=============================================================================== ____ __ __ _ / ___| _ _ _ __ ___ _ __ | \/ | __ _ _ __(_) ___ \___ \| | | | '_ \ / _ \ '__| | |\/| |/ _` | '__| |/ _ \ ___) | |_| | |_) | __/ | | | | | (_| | | | | (_) | |____/ \__,_| .__/ \___|_| |_| |_|\__,_|_| |_|\___/ |_| ____ __ ____ _ _ _ _ | __ ) _ __ ___ ___ / / | _ \ _ _ ___| | __ | | | |_ _ _ __ | |_ | _ \| '__/ _ \/ __| / / | | | | | | |/ __| |/ / | |_| | | | | '_ \| __| | |_) | | | (_) \__ \_ / / | |_| | |_| | (__| < | _ | |_| | | | | |_ |____/|_| \___/|___(_) /_/ |____/ \__,_|\___|_|\_\ |_| |_|\__,_|_| |_|\__| =============================================================================== Super Mario Bros. / Duck Hunt For the NES FAQ/Walkthrough By Ryan Harrison rharrisonfaqs(at)hotmail(dot)co(dot)uk Last Revised: 23 September 2009 Version 1.00 This document is Copyright (c)2009 Ryan Harrison =============================================================================== Table of Contents 1. Guide Opening 1.01 - Version History 1.02 - Introduction 2. Super Mario Bros. 2.01 - Story 2.02 - Controls 2.03 - Basics 2.04 - Walkthrough 2.05 - Second Quest Notes 2.06 - Enemies 2.07 - Items 2.08 - Bonus Areas 2.09 - Warp Zone Locations 2.10 - Cheat Codes & Secrets 3. Duck Hunt 3.01 - Controls 3.02 - Basics 3.03 - Cheat Codes & Secrets 4. Guide Closing 4.01 - Credits 4.02 - Legal Disclaimer 4.03 - Contacting Me =============================================================================== 1. Guide Opening =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1.01 - Version History =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Version 1.00 - 23 September 2009 - The first, complete version of this FAQ, which covers both games on the SMB/DH compilation cartridge. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1.02 - Introduction =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [ Super Mario Bros. ] -------------------------------------------------------- Three years after the classic platformer hit the Nintendo Entertainment System, it has been re-released on this cartridge with Duck Hunt as an added title. The full game is here in its original glory; you play as Mario (and Luigi, if with a second player), and the objective is to make your way through the eight worlds divided into four levels each. There are plenty of enemies to combat and items to collect, and it is a very simple, but enjoyable platformer and is one of the best NES titles around, so if you can get this 2-in-1 cartridge, this does very much make it worth it! [ Duck Hunt ] ---------------------------------------------------------------- If you own a NES Zapper Gun then you can play this game for some good, shooting fun! This game originally came out in Arcades in 1984, before becoming a NES launch title. You get to hunt ducks or shoot clay pigeons, so try your shooting skills with the Zapper and see how far you can progress! =============================================================================== 2. Super Mario Bros. =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.01 - Story =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= One day the kingdom of the peaceful mushroom people was invaded by the Koopa, a tribe of turtles famous for their black magic. The quiet, peace-loving Mushroom People were turned into mere stones, bricks and even field horse-hair plants, and the Mushroom Kingdom fell into ruin. The only one who can undo the magic spell on the Mushroom People and return them to their normal selves is the Princess Toadstool, the daughter of the Mushroom King. Unfortunately, she is presently in the hands of the great Koopa turtle king. Mario, the hero of this story (maybe) hears about the Mushroom People's plight and sets out on a quest to free the Mushroom Princess from the evil Koopa and restore the fallen kingdom of the Mushroom People. You are Mario! It's up to you to save the Mushroom People from the black magic of the Koopa! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.02 - Controls =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= D-Pad - Move Mario/Luigi Up - Climb vines Down - Crouch (Super form), enter accessible warp pipes Left/Right - Walk in those directions, enter horizontal warp pipes (walk in the direction of the pipe) Select - Choose between a 1 Player Game and a 2 Player Game on the title screen Start - Begin the game from the title screen, pause the game, resume when paused B - Hold to accelerate while Mario/Luigi is moving, throw fireballs when in Fire form (maximum of 2 fireballs on-screen at one time) A - Jump (hold to jump a higher height), bob up in water when swimming =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.03 - Basics =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= NOTE: In this section and throughout the guide, I will often refer to the player as "Mario", but everything is also applicable to Luigi as he is a completely identical palette-swap of Mario. [ Game Screen ] -------------------------------------------------------------- Character Name and Score - Shown in the top left corner of the screen. This is MARIO for Player 1, and LUIGI for Player 2 if you are in a 2 Player Game. The 6-digit figure beneath the name is the score counter for the game you are currently playing in. The game's top score is displayed on the title screen. Number of Coins - Appears at the top of the screen as a counter beside a coin symbol. This is increased by collecting the many coins available in the Mushroom Kingdom. When you collect 100, you will be rewarded with an extra life and the counter returns to zero. Current World and Area - This is the "WORLD X-Y" header between the Coin and Time counters. X represents the World you are in, and Y is the level number of that particular world. So, for example, WORLD 4-1 would mean you are in the first level of the fourth world. Time Remaining - Shown in the top right corner of the screen. You have either 300 or 400 game seconds to complete a level. If the timer ticks down to 100 seconds remaining, you'll hear a warning tune to hurry up and the background music speeds up. If the timer counts down to zero before you finish the level, you will lose a life. Try to be a little quicker next time! [ Forms of Mario ] ----------------------------------------------------------- Regular Mario - This is Mario's beginning (small) form. He is one block space tall and has no special abilities. You can bash blocks in this form, but you cannot break brick blocks. If you come into contact with an enemy (not stomping them) or a hazard, you will lose a life. Super Mario - When you collect a Super Mushroom as Regular Mario, this will double his size and make him become Super Mario. In this form, you can break brick blocks by bashing them from below, as well as perform a crouch by holding Down on the D-Pad. If you get hit by an enemy or hazard in this form, you will not lose a life, but revert back to Regular Mario form. Fire Mario - Collect a Fire Flower when in Super Mario form, and this will change Mario's colour scheme to white and red. You have all the attributes of Super Mario in this form, as well as the ability to throw fireballs at enemies to fight them. Press B to throw a fireball, which bounces along the ground, in the direction you are facing. You can throw 2 fireballs on-screen at any one time. If hit by an enemy or hazard, you will revert to Regular Mario. Invincible Mario - When you pick up a Starman in any form, Mario will flicker different colours and the background music changes. When under the influence of invincibility, you can simply run into enemies to defeat them. The effect wears off after a few seconds and the background music returns to normal. Beware, however, you can still lose a life if you fall down a bottomless pit. [ The Flagpole ] ------------------------------------------------------------- At the end of the first three levels of every world, you beat the stage by leaping from a staircase or other high surface to land on the flagpole and win extra points. The higher you land on the flagpole, the more bonus points you are rewarded. The number of bonus points that can be obtained, in order from highest to lowest, are 5000, 2000, 800, 400 and 100. For every second remaining on the timer when you touch the flagpole, this is added to your score (50 points per second). Also, if the last digit on the timer is a 1, a 3, or a 6, fireworks will appear at 500 points a pop. The number of fireworks that appear is equivalent to the digit. Therefore, this gives you 500 points for if the last digit on the timer is 1, 1500 points for 3, and 300 for 6. [ Level Halfway Checkpoints ] ------------------------------------------------ When you pass the halfway point of a stage and lose a life, if you have any lives remaining, you'll begin again from the halfway point of the stage where you lost your last life. However, in castle (World X-4) levels and ANY level in World 8, these are not present, so if you lose a life, you must begin again from the very beginning of the stage. [ Advanced Controls & Techniques ] ------------------------------------------- Banana Jump - This is best done in Coin Room 5, as well as other areas. This is when you are in a situation when you are standing on a ledge and need to get onto a ledge below that is the same length as the ledge you are currently standing on. By jumping forward a little, then IMMEDIATELY