room to 
do so. Get to the right side, and use the springboard to reach the top area. 
Once there, stomp on the Dry Bones enemies and wait for the winged block to 
fly overhead. Hit it and jump onto it, then leap in the air to grab Star Coin 
#3 (there are some hidden blocks, so be careful). With that done, go into the 
boss door to meet Bowser Jr.

This tower fight with Bowser Jr. will be a bit tricky, with the moving blocks 
on the sides that can crush you if you fall, and the fire-shooting blocks. 
Additionally, you cannot stomp on Bowser Jr. normally; you have to avoid him 
and wait until he throws a green shell to send it back at him. Throw the 
shell and stomp on his belly to cause damage. Do this three times and Bowser 
Jr. will run off to the castle, leaving you with a victory.


Stage 8-3
---------

When you enter this stage, go into the pipe ahead of you to reach the 
underwater portion. Hit the ? block between the bubbles to get an item, then 
start heading upward through the area. As you swim towards the top, try to 
stay away from the holes in the sides, since small eels will try to come out 
and hit you if you're not careful. When you finally reach the top, a giant 
eel will bust through the blocks to the left and give chase to you through 
the rest of the stage.

You must keep swimming to the right as quickly as you can to avoid getting 
hit, since the giant eel WILL keep up with you rather well. There will be 
plenty of pipes blowing air to the right, which can assist in pushing you 
along. There are Cheep Cheeps swimming around every now and then, so try your 
best to avoid them as well. Stay towards the bottom half of the room as you 
go, and you will eventually come across Star Coin #1 below a row of blocks.

From where you get the first coin, swim to the upper half of the room and 
continue to the right. You will soon see Star Coin #2 in an alcove by the 
ceiling; break the blocks below it to reach it (you'll have to be quick to 
avoid the eel here, it can be tough). Continue onward and you will reach a 
wall with Star Coin #3 at the other side of it, in an underhang of sorts. 
Swim around to get it quickly, but then you have to keep moving to stay ahead 
of the eel.

After this, swim along the top of the area and you will reach the end very 
shortly. Go through the red pipe to get outside, and away from that eel once 
and for all. Out here, go right and bounce on the Paratroopa to reach the 
flagpole and get some points!


Stage 8-4
---------

In this final regular stage before the castle, you will have to be careful 
since spiders will constantly fall from the sky as you move to the right. 
Head right from the start and hit the ? block to get an item, then hop across 
a bunch of gray moving platforms. When you reach the ledge with the Koopa 
Troopa, bounce from a falling spider to the right in order to reach the 
upper-right ledge (or you can get a good running start from the lower blocks 
and dash jump, but that's more dangerous). Either way, when you get to that 
ledge, grab Star Coin #1 there.

Pass the midpoint to the right, then hit the next ? block to get an item. 
Jump over the pit and continue to the right, and you will reach a series of 
platforms that move up and down. Above the last one is Star Coin #2, so dash 
jump from the second-to-last platform to reach it. On the next platform, hit 
the left ? block to get a Starman if you want it. Up ahead, get onto the 
moving gray platforms and you will see a skinny pipe below (you will need to 
be Mini Mario for this; if you aren't, either come back to this level later, 
or continue right to the flagpole).

As Mini Mario, go down the skinny pipe into a hidden room. Hit the first ? 
block to get a Starman, then go across to the right side of the room, killing 
the Mini Goombas along the way. At the other side, hit the other ? block to 
get another Starman. This time, jump to the upper ledge and run all the way 
left. At the end, grab Star Coin #3 and go through the pipe to exit. When you 
emerge, simply go right and jump to the flagpole (hopefully your Starman 
power will still be active to make this easy).


Castle #1
---------

Here you are at last, in the final castle of the final world (so you think). 
So you are aware, on every dry platform there is a red block that will switch 
the platforms on the surrounding tracks. Anyway, hit the block above where 
you begin and ride the platform on the low track. Ignore the second block and 
continue right. On the third ledge, hit the block, then ride the upper 
platform back to the left so you can nab Star Coin #1.

Ride the platform back across, then ignore the block and continue to the 
right. At the next stop, hit the block and use the platform above the one 
you're currently on to reach the upper track. Ride that platform to the 
right, but stay aboard when it falls and you will reach Star Coin #2 below. 
On the next safe ledge, do not hit the block and ride the lower platform 
onward (make sure to jump over the wall as you pass and avoid the fireballs).

At the end of the ride, swing from the rope to reach the next platform. 
There, hit the second block to get an item. For the next part, jump across 
the rotating triangular blocks, followed by some rectangular blocks. Swing 
from another rope, then jump to the final ledge. Drop to the platform on the 
track, and squat down as it passes to the right. Over there, jump across the 
rotating platforms to reach Star Coin #3 (there is a hidden third platform 
above the lava, which you can stand on when they're vertically aligned).

When you're done, wait for the platform to return, then ride it back to the 
left. Then, jump to the upper ledge and go through the door to reach the 
boss's room. Inside, head to the right and you will run into Bowser Jr. once 
again. He will run off, leaving you to face Skeletal Bowser. This version of 
Bowser will move towards you, stopping periodically to throw bones or spit 
fire at you. Every so often he will jump in the air (sometimes high, other 
times just a slight bit). When that happens, quickly run/slide underneath and 
step on the red switch to end the fight.

Just when you thought that was it, Bowser Jr. will escape with the Princess. 
The view will shift to the world map, where a bridge forms leading to an 
entirely new area of the world. Guess it's not over yet, so you might as well 
continue onward.


Stage 8-5
---------

In this lava-filled stage, head to the right, jumping from platform to 
platform while avoiding the fireballs and lava. Head right and hit the ? 
block above the large wobbling platform to get an item. There will be brown 
platforms balancing on tiny bases, and they will fall over shortly after you 
step on them, so be quick to avoid sinking with it. Continue right and drop 
to a lower ledge to get Star Coin #1 on the way (it's below the platform with 
two ? blocks).

Up ahead, hit the ? block on the next large platform to get another item. Hop 
along a series of platforms, then jump onto the wobbling platform at the top 
of those steps. Jump to the lower platform to the right, then stomp a Koopa 
Troopa and kick its shell to the left to receive Star Coin #2. Go right and 
jump along the coin arc, then continue by jumping across a bunch of low-lying 
platforms, defeating the Koopa Troopas along the way.

At the end of this stretch, you will reach a slightly raised platform. On 
that one, dash and jump to the higher ledge, then jump from that to reach 
Star Coin #3. Now, go into the pipe ahead to reach the final area. When you 
emerge, go right to the flagpole and exit this stage.


Stage 8-6
---------

In here, you will have another of those stages where both sides of the screen 
are connected (you run off the right side and appear on the left, and vice 
versa). Start by going left and up the path to the first ? block, which will 
contain an item. Jump through the thin ledge above, and then jump upward 
through the opening in the center. Go down the pipe to launch over the left 
wall, then go down those steps to reach Star Coin #1.

From here, go up the steps and jump through the thin ledge above, then go up 
the hills while defeating the Goombas on the way up. Hit the next ? block for 
an item, and you will now see some Spin Blocks. Use the first two to reach 
the upper ledges. Avoid the Paratroopa and use the third Spin Block to reach 
the upper-left ledge, then ground pound through the blocks to obtain Star 
Coin #2.

Hop up the small ledges and go left to the other side of the screen, then 
drop onto the Spin Block and use it to reach the upper section. Move to the 
left as you jump up the red platforms, avoiding the Spiny enemies (if you are 
Fire Mario, kill them). When you reach the fourth red platform, jump through 
the right opening to reach Star Coin #3.