holding back in the opposite direction on the D-Pad, Mario will swivel backwards as he falls, making a banana-like curve in the jump, and you should manage to land on the ledge below. Crouch Jump - If you jump while keeping Down held to crouch, Mario remains in the crouching stance during the jump. You can also do this while performing a crouch slide. Crouch Slide - In Super form, you can't squeeze through small vertical gaps that are one block space high normally, however, if you run towards it and then immediately hold Down while still running, Mario will crouch and slide along a ways with the momentum he had from the run. Gap Skip - This skill is actually all but vital to learn in order to beat the game, as you'll be using it a lot in World 8. For any gaps that are exactly one block space wide, you do not have to jump over them, but you can just run along at full speed and go straight over them! Be aware however, that you cannot jump while Mario is going over a gap. Wall Jump - A tricky one to pull off, and not really necessary to beat the game, however it is noted that this actually became one of Mario's trademark skills in later games such as Super Mario 64. To do this, you need to be at an area with a high wall, such as a Coin Room. Get a good run up and run along at full speed, then perform a jump towards the wall. Get the timing right so that Mario comes into contact with the wall at the very apex of the jump. Press A straight away again, and if done right, Mario will perform a second jump away from the wall, and you'll gain more height! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.04 - Walkthrough =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [ World 1 ] ------------------------------------------------------------------ World 1-1 --------- Begin by going right and bashing the first "?" Block for a Coin. Defeat the first Goomba of the game with a stomp, then bash the three "?" Blocks after to get two Coins and a Super Mushroom. Head along, leaping over the pipes and fighting the Goombas. The fourth pipe along takes you to Coin Room 1 (see the Bonus Areas section), however, there is a hidden 1-Up Mushroom in an invisible block just past that pipe. It is found by standing five block spaces to the left of the pit and jumping directly up. Be sure to grab the mushroom before it slides away into the pit! If you choose to carry on via the conventional route through this level, jump over the next small pit to where two Goombas drop from the platforms to attack. Either stomp them or bump them from below (hit the blocks they walk over by bashing the underside). Bash the "?" Block for a Power-up (i.e. a Super Mushroom if you are Regular Mario, or a Fire Flower if you are Super/Fire Mario). After the next pit, fight two Goombas and jump onto the single brick block to reach the "?" Block above it for a Coin. Now drop back to the ground and repeatedly bash that brick block for several coins until it runs out. Go right and fight a Green Koopa Troopa. There is a two-brick block platform just before the four "?" Blocks - bash the right brick block to find a Starman, giving you invincibility! Quickly bash the "?" Blocks after it for three Coins and a Power-up from the top block, and run right, using your invincibility or other means to defeat the Goombas. Bash the two "?" Blocks above the brick block platform to get two more coins, then make your way right, climbing over two sets of small staircases, and beware not to fall down the pit between the second set of staircases. Next, you come to a small green pipe - this is where you reappear in the level if you chose to go to the Coin Room mentioned earlier on. Right, fight two more Goombas and bash the single "?" Block to get one more Coin. Now climb up the staircase and take a running leap to the right from the top step to reach the flagpole and finish the first level of the game. World 1-2 --------- The level begins with a cutscene of Mario walking into a warp pipe that takes you to the underground area. Once you have control, begin by stomping the two adjoined Goombas. Bash the five "?" Blocks to get a Power-up from the leftmost brick, and Coins from the other four. Go right and climb over the small columns. Stomp or fry the Goomba trapped between two columns, and repeatedly bash the multi-coin block it is guarding. Next, take out two Green Koopa Troopas, and you get to a floating W-shaped brick block platform. If you are Super-sized, bash the three very left bricks to create a space so that you can climb onto the structure and get the six Coins. Drop back down to the ground and bash the three very right brick blocks in the same platform, and this will uncover a Starman from the brick block on the tip of the platform! Go right, and there is a lattice of bricks with only a small gap between it and the ground. If you're Regular Mario, you can simply run through the gap, however, if you're Super-sized, you can use a crouch slide to squeeze through, or you can bash some of the bricks to create a space to climb through. Once you're through, defeat a Green Koopa Troopa and two Goombas, and collect four coins on the ledge. Next, there is an L-shaped brick block ledge with a Coin in it. If Super-sized, bash the two brick blocks to the right of the Coin, to find a Fire Flower from the block on the tip. Then bash the bricks to the left of the Coin to create a gap so that you can climb onto the brick block the Coin lies on to collect that and the Fire Flower. Defeat some Goombas here, then in the 2x5 brick block structure, the second brick block from the bottom on the right-hand side is a multi-coin block. Get this by bashing the bottom-right block and repeatedly hitting the block above it. Climb onto the next platform and make a running jump to the right, so that you land on the floating platform with six Coins on it. Get these, then stand on the very right edge of this ledge. Jump directly up and bash the brick in the ceiling to reveal a hidden 1-Up Mushroom. To get it, quickly bash the brick block to its right before it starts moving, and by creating a gap by destroying that brick, the mushroom can drop through to the ground and you can collect it. Fight the Goomba trio, then go down the next pipe you come to - either fry the Piranha Plant if you're Fire Mario, or wait for it to go into the pipe before you climb onto it. This takes you to Coin Room 2. Clear the Coin Room then leave to return to the same area of the main level. Go right and cross the two small pits, then fight two Goombas coming down a small staircase. Climb it, then use the descending girders to get onto the next area. Defeat the Red Koopa Troopa, and bash the very right brick block in the platform to get a Power-up. Now note here, you can access one of two Warp Zones in the game, one that takes you to Worlds 2, 3 & 4, and one that takes you to the Minus World and World 5. Please take a look at the Warp Zone Locations section for more information. To continue through the normal route, use the ascending girders to reach the next ledge and exit through the pipe, and this will take you back to the overworld. Climb the staircase and make a running leap from the top step to reach the flagpole and beat this level. World 1-3 --------- Run right and leap across the first two treetops. Then jump onto the treetop above, stomp the Red Koopa Troopa and kick the shell away so that you can get the three Coins here. Drop to the lower treetop to the right for one more Coin, then climb onto the next treetop and get the two Coins floating above. Two Goombas will drop down from the treetop to the right, so stomp them as well. From that treetop, jump right and land on the low treetop below, getting the two Coins as you fall. Cross the next gap with the use of the vertically-moving girder, and bash the "?" Block there for a Power-up. Jump back onto the aforementioned girder, letting it take you up as high as it can go, and jump onto the higher treetop to the right to get four Coins on it. A little further on to the right is a Red Koopa Para Troopa guarding a gap between platforms. Either fry it with a fireball if you're Fire Mario, otherwise wait for it to fly down to its lowest point before making a running jump over it and onto the next platform. Also keep an eye out for a Goomba on that treetop to the right before you leap over. Now, cross the huge abyss with the use of the horizontally-moving girders. Time your jumps carefully and get the Coins as you do this, too. After you've made it across, stomp the Red Koopa Troopa and kick its shell to the right. It should hopefully knock out a Red Koopa Para Troopa guarding a low treetop. With that Koopa Para Troopa out of the picture, you can drop down and get the three Coins there. Grab two more Coins between the last two treetops, then leap right and onto another girder. From there, leap right to the modified staircase, and from the top, make the running leap of faith to the flagpole. World 1-4 --------- Go down the staircase and run right, jumping over the first lava pit. When the passage opens, leap over the next lava pit and onto the next ledge when it is safe to do so, as a Fire-bar guards it. The "?" Block above contains a Power- up, so be quick in grabbing it. Stay on top of the block so as to avoid the Fire-bar coming around again and hurting Mario, before you drop back down and leap over the next lava pit. As you run through the passage, time your time