After that, hop up the final couple of ledges and drop into the pipe to 
launch out of here. Out there, you can simply go right to the flagpole (if 
you want some coins and possibly the 1-Up, go left and use the Spin Block, 
then glide to the flagpole).


Stage 8-7
---------

Starting off, go right and jump across the Paratroopas to reach the upper 
ledge. Hit the ? block to get an item, then go right and defeat some more 
enemies. When you reach the high wall, jump to reveal a hidden block, and use 
it to jump over. Ahead, you will meet the Sledge Bro, who will throw hammers 
and periodically jump up and down, causing the ground to shake (jump when he 
lands to avoid being stunned). Defeat it or use the platform above to avoid 
it, then drop to the lower area at the other side, and run across the blocks 
below to reach Star Coin #1. As soon as you grab the coin, jump to the ledge 
above to avoid falling into the pit.

Continue to the right, shimmying along the cliffs while jumping to collect 
coins. Up ahead, stomp the Paratroopas you encounter and continue right to 
reach a couple of Fire Bros. Jump to avoid their fireballs, then jump on the 
first one and hit the second one from below by utilizing the blocks. Hit the 
? block to get a Starman, then go right and kill the Koopa Troopas to 
accumulate points quickly.

Jump onto the moving platforms and defeat the Boomerang Bro, then collect 
Star Coin #2 on the platform where the enemy was. Hop across a couple more 
platforms to the next part, where you will see another Sledge Bro. You will 
need to be Super Mario to ground pound through the blocks below, so you can 
reach Star Coin #3. If not, then come back later. Continue right and defeat 
another Boomerang Bro, and jump through the Red Ring. Collect the first two 
coins, then launch through the pipe to cross the pit. Then, go right to the 
flagpole to exit this stage.


Stage 8-8
---------

Here, you will have to worry about falling chunks of molten rock, which can 
get VERY annoying. If those rocks hit the Fireworks Bob-ombs, it will ignite 
them to explode, but they won't damage you, instead shooting off fireworks in 
the air. Also, the molten rocks can break through the cracked yellow blocks 
throughout the stage. The falling rocks have a pattern though: after they 
fall, there will be a brief pause before the volcanoes in the background 
erupt again, so take advantage of this pause when you can. Go right and jump 
up to the higher ledge, then head back to the left to retrieve Star Coin #1.

Head to the right some more while avoiding the falling rocks, and you will 
see a skinny pipe below a thin ledge. Ignore it for now, and continue to the 
right. When you reach a long flat path with cracked blocks occupying every 
couple of spaces, stand over the second set of cracked blocks (they're a 
lighter gray than the surrounding blocks). You will need to be Mini Mario for 
this, so hopefully you brought along a Mini Mushroom; if not, you will have 
to return later. Wait for the falling rocks above to clear those blocks, then 
go down the skinny pipe.

In the maze below, make your way through it, collecting Star Coin #2 at the 
bottom center area. Exit via the upper-left pipe. When you emerge, jump to 
the ledge directly above, then jump again to hit a hidden block containing a 
Starman. Run all the way right along that flat path, and you will see Star 
Coin #3 surrounded by blocks. Wait for the falling rocks to clear some of 
those blocks away, giving you access to the coin.

With all three coins in your possession, continue to the right through the 
rest of the level. There will be another long platform comprised entirely of 
cracked blocks. Run across it, hopping over the Fireworks Bob-ombs and 
avoiding the rocks. At the very end, jump to the flagpole to end this stage.


Tower #2
--------

In this final tower of the game, go right and you will get to ride on another 
of those long green block platforms. Move along with the platform as it moves 
upward and to the right, avoiding the rotating fire sticks along the way. 
When you start moving to the left again, watch out for the spikes as you go 
left with the platform. Jump to collect Star Coin #1 in a niche between the 
spikes.

Keep riding the green platform as it snakes around the open area above. When 
the platform starts moving upward and to the right amongst the rotating fire 
sticks, jump to the ledge above the green blocks, and head right to collect 
Star Coin #2. Reunite with the green blocks at the end, and continue riding 
it upward and to the left. For this next part, you will have to deal with 
spiked balls plowing through the walls and falling in your direction. As you 
reach the left side of the room, one of the spiked balls will land on your 
platform and will roll along, so jump to avoid it.

As you reach the upper-left area of the room, you will see another spiked 
ball blasting through the wall, but there will also be a ledge above that 
point. Jump to the ledge and you will find Star Coin #3. Now, ride the 
platform as it makes its final ascent in the center area, while avoiding the 
spikes on the walls. At the top, go right and into the door to face up 
against Bowser Jr.

For this matchup, you cannot jump on Bowser Jr. directly, but there are no 
other hazards in the room, so long as you stay on the battle platform. 
Anyway, Bowser Jr. will jump and charge at you before throwing a green shell 
rather quickly at you. Jump on the shell and toss it back at Bowser Jr. to 
flip him over, then stomp his belly to cause damage. Do this three times and 
the battle will end.


Final Castle
------------

At last, you are at the final castle of the game, but don't expect things to 
be too easy! In this first room, go right across all the platforms while 
being careful of the fireballs jumping out of the lava. At the end, go 
through the door to reach the next room. In here, hit the middle block to 
reveal a ? switch; hit it to flip the room, then enter the newly accessible 
door.

In this room, make your way upward and to the right while avoiding the fire-
shooting blocks. When you reach the rightmost point by the door, go into the 
room there. Trigger the giant Thwomp to fall, then jump over the platform as 
it rises again. Hit the third block above to reveal a ? switch, then continue 
right.

Hit the ? block above to get an item, and hop over the left wall to hit the 
switch. After the room flips, drop to the lower area and go left. Wait for 
the giant Thwomp to fall and rise before crossing underneath, then enter the 
next room. Make your way all the way to the far left side of the room, while 
jumping over the fire-shooting blocks when it's safe to do so. Jump over the 
spike pit and you will see a lone block; hit it to reveal a ? switch. Jump on 
the switch to make a moving platform appear in the adjacent room to the left.

Next, go back to the right side of the room again. After you pass the 
platform with the two fire-shooting blocks, you will see an upper ledge above 
the path with the Dry Bones. Jump to that ledge and slide under the upside-
down fire-shooter to reach the door. In that next room, go up the steps after 
you trigger the Thwomps. At the top, jump to the upper ledge and head left to 
find Star Coin #1.

Now, go back to the right and make your way downward. Avoid the spikes as you 
go down and to the left. When you are going down the steps, hit the blocks 
overhead and one will yield a ? switch. Hit it to flip the room, then jump 
back up the steps. Avoid the Thwomps as you reach the top area, then trigger 
the Thwomp to the right. When it rises, quickly slip under it and go right. 
Jump over the spike pit and defeat the Dry Bones, then enter the room below.

Here, you will see a spike pit to the left and a platform moving up and down 
above it (the one you made appear before). Jump to the platform and enter the 
upper-left door it leads you to. In that room, go right to find Star Coin #2, 
then jump to the upper ledge and go through the door there. Go right in that 
room to pass the midpoint finally, then hit the ? block ahead to get an item.

Go right and you will see three levels of platforms you can travel on. If you 
remember the original Super Mario Bros., you will know that you have to get 
through this next section by traveling the different levels in a certain 
order, or else it'll loop infinitely. If you took the right path, you will 
hear a ding; if you took the wrong path, you will hear a heavier sound, and 
you will have to start from the beginning.