and watch out for the Fire-bars on the ceiling. Run underneath them when they are facing up. After this, the passage widens a little, and you have to get past three Fire-bars - the first two are attached to blocks on the ground, while the third is on the ceiling. Jump over the first two as they are pointing directly up to minimalize your chances of being hit. The only threat about the third is that you may leap into it as you jump over the first, so just take your time and don't rush it. At this point, flames will start being shot at you from the right-hand side of the screen. This is a sign that you are getting close to Bowser, so just keep an eye out for those flames and dodge them if they get close. You'll come to a seemingly empty, large trench next, however, there are six invisible, hidden blocks that can be bashed for Coins. Stand three block spaces to the right of the left lip of the trench and jump directly up to reveal the first hidden block. Now jump onto that block and jump up to reveal a second hidden block, which is one block space to the right, above that first hidden block. The third invisible block is exactly three block spaces to the right of the first hidden one you found, and repeat the process to find the fourth hidden block above that. Do this one more time to find the fifth and sixth blocks. Now, continue to advance right until you reach the bridge above the lava pit and your first encounter with Bowser. Either find a way to get behind him to grab the axe - you can run underneath him when he jumps, or make a running leap onto the overhead floating girder to get over him. Or, if you're Fire Mario, you can defeat him by hitting him with five fireballs, which also reveals his true form, and rewards you with 5000 points. Either way, avoid the flames he shoots at you and grab the axe either to win, or after you've fried him. Mario will then enter the next room, where he is informed by the Mushroom Retainer that the Princess is in another castle. Well done, you have finished World 1! [ World 2 ] ------------------------------------------------------------------ World 2-1 --------- Run right and bash the middle of the three brick blocks to get a Power-up. Fight a Goomba coming down the small staircase to the right. Now climb over that staircase, where two Green Koopa Troopas patrol the area. If you've got fire power, defeat them with fireballs, otherwise you'll have to do your best to avoid being hassled by them. Stand four block spaces to the right of the staircase on the left and jump up, this will reveal an invisible block. Now jump onto that block and jump up again to hit the space that is to the left of the brick block platform in the air. Now, if you managed to get every Coin in World 1-3 or warped here from World 1-2, a hidden block appears here also that contains a hidden 1-Up Mushroom! Let it drop down and you can claim it. If you didn't get every Coin in World 1-3, this 1-Up Mushroom doesn't appear. Climb over the column to the right and fight a couple of Goombas, then go past the next green pipe. Stomp the Green Koopa Troopa and kick the shell right to knock out some more enemies, and bash all the "?" Blocks to get nine Coins and a Power-up from the very left block on the bottom row. Continue right, fighting any more enemies you come across, then jump onto the sole brick block so that you can bash the very left brick block in the platform above to the right - this will reveal a Starman! Grab it, and head on, using your invincibility to defeat the Piranha Plant and other nearby enemies. Here, there is a brick block platform above seven "?" Blocks divided into two rows of four and three. All these blocks hold Coins, and you can also bash the middle brick block to reveal a hidden vine, which, when climbed, takes you to the Day Coin Heaven! See the Bonus Areas section for more information. Otherwise, if you choose to continue via the normal route, keep reading. Make a running leap over the next pit and defeat a Goomba. Climb over the pipe, jump over another small pit, and defeat another Goomba. A third Goomba patrols between the next two pipes. Bash the very left brick block in the platform above the next set of pipes to get a Power-up. Keep going further right and make a running leap over the next pit. Defeat a Green Koopa Para Troopa, then make another running leap over a small pit and a column on the lip of the next ledge. It is at this point where you return to the level if you chose to visit the Coin Heaven mentioned a little earlier on. Fight two Goombas and two Green Koopa Para Troopas here, and repeatedly bash the sole brick block for multiple Coins. Go ahead a little and bash the "?" Block for a Coin, and the brick block to the upper right to get a Power-up. It's trickier to reach if you're Super-sized, but possible with a running jump at full speed. Go past another pipe and fight one more Green Koopa Troopa. Next, there is a very large pillar that stands between you and the flagpole. To get on top of it, either jump onto the springboard and press A as Mario presses down on it, so that you are shot high up and can land on top of the pillar. Or, you can jump onto the brick block platform, stand on the right-hand brick, and jump directly up to find a hidden block, which you can then climb on, and from there jump onto the pillar. Now make a running jump right to reach the flagpole and finish the level. World 2-2 --------- The level begins with a cool little cutscene of Mario entering the warp pipe, which takes you to the underwater area and your first swimming level of the game. Start by swimming down and right to get the first two Coins, then swim up and right for the next three. Watch out for a Blooper as you do this - if you're Fire Mario, you can use fireballs to defeat them. After the next pillar of seaweed are three Coins on the floor, then swim further on, past a couple more Bloopers to find three Coins within an enclosed pit. Be careful, if you swim near the bottom of the screen, an unseen current pulls Mario down, so repeatedly hit A to swim back out of it. After this you will be approached by some Cheep-Cheeps; if you have firepower, use fireballs to defeat them, otherwise just swim by. Continue to swim right and stay near the floor to get the next three Coins. Then swim up and right, keeping your eye out for a Blooper, as you get the next three Coins. After this comes another pit with five Coins in it, again, be careful not to get sucked into the unseen current at the bottom of the screen, otherwise if you are pulled under, you lose a life. A little further on, there is another enclosed pit, this one with six Coins in it. Make sure the area is clear of enemies before you go for these, then after doing so, swim back out and keep going right until you see a pipe in the wall. Enter it and you will be taken back to the overworld, right next to the staircase. Climb it and make a running leap to the right from the top step to reach the flagpole. World 2-3 --------- Go over the little gap and up the stairs, onto the bridge. Start running right at full speed, non-stop, as Cheep-Cheeps will begin to leap up to attack you throughout the level as you make your way across the bridge. Along the way, jump to get a line of four Coins, and a ways after that, five more Coins. Then, make a running jump over the pit and onto the next part of the bridge, where you can get four Coins, then make another leap to the next part of the bridge. As you make a running jump from the end of this part, get three Coins, and bash the "?" Block on the next segment to get a Power-up. After getting this, make another running leap to the right, grabbing three Coins, and landing on the low treetop ledge. Leap up to the next floating bridge piece to the upper right, then get onto the next ledge. Grab the line of six Coins here, then run onto the next bridge segment, getting four Coins there. After the next part of the bridge you have to cross a large gap with the use of some small floating bridge pieces. Be careful but don't stay around too long so as to avoid being hit by the leaping Cheep-Cheeps. Get the six Coins above as you make your way across. After this, you'll come to the end of the bridge, and the Cheep-Cheeps will stop attacking at this point. Go down the stairs, then run right and jump over the small pit and you'll be at the staircase. Climb it, then make a running leap to the right from the top step and you'll reach the flagpole and beat the level. World 2-4 --------- Head to the end of the passage and watch out for a Podoboo leaping up from the lava below as you leap across the first couple of platforms to get a Power-up from the "?" Block. Also beware of a second Podoboo that jumps up between the third platform and the next ledge. Here, the path will be split in two - take the bottom path as it's easier to make your way through. Just beware of the Fire-bars above; take your time and go underneath them when they're pointing up. Beware of a Fire-bar above the next ledge. From there, cross the pit to the right with the use of the girders on lines. On the second girder line, Bowser's flames will appear, so watch out. Also look out for a Fire-bar on the lip of the next ledge. After getting past that, collect six Coins around an empty block. If you're Super-sized, use a crouch slide to get the Coin that is directly underneath the block. Then, cross two small lava pits and go past a couple