Anyway, for this next part, take the bottom path, then the top path, and 
finally the middle path. If you did it right, you will be able to continue 
onward. Below you will see Star Coin #3 in the corner. Ground pound the 
blocks to the right of it, then go into the corner and grab the coin. Jump 
through the thin ledge and continue right to the boss door. Go inside and 
head right to meet up with Bowser and Bowser Jr.

The fight will now commence against both father and son, together. Your first 
priority will have to be Bowser Jr. He will jump and charge at you, and you 
are not allowed to jump on him normally because of the spiked shell. Wait for 
Bowser Jr. to throw a green shell, then toss it back at him, and jump on his 
belly to cause damage. Do this three times and Bowser Jr. is done for. While 
you're dealing with Bowser Jr. though, regular-sized Bowser will slowly move 
towards you while spitting fireballs.

After you beat Bowser Jr, the Resurrected Bowser will start shooting several 
fireballs at once in various directions. Stay back, then jump to avoid the 
lower-flying ones. He will sometimes shoot three blue fireballs at you: one 
straight ahead, and the other two will go in each of the diagonal directions. 
All you need to do is wait for Bowser to jump in the air. When he does, 
quickly dash under him and step on the red switch to remove the bridge, 
finishing him off in such a traditional fashion.

Following the fight, you will be reunited with Princess Peach, and the 
credits will begin to roll. Congratulations on playing through and beating 
the New Super Mario Bros. game!

*****************************************************************************

-=-=-=-=-=-=-=-=-=
-=  7. Enemies  -=
-=-=-=-=-=-=-=-=-=

Amp: These decent-sized black balls of electricity are found in certain Tower
     and Castle stages. They are usually lined up in groups, and will shock
     you if you touch them. You cannot destroy them though, so you just have
     to try your best to avoid it.

Balloon Boo: This ghost is the same as the regular Boo, but it has balloon
             properties as well. If you turn away from it, the Balloon Boo
             will start to increase in size, but if you face it, it'll lose
             its air.

Banzai Bill: This is a extremely giant-sized Bullet Bill, shot out of a huge
             cannon, and is a rare sight. It is a very slow mover given its
             size, but you can still jump atop it to defeat it.

Blockhopper: This enemy is disguised as a stack of blocks, and when you get
             close enough, it'll start hopping around. Because it's just a
             pile of blocks, the only way to kill it is to ground pound
             through the stack. Usually if you destroy the enemy, you'll get
             an item out of the bottom block.

Blooper: These are the famous squid enemies that swim upward and to the side
         in the water. If you get close, it will try swimming towards you, so
         be careful and swim around them to avoid damage. There are a couple
         areas where you will find Bloopers surrounded by 4 miniature
         versions of itself. It will send those mini Bloopers in four
         directions to attack you, so watch out!

Bob-omb: The black bombs that walk around aimlessly. If you jump on one, its
         fuse will light and it'll be a matter of seconds before it explodes,
         clearing blocks and other enemies within range. You can pick it up
         and place it where you want before it explodes, too.

Boo: These shy round ghosts are back in this game, and are mainly found in
     the Ghost Houses, of course. If you turn your back to one, it will start
     to hover towards you. However, if you face it, it'll hide its face and
     stay where it is. Use this to your advantage when trying to lure them
     away from a certain ledge and so on.

Boomerang Bro: This turtle enemy stands still and tosses a slow-moving
               boomerang in your direction to attack. Avoid the weapon and
               jump on this enemy's head directly, since it's easy enough.

Broozer: These are the ghosts that walk around on certain platforms and punch
         through blocks in their path. They can be tough to avoid at times,
         but are quite useful when trying to open up paths that are otherwise
         obstructed by blocks.

Bullet Bill: Also from the original Super Mario Bros., this bullet with a
             face flies straight ahead in the air to attack. You can jump on
             it to destroy it without taking damage yourself. The Bullet
             Bills are usually shot out of cannons (stationary and spinning
             ones). If you stand directly next to/atop a cannon, it will not
             shoot, which is useful to keep in mind.

Buzzy Beetle: These hard-shelled beetles can be found crawling on ceilings in
              underground levels. If you pass below it, this enemy will fall
              from the ceiling and spin towards you to attack. You can jump
              on its shell and then pick it up to use elsewhere if you want.

Chain Chomp: This black ball with its teeth showing is chained to a post on
             certain platforms. If you get close, it will lunge at you, so be
             quick to jump and avoid it. If you are feeling brave, ground
             pound the stake it's chained to a few times to free the Chain
             Chomp, receiving several coins as a reward.

Cheep-Cheep: A simple non-aggressive fish that swims around in the water
             levels. It keeps to itself, so all you have to do is swim around
             it, or use fireballs to kill it.

Cheep-Chomp: This large blue-colored fish will not only follow you around if
             you get too close, but it will also try to devour you whole!
             Keep your distance or use fireballs to quickly dispose of it
             before you get caught and end up losing lives.

Crowber: These black birds are only found in the final areas of the game.
         They circle high above the sky where you can't reach them, and then
         they will swoop down to attack you. The screen can be populated with
         a lot of them rather quickly, so be very cautious when dealing with
         them.

Deep-Cheep: This version of the Cheep-Cheep is green, and will swim towards
            you if you get close enough. Try to keep your distance to avoid
            being attacked by these fish.

Dry Bones: A skeletal incarnation of the infamous Koopa Troopa. If you jump
           on this enemy, its bones will collapse along the floor for several
           seconds before coming back together. It also has no shell you can
           kick around.

Fire Bro: These red turtle enemies, usually in pairs, will spit fireballs at
          you, much like your Fire Flower's power. The fireballs can be
          tricky to avoid since they bounce off the ground, but it is rather
          easy to jump on their heads and defeat them if you get that close.

Fire Snake: Found mainly in the desert stages, this is a small snake made up
            entirely of fireballs. It hops along the path, jumping onto
            slightly higher blocks and ledges in its path. You can't kill it
            by normal means, so it may be for the best to simply jump to
            avoid it.

Flame Chomp: This odd creature floating in the sky is comprised of a black
             head, trailed by several fireballs. It will constantly fly
             towards you, periodically spitting out fireballs to attack. Jump
             on its black head when it's safe to kill it. This enemy usually
             reappears after several moments if you defeat one, though.

Giant Spiked Ball: It's a much larger spiked ball, which also rolls along the
                   path. It is indestructible, so try your best to avoid it
                   by jumping over it.

Goomba: The trademark mushroom enemies are back yet again, which is no
        surprise. They are among the most basic of enemies, simply walking
        straight ahead and nothing more. A simple jump will kill them.

Green Koopa: The generic Koopa Troopa with a green shell. This version simply
             walks straight ahead, and will walk right off its ledge, even if
             it's into a pit. You can jump on this enemy while it walks, and
             it will temporarily retract into its shell. You can pick up the
             shell and carry/throw it to break blocks, attack other enemies,
             etc.

Green Paratroopa: Here is the regular Koopa Troopa enemy, but with wings. The
                  green-shelled ones will fly up and down in place, and you
                  can jump from them to reach higher/hard to reach ledges. If
                  you jump on a Paratroopa, it will lose its wings and become
                  a regular Koopa Troopa.

Hammer Bro: This turtle enemy stands on a ledge and throws several hammers in
            the air at you. It pauses after throwing a few hammers, so use
            that time to stomp atop its head. It can also jump in the air and
            up/down block ledges if it's situated atop one, so be careful
            when passing it.

Kab-omb: They are the same as regular Bob-ombs, but if you stomp on one, it
         will run around aimlessly before exploding. However, its explosion
         will not damage you; instead it will shoot off a firework in the sky
         as a sign of peace or whatnot.

Lakitu: Another famous enemy from the original Super Mario Bros., this turtle
        floats in a cloud high above you, while tossing Spiny enemies at you.
        It is rather hard to jump on it, due to the low elevation of most
        levels with Lakitu, but if you manage to pull it off, you can ride in
        its cloud for several moments, perhaps to reach hidden coin clouds
        above. If you kill a Lakitu, a new one will definitely return after
        several moments, so beware.

Mega Cheep-Cheep: These are a larger version of the regular Cheep-Cheeps.
                  Swim around to avoid it, or use fireballs to kill it if
                  you're so inclined.

Mega Deep-Cheep: A much larger version of the Deep-Cheep enemy, obviously.
                 Try to avoid them when they swim at you to attack, or use
                 fireballs to kill it off quickly from a distance.

Mega Unagi: A giant-sized eel, as the name implies. There are a couple of
            underwater stages where it will swim across a large portion of
            the screen and you either have to get out of the way or get hit
            by it. Another stage late in the game forces you to swim to avoid
            having it eat you. You cannot kill it, so staying away is the
            most you can do here.

Mini Goomba: These are the tiny Goombas you will find in a few secret pipe
             rooms, usually accessible as Mini Mario. Although it may be
             harder to see them, jumping will still defeat them.

Moneybag: This thief disguises himself as a coin, and will hop across
          platforms to get away. If you manage to catch up to it and stomp
          its head a bunch of times, you can win a bunch of coins and even an
          extra life!

Paragoomba: A winged version of the regular Goomba enemy. It flies around in
            the air, sometimes swooping down to hit you.

Piranha Plant: The classic plant that pops out of pipes for brief intervals.
               This version does not attack you; it simply pokes its head out
               for a couple moments before returning into the pipe. Note that
               if you are standing directly next to or atop the pipe, the
               plant inside will not come out, so keep this in mind. It can
               be sometimes found on the ground, moving its head to try and
               bite you as you jump over it.

Pokey: The segmented cactus enemy, as seen in Super Mario Brothers 3. It is
       primarily found in the desert stages, and can come in a variety of
       sizes. It moves rather slowly to the sides, and can prove difficult to
       jump over. Jump on its head or throw a shell at it to knock away its
       segments until you defeat it entirely.

Red Koopa: This Koopa Troopa is the same as its green-shelled counterpart.
           The difference is that this one will walk back and forth on
           its platform without falling off.

Red Paratroopa: This flying enemy is just like the green-shelled version, but
                this one will fly horizontally instead.

Scuttlebug: These giant spiders hang from the ceiling, and may fall on you if
            you pass underneath. If you are quick you can avoid them, or you
            can hop across them to reach otherwise inaccessible ledges and
            such.

Skeeter: These are the spiders from Super Mario 64, which glide along the
         surface of the water. If you are swimming in the water below it, it
         will try to drop a bomb on your head, so be careful. It can be
         difficult surfacing with them moving around as well, since they may
         try to block you from jumping out of the water safely. Jumping on
         their heads will be enough to clear them, at least.

Snailicorn: Found in a few snowy stages, this snail/unicorn mix will charge
            at you when it spots you on its ledge. You will bounce off its
            shell if you try jumping on it, so try not to do that. Simply
            jump over it when it charges at you, and continue past it.

Snow Spike: This robot-like enemy stands on a ledge (in snowy stages) and
            throws snowballs at you. Avoid them by ducking, running, or
            jumping, then jump on this enemy's head to destroy it.

Spike Bass: This large spiked fish will periodically jump out of the water
            and attempt to swallow you whole if you are standing on a low
            platform. It only appears in a couple of land-based levels with
            water along the bottom. To make things easier, you can kill it
            with a fireball, but a new one will appear several moments later,
            so watch out.

Spike Top: This enemy is essentially the same as Buzzy Beetle, but it has a
           single spike on its shell, which keeps you from jumping onto it.
           They are primarily found in groups, crawling around the perimeter
           of a block structure or other surface.

Spiked Ball: Rolling along in a couple of Towers/Castles, these small spiked
             balls break through balls and roll straight ahead, usually
             towards you. All you can really do is jump to avoid getting hit.

Spiny: These are the spiky-shelled enemies that Lakitu throws down at you
       from above. When on the ground, they simply walk straight along the
       path. You cannot jump on it, so you will have to use alternate means
       to defeat it, otherwise jump to avoid it.

Splunkin: It's a walking pumpkin enemy, found mainly in the Ghost Houses as
          well. If you jump on one, it will become red and will start moving
          much faster.

Squiggler: These are the much smaller offspring of the Wiggler. They crawl
           out of pipes in one of the later stages of the game, and can be
           defeated with ease by jumping on them.

Sumo Bro: These extremely large and heavy turtles will throw hammers at you
          before jumping in the air, causing a tremor when they land. If you
          are on the ground when they land, you will be temporarily stunned,
          so be prepared to jump when you see this enemy in your way.

Super Dry Bones: This is the giant-sized version of the regular Dry Bones. It
                 will take several jumps and/or ground pounds to cause it to
                 fall apart.

Super Piranha Plant: This is the giant-sized version of the Piranha Plant, as
                     you may have guessed. It can be harder to avoid due to
                     its size, and it will actually take several fireballs to
                     kill it. Other than that, your best bet is to run and
                     jump to get past it safely.

Super Thwomp: A giant-sized version of the original Thwomps. It's just a much
              larger block you have to avoid. It can crash through other
              indestructible blocks floating below it on the way down, so
              stay clear to be safe!

Sushi: In the watery stages, you have to worry about this shark enemy
       attacking you as well. As with most underwater enemies, keep your
       distance and you should be fine.

Swoop: These are the small blue bats found in certain underground levels.
       They can be quite annoying when you're trying to make a crucial jump
       at the right time, especially if they are in groups. A simple stomp on
       the head will defeat them, though.

Thwomp Trap: The gray blocks with mean faces, which come crashing down if you
             get too close or try passing underneath. You should wait until
             it's moving back up to its initial position before passing
             safely below.

Unagi: The Japanese word for eel, these small eel enemies can be found
       lurking in holes in the walls in some underwater stages. If you swim
       too close to the hole, the eel will dart out to attack you, so stay
       far enough away and you may avoid being hit.

Venus Fire Trap: This pipe-dwelling plant will emerge and spit a couple
                 fireballs diagonally in your direction before retreating
                 into its pipe. The fireballs are easy to avoid, but if you
                 want to fight back, use your own fireballs to kill it!

Whomp: Found in very few areas, these are the walking gray blocks as seen in
       Super Mario 64. If you try to pass in front of one, it will try to
       collapse onto you. When it does that, ground pound its back to destroy
       it instantly.

Wiggler: Here is the famous yellow caterpillar enemy first seen in Super
         Mario World. It calmly walks along the ground, but if you jump on
         it, it'll turn red and start charging around much faster. You can't
         really kill it by jumping on it, so use shells or other means to
         defeat it if necessary.

*****************************************************************************

-=-=-=-=-=-=-=-=
-=  8. Items  -=
-=-=-=-=-=-=-=-=

? Switch: When this yellow switch is triggered, it causes some special event
          to take place within the area. The event can either be permanent,
          or will only last for a limited time.