more trenches until you reach the Bowser area. Grab the axe behind him, or fry him with five fireballs if you are Fire Mario, and you win. Again, when you enter the last chamber, you'll rescue a Mushroom Retainer, but the Princess is in another castle! [ World 3 ] ------------------------------------------------------------------ World 3-1 --------- Head on a ways, and take on two oncoming Green Koopa Para Troopas. Bash the three "?" Blocks to get two Coins, and a Power-up from the block on the right. A little further on right, fight a Goomba trapped between two silver pipes, and go down the second of those pipes to reach a Coin Room. Clear the area out and return to the main level. From the pipe where you emerge, head right a little further and climb the bridge. Trounce the three Goombas here, and also, if you collected every Coin in World 2-3 or warped to this level from World 1-2, there is a hidden block containing a 1-Up Mushroom. It is found if you stand four block spaces to the left of the right edge of the bridge and jump directly up (just a little bit to the right of the white cloud in the background). Leap over the next little gap, and to the upper-right is a platform comprised of three brick blocks. Bash the very left one, and this gives you a Starman! Claim it, and you can battle the two Goombas and Green Koopa Troopa on the ground. Go past the next silver pipe, then you come to your first encounter with The Hammer Bros. They'll jump up and down between platforms, but with the Starman you collected just before, they'll be no threat to you as you can defeat them with your invincibility. Bash the two "?" Blocks in the top row to get a Coin, and a Power-up. A little further on right is a jumping board to the left of a pit, with two brick block platforms floating high above it. Ignore the board, and walk a little to the left of it, then run right and make a leap to land between the rows of bricks. Bash the rightmost brick, and this reveals a hidden vine, which takes you to Night Coin Heaven. To reach the vine, you can either bash the brick to left so you can jump up to reach the vine, or if you're Regular Mario, use the jumping board to be able to get onto the top platform and climb the vine. Taking this path to Night Coin Heaven will skip a small section of the level. If you choose to continue via the normal route, continue reading. I will point out where in the level you will return after visiting Night Coin Heaven if you choose to do so. Next, fight two Goombas coming down a flight of stairs. Climb over this staircase and leap over a little pit next to it. Fight some Green Koopa Troopas and Para Troopas here as well as Goombas until the area is clear, and bash the four "?" Blocks to get Coins and a Power-up (from the bottom right "?" Block). After this, fight some more Green Koopa Para Troopas, and you'll come to a long brick block platform. This is where you return to the level if you went to the Coin Heaven earlier. The second brick block from the left in the platform is a multi-coin block; keep bashing it until it is used up. Now climb over the pillar and leap across one last pit, then you'll come to the staircase, with two Green Koopa Troopas coming down it. Take care of them, then finish climbing the staircase and make the running leap from the top to reach the flagpole. World 3-2 --------- Stomp the first Green Koopa Troopa you encounter, and kick its shell to the right, running after it. This will plow down several more Goombas and Green Koopa Troopas in the path of the shell, and will bump your score up! Remember, as soon as the shell rebounds from the single block, jump so that Mario is not hit from the rebound! Get the next three Coins, and bash the "?" Block above the small pillar to get a Power-up. After this, fight another Green Koopa Troopa and three Goombas, then you'll see a Green Koopa Troopa trapped between two small pillars, with two brick blocks above it. The top one holds a Starman, and the bottom one is a multi-coin block. If you're Regular or Super Mario, go for the Starman first and you can use the invincibility to defeat the Koopa so you can get the Coins, or if you're in Fire Mario form, fry the Koopa and get the Coins before going for the Starman (this way it'll last for a bit longer as you progress). Anyway, after that area, run along the long stretch of land, defeating a Green Koopa Para Troopa, Green Koopa Troopa, then three Goombas in that order. Cross the two little pits with the use of the little slab of land with a pillar on inbetween, and continue running right, fighting several Green Koopa Troopas until you reach a silver pipe. Collect the four Coins floating above it, and further on, fight a Green Koopa