! Switch: In some stages, you may see outlines of blocks in certain areas. If
          you hit the usually nearby red ! switch, it will fill in those
          outlines with solid red blocks for a limited time.

1-Up Mushroom: This classic green mushroom will give you an extra life.

Blue Shell: When you get this item, you will become Shell Mario. You will
            have a shell on your back; if you run while in this form, you
            will retreat into the shell and slide around. In this form you
            can break through blocks and speed through low areas, and even
            defeat any enemies you hit. It even allows you to move faster
            through underwater levels! To revert back to normal while sliding
            around in shell form, simply let go of the dash button.

Coin: These are the yellow coins you find everywhere in the game. If you
      collect 100 of them, you will gain an extra life.

Fire Flower: Turns you into Fire Mario, and gives you the ability to shoot
             fireballs from your hands. If you hit an enemy with a fireball,
             it will turn into a coin you can collect.

Mega Mushroom: When you use this, Mario becomes giant-sized for a limited
               time. During this time, you can run through pretty much
               anything in the stage, including solid blocks and pipes. A
               meter will appear at the top of the screen, and it will change
               colors after a certain amount is filled in. The more enemies
               and objects you go through, the more your meter will grow.
               When the power runs out, depending on how full the meter is,
               you will gain 1-Ups.

Mini Mushroom: When used, you will shrink down to a miniature form. In this
               form, you are highly vulnerable to enemy attacks and can be
               killed on impact. However, because of your size you will be
               able to fit through very small passages and pipes. Also, you
               can walk on water and your jumps will be much lighter due to
               your size.

Mushroom: This ordinary mushroom, when grabbed, will turn you into Super
          Mario. You will simply be larger than your normal form, and can
          take a hit from an enemy (you will shrink down though).

P Switch: This blue switch with the letter P on it will make all the coins in
          the area turn into blocks, and vice versa. This effect lasts for a
          few moments, so move quickly if you're looking to find a secret!

Red Ring/Coins: When you spot a red ring in the air, if you were to jump
                through it, 8 Red Coins will appear ahead. If you collect the
                8 coins quickly before they disappear, you will get either an
                item or an extra life.

Spin Block: When you jump onto this blue spinning platform, then jump off it,
            you will launch upward into the air while spinning. You will then
            be able to glide in the air, slowly descending in the process. If
            you press Down while spinning in the air, you will perform a
            diving drill attack which can cut through blocks and cause you to
            bounce even higher if you hit a trampoline platform.

Starman: This yellow star will make you invincible to all attacks for several
         moments. You can run through enemies to instantly kill them, and you
         will not be damaged by other attacks during this time.

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=
-=  9. Mini-Games -=
-=-=-=-=-=-=-=-=-=-=

=================
Action Mini-Games
=================

Snowball Slalom
---------------

You will be on a straightforward course, with a small snowball on the touch 
screen to push along. Both screens display the course, with the top screen 
showing you what's coming up, so you can steer to avoid obstacles on the way. 
Rub the stylus upward repeatedly to move the snowball, which will get larger 
as you move along. Make it across the finish line in 15 seconds to win. Be 
careful though since if you run into a rock, you'll stop and lose time, so be 
sure to steer clear of those when possible.


Lakitu Launch
-------------

Floating on the top screen will be 2 giant tubs, and the touch screen will 
have a slingshot set up again. You are to launch Spinies upward so they fall 
into the tubs as they hover around. You have 30 seconds to launch as many 
Spinies as you can, making sure as many fall into the tubs as possible. After 
the time is up, the total amount will be tallied and your score will reflect 
how many Spinies you've bagged.


Danger, Bob-omb! Danger!
------------------------

On the touch screen, you will use the stylus to move a Bob-omb around the 
area. Moving back and forth on the top screen is a giant Bowser statue which 
will shoot streams of fire downward. The objective here is to move the bomb 
around and stay alive as long as possible. If the Bob-omb is hit by the fire 
blast from the statue, or any of the small fireballs moving around the touch 
screen, it will ignite and explode, ending your game.


Whack-a-Monty
-------------

On the touch screen, there will be 20 holes from which Monty Moles can pop 
out. Luigi will also pop out of the holes every now and then. You will be 
given 30 seconds, in which you must "whack" as many Monty Moles as possible 
by using your stylus to tap them as they appear. You will gain 1 point for 
each mole you hit. Be careful though, since if you hit Luigi, you will lose 3 
points!


Balloon Racing
--------------

You will have control of Yoshi on the bottom screen, who has 3 balloons 
attached to his back. To make him fly, you have to blow into the DS's 
microphone (blowing at the screen tends to work as well). Blow harder to fly 
higher more quickly. The top screen will show you what's above, so you can 
judge when a safe time to fly is. Be careful of the Shy Guys floating back 
and forth on the way up; if you get hit, you will lose a balloon. If you lose 
all three balloons before reaching the floating ship at the top, you lose. 
You also have 20 seconds to reach the ship, so you can't waste too much time 
waiting, either.


Snowball Slam (Vs. Only)
------------------------

Here, you can have a classic snowball fight across both screens. Your 
character will be on the bottom screen and the opponent will appear on your 
top screen. On the touch screen, the area is split in half as well. You move 
your character around by tapping and holding the stylus down on a specific 
location, and to attack, you tap the upper half of the screen to toss a 
snowball in that direction. There are 3 snowmen on your platform; break one 
by tapping it, then move over to the snow pile to replenish your snowball 
collection (can carry 10 total). Once you clean up the piles, new snowmen 
will appear soon after. It can be a tricky albeit fun game, since you have to 
coordinate your attacks by where your opponent is on the screen above.


=================
Puzzle Mini-Games
=================

Wanted!
-------

You are shown a picture of the wanted character on the top screen, then a 
grid of faces appears on the touch screen. You must point out the wanted 
character from the crowd within the time limit to add more seconds to your 
time for the next level. The size and movements of the crowd will become more 
complex as you go on, making it quite difficult to find who you're looking 
for after a while.


Which Wiggler?
--------------

On the top screen, you will be shown the top view of a Wiggler. Take note of 
its pattern since you'll have to pick it out of a crowd on the touch screen 
below within the time limit. Guess wrong and you'll lose 10 seconds; get it 
right and gain 5 seconds. At first it's easy to pick them out in time, but it 
really ramps up in difficulty as the levels progress, so beware!


Hide and Boo Seek
-----------------

You are shown a room in a haunted mansion, where Boos float around. 1-4 Boos 
will float in the room shown on your touch screen, then the room will go to 
black and you'll have 3 seconds to rub the screen to reveal the hidden Boo or 
Boos. Succeed and you go to the next level. After 15 levels, you will only 
have 2 seconds to find the Boos.


Puzzle Panel
------------

You are shown a grid on the top screen, then a mixed up version of the same 
board on the touch screen. You then have a certain amount of turns, or times 
you can flip panels around to rearrange them, to make the bottom match the 
top. When you point at a given tile, it flips all surrounding tiles, so keep 
that in mind and good luck with this one. If you can't make it work within 
the amount of turns you have, you'll lose a heart and get to try again; lose 
all 3 and it'll be game over.


Coincentration
--------------

Wario will toss an enemy in the air, and many coins will fall on the touch 
screen area, which consists of 3 rows of blocks. The coins will fall into the 
different blocks. After the coins have all vanished from sight, you can tap 
any of the blocks you want. The idea is to tap the blocks with coins inside. 
You can keep picking blocks until you tap one with nothing inside, which at 
that point the game ends and the coins you did get are tallied up.


Loves Me... (Vs. Only)
----------------------

In this short and simple game, the touch screen displays a flower with many 
petals attached to it. Each player takes turns plucking petals off the 
flower, up to 3 per turn (a player can pass their turn by tapping the Pass 
button if they don't want to pull 3). The game ends when there are no petals 
left. Each time you pull a petal, it will alternate between "Loves Me" and 
"Loves Me Not". To win, you need to be the player who pulls the final petal 
so the screen says "Loves Me". If you pick the final petal and it says "Loves 
Me Not", you lose. The pass feature comes in handy towards the end of these 
rounds for that reason alone.


================
Table Mini-Games
================

Memory Match
------------

This memory game can be a bit annoying because of how quickly you can lose. 
There will be an even amount of cards placed face down, and the idea is to 
pick 2 cards that match. Each time you play, 3 coins are bet, so each time 
you pick a wrong match, you lose a coin. If you lose all 3, you lose that 
game and can continue until you run out of coins. The more flawless you are 
in guessing the pairs, the more coins you will win in the end. For each coin 
you have left of the original 3, multiply that by 6 and that's your prize.


Picture Poker
-------------

This is a version of poker using Mario-esque symbols instead of a traditional 
deck of cards. You are dealt 5 cards, then given an option to either hold all 
your cards, or get rid of some. Tap the one(s) you don't want and tap the Hit 
button to discard them and bring in however many new cards you wanted. Before 
you hit/hold though, you can increase your bet up to 5 coins by tapping the 
bet button on the upper left corner of the touch screen. After being dealt 
your new cards, your hand is compared to the dealer's, and whomever has the 
better hand wins (see the chart on the top screen for the different combos 
you can get, and how much you win; on the touch screen will be a chart 
showing a card's weight versus another (a pair of stars is worth more than a 
pair of flowers, for example). If you actually win, the amount you bet is 
multiplied by the amount next to the combination you had (consult the chart).


Pair-a-Gone
-----------

There will be 20 cards dealt face up randomly, and you must form pairs that 
connect to each other in any direction, including diagonal. You must be able 
to make connecting pairs from all the cards, including the added 16 Luigi 
deals you at the bottom after a successful pair, to win. If you get stuck at 
the end, the amount of coins lost is equal to cards you have left. Each time 
you win a round though, you get 5 coins.


Speed (Vs. Only)
----------------

In this game, each player starts off with their own pile of 21 cards, face 
down. Each player will also receive 4 cards face up in the middle of the 
touch screen. On the top part of the touch screen are 2 cards; the idea of 
the game is to move all your cards onto those two piles before your opponent. 
To do this however, you need to place cards that are one rank higher or lower 
than the top cards in those two piles (say one of the piles has a 2; you need 
to place either an Ace or a 3). The key is to be quick in moving your cards, 
so that your opponent doesn't even have a chance to get rid of their deck! If 
one or both sides has no playable cards to move onto the decks, a timer will 
display. Then, the next card from both player's decks will be drawn onto the 
piles to continue gameplay.


Luigi's Thrilling Cards (Vs. Only)
----------------------------------

In this rather interesting game, each player is dealt one card, but here's 
the catch: you cannot view your own card, but you can see your opponent's on 
the top screen. You will then have the option to raise your bet (up to 5 
coins), or pass the turn. The idea here is to bet that your card (which you 
don't know the value of) can beat the other player's card that you can see. 
After the first player bets or passes, the second player will be able to call 
the bet. The first player will then be able to call the raised bet, if they 
desire. After that, both sides will see their cards, and whoever had the 
higher card wins the pot.


Luigi-Jack (Vs. Only)
---------------------

This game is just like playing Blackjack, if you are familiar with card 
games. Each player is dealt two cards, and the idea is to come the closest to 
21 without going over by adding up your card's values. Each player will have 
the option to hit, which means you will get another card, or to stand, which 
means you are happy with your hand. The value of face cards are 10, and Ace 
can be 1 or 11 (whatever side benefits you). If you decide to hit and happen 
to go over 21, you automatically lose. After the hitting/standing is done, 
both player's hands are shown. Whoever has the higher total, without going 
over 21, wins.


=========================
Variety/1 On 1 Mini-Games
=========================

Mario's Slides
--------------

There are 4 poles extending down both screens, which Mario's head slides 
down. There are bars on the top half which causes Mario to move to an 
adjacent bar. When the head gets to the lower half, you have to draw lines 
between the bars to lead the head to the star below. Be conservative with 
your line drawing though, since they do NOT disappear after each star! If you 
make it to 5 stars, you'll go to a new stage, meaning a clearer board. Also, 
the more stars you get, the faster Mario descends, so be careful! In the Vs. 
Battle version of this game, both opponents will be able to draw lines 
between the bars to move Mario back and forth while trying to collect stars.


Sort or 'Splode
---------------

On the touch screen, there is a room with two "camps": red and black. Slowly 
but with increasing speed, black and red Bob-ombs will be sent into the room. 
You have to drag each one to their appropriately colored pen. Be careful 
though since they come out much faster as you go on. If you put the wrong 
colored bomb into a pen, it will explode, destroying any others already in 
that pen, and the game will be over. If a Bob-omb explodes outside of the 
pen, the ones that you put into pens up until that point will be counted, and 
the game will end. The idea is to have as many Bob-ombs as possible, as 
that's how you score.


Bounce and Trounce
------------------

You will have control of 3 Marios bouncing around in the air. There are 3 Fly 
Guys situated on the touch screen, and you must stomp on them all to get a 
star and move to the next stage. The Marios are in free-fall though, so you 
have to tap them to make them bounce. Where you actually tap them will 
determine the direction they jump, so keep this in mind. If you miss and let 
a Mario fall off the screen 3 times, you lose.


Bob-omb Squad
-------------

On the bottom of your screen, there are 4 patches of flowers you must defend 
from the Bob-ombs parachuting in from above. You have a slingshot which you 
can pull back using the stylus, to launch cannonballs at the bombs to destroy 
them. If you hit multiple bombs in a row with the same ball, your points will 
double with each additional hit. If you hit the Lakitu that occasionally 
flies across the top of the screen, all the bombs on your screens will vanish 
at 100 points each, giving you a break in those hectic times. The farther you 
go, the more bombs will fall, so be quick to shoot them all down and stay in 
the game!


Trampoline Time
---------------

On the right side of the screen, there will be 2 ledges that Mario can climb 
onto for safety. The one you must lead them to will be lit up. Anyway, Marios 
will walk off the left side and fall onto the touch screen area, where a pit 
will be. You have to draw lines to form trampolines (up to 3 can be onscreen 
at once), and bounce them to the safe ledge. Let 3 fall and you lose.


Bob-omb Sudden Death (Vs. Only)
-------------------------------

On each player's screen will be a room with 4 corners: two are red and two 
are black. A steady wave of Bob-ombs will pour into the room, and it is your 
objective to use the stylus to move each bomb into the corner designated by 
its color. If you take too long to move the bombs out of the center area, or 
if one goes into the wrong color's side, you lose.


Jumping Brothers (Vs. Only)
---------------------------

In this game, you are in a state of freefall in a starry sky (player 1 is 
Mario, player 2 is Luigi). You have two of your own brothers to control; tap 
them as they fall to bounce them upward into the air. You lose 5 points every 
time one of your brothers falls off the screen below. You gain 2 points by 
jumping onto your opponent (and your opponent loses 2), and 1 point for 
landing on a Shy Guy. Whoever comes out of this match after 60 seconds with 
the most points, wins the game.


Lakitu Launch (Vs. Only)
------------------------

Here, each player has control of a slingshot on their touch screen. Use the 
stylus to pull it back in any direction, then let go to launch a ball 
straight ahead. The point of this game is to hit more Lakitus than your 
opponent and end up with more points before the timer runs out. Each Lakitu 
is worth 100 points, and if you hit the one carrying a Starman, you will gain 
another 1000 points.


Jumping Sudden Death (Vs. Only)
-------------------------------

In this game, each player has free-falling characters (player 1 is Mario, and 
the other is Luigi as always). However, there is a spike pit that moves 
upward from the bottom of the screen as time goes by. You must tap your guys 
to make them bounce in the air, avoiding the spikes below. Whoever can 
survive this spike tower of sorts without losing 3 of their own characters, 
will win the game (the loser is the first one to hit the spikes 3 times).


Vs. Trampoline Time (Vs. Only)
------------------------------

In this version of Trampoline Time, both players can draw trampolines on 
their respective sides to keep the Marios from falling off the screen. The 
first player to let 3 Marios slip by them loses the match, of course.


Bob-omb Trampoline (Vs. Only)
-----------------------------

In this game, each player has control of a square trampoline on their touch 
screen, which is covered with lava. You have to use the stylus to move around 
the trampoline, to bounce the Bob-ombs over to your opponent at the other 
side. As the game progresses, more Bob-ombs are added to the mix, so pay 
attention! The first person to miss 5 bombs will lose the game.


Vs. Pair-a-Gone (Vs. Only)
--------------------------

There will be 20 cards dealt face up randomly, and you must form pairs that 
connect to each other in any direction, including diagonal. You must be able 
to make connecting pairs from all the cards, including the added 16 Luigi 
deals you at the bottom after a successful pair, to win. If you get stuck at 
the end, the amount of coins lost is equal to cards you have left. Each time 
you win a round though, you get 5 coins. The difference between this game and 
the single-player version is that when you make a successful pair, those 
cards are dumped onto your opponents screen, adding to their lot.

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=  10. Secrets/Tips and Tricks -=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

============================
Access Background Pattern #5
============================

When you first beat the game and gain access to the BG Pattern house, there 
will only be 4 patterns total. In order to access the fifth one (of a classic 
SMB scene), you need to beat every stage and (even more importantly) spend 
coins at every single signpost on the maps. When this is fulfilled, the fifth 
and final background pattern will be up for sale at the BG Pattern House 
(assuming you beat the game already and unlocked the blue Toad house on World 
1's map).


==========================
Access World 4 and World 7
==========================

In order to gain access to Worlds 4 and 7, you must defeat the World 2 and 
World 5 Bosses to open up their respective worlds as Mini Mario. To defeat 
the boss in that form, you will have to use ground pounds and precision aim 
in order to not miss. Then, when you beat the boss, you will drop into the 
small crack in the floor and continue to World 4/7 instead!


==============
Challenge Mode
==============

In order to unlock the game's Challenge Mode, you must first beat the game. 
Once you have done that, go to any world map and press Start to pause it. 
There, enter the following code: L, R, L, R, X, X, Y, Y. If done right, a 
message will show up on the screen and a yellow arrow icon will appear on the 
top-right area of the screen when you select a level. When playing a stage, 
you will be unable to run back to previous areas of a level, so try not to 
miss anything on your first passthrough!


============================
Ending Credits Sound Effects
============================

At the end of the game, when the credits are scrolling, you can touch the 
letters with your stylus to hear various sound effects. Also, when you touch 
on the screen with your stylus, it will send a ripple effect across the 
screen.


===========================
Flagpoles and Added Bonuses
===========================

Just like the original Super Mario Brothers, every level ends when you jump 
on the flagpole at the end. You will gain points depending on how high on the 
pole you jumped towards (if you manage to land on the tip, you get a 1-Up). 
Also, depending on the time left when you hit the flagpole, fireworks may 
also take place in the background when you enter the fortress beyond the 
flagpole. Here is a list of what can happen at the end of the levels:

Timer             Effect
-----             ------
111               1 Firework, original SMB theme plays
222               2 Fireworks, original SMB theme plays
333               3 Fireworks, original SMB theme plays
444               4 Fireworks, original SMB theme plays
x11, x22, x33     Toad House (Item) appears on the map
x44, x55, x66     Toad House (Green) appears on the map
x77, x88, x99     Toad House (Mega) appears on the map


====================
Infinite 1-Up Tricks
====================

There are a couple of interesting tricks that can be tried in order to obtain 
potentially unlimited 1-Ups. Said methods will be detailed below:

1. This method will require two indestructible blocks on the ground a fairly
   short distance from each other (several spaces wide), as well as a Lakitu
   throwing Spiny enemies at you. You will also need to find a Koopa Troopa
   and take its shell. Anyway, wait for Lakitu to toss several Spiny enemies
   in that area between the blocks, then toss the shell into the mix to rack
   up points. Allow the Lakitu to continue dropping Spinies into that area,
   and the shell will keep killing them, racking up more points and
   eventually 1-Ups.

2. This next method will require a pipe that spits out an endless supply of
   Goomba enemies. Wait for several Goombas to walk/fall out, then hold the
   dash button and start jumping on them one at a time (you hold dash to have
   some extra air time between landings). If you are doing this right, you
   should never touch the ground, continuously stomping the Goombas as they
   pour out, allowing yourself to gain a steady stream of 1-Ups. Also, to
   gain extra air in between Goombas, do this as Mini Mario. Ground pound the
   Goombas as Mini Mario, holding the jump button to gain extra air as you
   defeat it, and you should have extra air time for the next Goomba to come
   out.

3. In 7-5, just before the block formation above the pipe, there are two
   Bullet Bill cannon towers that rotate. Grab a Koopa Troopa shell from
   earlier in the level and toss it between those cannons, then stand on the
   blocks overhead. Then, just hang around as the 1-Ups rack up!

4. This trick was found in the original Super Mario Brothers, and can be done
   in this game as well. You need to find a stage where there are steps
   before the flagpole, and a Koopa Troopa walking down them (Stage 2-4 is a
   good example). Jump on the enemy to make it go into its shell, then bounce
   straight up on the left side of the shell. If done correctly, the shell
   will hit the step again and you'll bounce on it again, causing it to hit
   the step again. With this method, you can quickly rack up the extra lives
   in a minute!

5. This method may not be for "infinite" 1-Ups, but you can still get a
   considerable amount by using it. Go to Stage 4-1 and run to the right,
   where you will meet the first Koopa Troopa enemy. Now, if you were to hold
   the dash button and jump from enemy to enemy as you move to the right,
   ending at the midpoint flag, you will be able to net 11 1-Ups if done
   correctly.


=====================
Luigi on Title Screen
=====================

Here is an interesting easter egg to see Luigi on the title screen during the 
intro if you don't make a selection right away. Highlight the "Mario Vs. 
Luigi" option but don't press anything. If you wait for the intro scene above 
to play out, you will see Luigi walk out towards the end. This will not 
happen if you have any other option highlighted, and if you try to move the 
cursor during this, the scene will immediately change.


=======================
Mini Mushroom Locations
=======================

Here is a list of where you can find Mini Mushrooms (outside of Toad Houses), 
for those of you who haven't beaten the game yet:

Stage 1-4: When you reach the point where you drop down to a lower area
           (before the Paratroopa), hit the far-right ? block to find it.

Stage 2-Castle: In the second half of the stage, go right until you reach the
                pit with a giant spike ball and a rope hanging above. Swing
                from the rope to reach the ledge, then hit the right ? block.

Stage 3-A: After you pass the midpoint flag, go right until you can go into
           the water again by the spiders. Under the water, hit the ? block
           to find the Mini Mushroom.

Stage 7-A: After you pass the midpoint flag, hop up the pipes above you with
           the Squigglers coming out. Go up the upside-down pipe at the top,
           then go right (above you will be a tiny pipe you can wall jump
           to). If you go right, hit the ? block to get a Mini Mushroom.


=============
Play as Luigi
=============

To be able to play as Luigi in single player mode, first go to the file 
selection screen. Highlight the file you wish to open, then hold L + R before 
pressing A. If done correctly, you will now be able to play as Luigi. On an 
added note, if you press L + R while selecting a new file, in the opening 
scene, Luigi will be walking with Princess Peach instead of Mario.


================
Save at Any Time
================

If you beat the game once, you will have the option to save your game at any 
time. All you have to do is select it from the menu screen when you press 
Start while on the world map.


===============
Save File Stars
===============

When you complete the game, you can receive up to three stars next to your 
save file at the start of the game. You need to fulfill certain requirements 
in order to receive these stars, as listed below:

1: Beat the game once.
2: Unlock and complete all stages, and enter all Cannon areas.
3: Spend all the Star Coins (signs on world maps, BG Pattern Toad House), and
   find all secret exits.


=======================
Toad House Item Success
=======================

The following is a method of sorts, for when you want to actually receive the 
item you want from the Toad Houses. First, keep in mind that the order of 
items that appear on the block is:

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

With that said, stand under the box, but do not jump right away. Hit Start to 
pause the game, and catch a glimpse of what item it stopped at prior to the 
screen turning black. Suppose you want a Blue Shell; you'll want the item it 
stopped on to be a Fire Flower. To get the selected item successfully, 
quickly hit A to tap out of the pause screen, then press A a second time 
immediately. With a little bit of luck, you will most likely come out with 
the Blue Shell in hand!


================================
Touch Screen Background Patterns
================================

When you beat the game, if you revisit World 1, you will see a blue Toad's 
House there. This is the BG Pattern Toad House. Inside, you can buy up to 4 
additional background patterns (for the background of your touch screen), for 
20 Star Coins apiece.


=====================
Unlimited Toad Houses
=====================

After you beat all the levels in the game (secret ones included), you will 
see on the map that all of the Toad Houses you used will be restored. As an 
added perk, you can visit any of them an infinite amount of times to get more 
items and 1-Ups at any time!


=================
Warp Zone Cannons
=================

In some worlds, there are cannons you can access (usually through taking 
secret exits). When you enter the cannon area, there will be a large cannon 
in the area, and a world number written below it. If you want to warp, simply 
drop into the cannon and off you go! Here is a list of the known warp zones 
thus far:

World 5 Warp #1: Take the secret exit from the World 1 Tower.

World 5 Warp #2: Take the secret exit from Stage 2-A.

World 6 Warp: Take the secret exit from the World 3 Ghost House.

World 7 Warp: Take the secret exit from the World 4 Ghost House.

World 8 Warp: Take the secret exit from the World 5 Ghost House.

*****************************************************************************

-=-=-=-=-=-=-=-=-=
-=  11. Credits -=
-=-=-=-=-=-=-=-=-=

ImmortalNinja (GameFAQs boards): For explaining where the secret exit in 
Stage 2-3 is, thanks!

GameFAQs (http://www.gamefaqs.com): For the information on the flagpole 
secrets.

Snow Dragon: For helping me out with World 4 Ghost House's secret exit.

SaiyaMew: For pointing out a couple things to be added in regard to the Spin 
Block and Blue Shell items.

maynard420 and pacokorn77: For supplying me with an alternate method for 
getting the third Star Coin in Stage 6-6.

Antony Panecasio: For giving me an alternate way of obtaining Star Coin #3 in 
the World 5 Castle!

Brandon Moore: For providing me with that interesting easter egg about Luigi 
on the title screen intro.

Jason Orach: For sending me a much better method for reaching Star Coin #3 in 
the World 2 Tower, thanks a lot!

OorochiMaruoO: For telling me about the two infinite 1-Up tricks, as noted in 
the Secrets section of this FAQ!

Boo Destroyer: For sending me the official list of enemy/boss names (I filled 
in the actual descriptions for each, he just sent me the names).

Paul Martin: For providing me with the real method for unlocking the fifth 
background pattern to be purchased.

Matt K: For submitting a different method for getting through the final 
castle.

sketchTURNER: For sending me another infinite 1-Up location in Stage 7-5! I 
also added an addendum to the Goomba pipe method, in regard to doing it as 
Mini Mario.

Franks2get: For a small tidbit regarding the Blue Shell item.

Rob Dalton: For pointing out that Luigi walks with the Princess in the intro 
if you do the "Play as Luigi" trick when starting a new game.

Ethan Allen: For pointing out a couple corrections to be made on the World 1 
and World 6 maps.

heffey1022: For supplying this FAQ with the infamous Koopa Troopa step method 
of gaining 1-Ups (method #4 in the Secrets section).

Quint Stevenson: For correcting my method for getting the 3 stars next to 
your file.

Justin D: For an interesting and fun method for gaining 1-Ups in Stage 4-1.

Jason Bissett: For pointing out the sound effects trick on the credits 
screen.

Mike Koos: For another correction about getting background pattern #5.

Alex Baker: For suggesting I add a list of Mini Mushroom locations to the 
FAQ, and for providing 3 of those locations!

Steven Strell: For the method to obtaining the item you want at the Toad 
House (see the Secrets section).

Jennifer: For the Mini Mushroom location in Stage 7-A.

Mark Brady: For sending me the information on accessing Challenge Mode.

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=  12. Copyright Notice  -=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This file is Copyright (c)2006 Devin Morgan. All rights reserved. Please view 
the following URL to see the list of sites that are allowed to post my work:

http://www.freewebs.com/dbmfaqs/allowlist.html

This list is comprised of sites I know and trust well. If your site is not on 
the aforementioned list, you are not currently not allowed to post any of my 
files on your site. If you wish to acquire permission, feel free to email me 
(see the section below); permission may or may not granted at my discretion. 
Please respect my work and do not steal it or post it without my permission. 
I only want my most recent work to be available and I do not feel that can be 
achieved if others take from me without my knowledge or permission.

If you are writing a FAQ for this game as well, and would like to use some 
information, contact me and we'll talk. Please do not rip me off, as that is 
blatant plagiarism and such will not be tolerated.

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=  13. Contact Information -=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

As of this version, the file contains all the information I know to date. If 
it is a work in progress, give me time before bombarding me with emails about 
things being missing. All I ask is that you READ THE FAQ before emailing me, 
since that's what it's here for! Don't waste my time (and yours) by asking me 
for information obviously covered in the guide. If it's in reference to a 
side quest or item, chances are they can be found in another section besides 
the walkthrough, so check the appendices as well.

If you have any questions, comments, or things to add that are not already in 
this FAQ, feel free to email me. I usually do post submissions, credit given 
of course, so long as I feel they are relevant to the game in question. My 
email address is: dbmfaqs(at)gmail.com. Thanks for reading, and be sure to 
check out the rest of my work at this URL:

http://www.gamefaqs.com/features/recognition/3579.html

=- End of File -=

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