Troopa and several Goombas. After this, you reach the staircase, so climb it and leap over to the flagpole to beat the level. World 3-3 --------- Run along and leap over to the first set of treetops, and defeat a single Goomba patrolling there. Now, using the horizontally-moving girders, make your way down to the low treetop to collect two Coins on there, then leap over to the next treetop to the right and get another single Coin, and another three to the right. Fight a pair of Red Koopa Troopas on the next set of treetops, before bashing a "?" Block to get a Power-up, and grab three Coins on the treetop below, and two on the high treetop to the right. The floating girder above the pit to the right is one that will start to sink the moment Mario lands on it, so quickly jump from that and onto the first treetop to the right, and run along, collecting the Coins on each of the treetops. Jump onto the fourth treetop to get the Coin there, then you will have to get by a pulley-girder set. The way these work is that when Mario stands on a girder at one end of the line, it will sink and cause the girder on the opposite end of the line, and it takes good timing to make your way across on these. Get the Coins on here, before jumping right to a pair of horizontally-moving girders, then leap onto the treetop ledge. Use the horizontally-moving girder to get to the next set of treetops, and get three Coins here. Make a running leap over the pit and Red Koopa Para Troopa when it is flying low. Fight another couple of Red Koopa Troopas on the next set of treetops, before using a horizontally-moving girder to reach a pulley- girder. Lower the left girder down some ways, then quickly leap onto the right girder and make a running leap to the right, at a good height so you can reach the higher end of the flagpole and get more points. World 3-4 --------- Go down the steps and head through to the end of the hallway. Take your time in leaping over the small pits, avoiding the two main hazards; Fire-bars rotating around each ledge, as well as Podoboos leaping up from the pits. After getting across, bash the three "?" Blocks for Coins and a Power-up. Go past the small lava pit, then make a running jump to get through between the Fire-bars on the ceiling and floor. Repeat this, then the third set has the Fire-bars rotating in the opposite direction, but it's not at all that much more difficult than the previous two. Try to get the three Coins as you leap through, as well. Take your time and make sure the Podoboo is not leaping from the lava pit as you jump onto the next ledge, and watch out for Bowser's flames appearing from the right-hand side of the screen as you cross a few more ledges, with Podoboos leaping up from the lava below inbetween the ledges. Some ways after this you'll encounter the Bowser Decoy boss, so use five fireballs or grab the axe to defeat him, then you've beaten World 3, but our Princess is in another castle! [ World 4 ] ------------------------------------------------------------------ World 4-1 --------- Head on right and jump over the first green pipe, and at this point the level's main enemy will appear high up - Lakitu. This pesky cloud-dwelling Koopa will always be on Mario's tail throughout the whole level, dropping Spiny Eggs down. So it's best to always be on the move before the area becomes too crowded with Spinies. Do note however, if you can find a surface high enough to climb on, you can stomp or fry Lakitu with a fireball and this will make him disappear from the level for a few moments as you progress. You have an opportunity to do that straight away by climbing onto the higher of the two "?" Blocks and you can stomp/fry him from there. After doing so, bash the aforementioned blocks to get a Power-up and a Coin. Go right and jump over the first small pit, then grab four Coins. Run along the stretch of land, and next you'll come to four floating "?" Blocks. Bash them all to get Coins. Further on, make a running jump over another pit, then you come to a row of four "?" Blocks. They hold hold Coins. Also note, if you collected every Coin in World 3-3, or warped to this level from World 1-2, there is a hidden 1-Up Mushroom to be found. It is in an invisible block located directly above the second block from the right in the row of four. Continue to run along, passing a small pillar and grabbing another three Coins, then jump from the next green pipe (when the Piranha Plant isn't poking its head out) to get four Coins to its right. Next is a second pipe, which you can go down to reach a Coin Room, and skip a small part of the level. If you choose to carry on via the normal route, continue reading. Grab the four Coins to the right of the pipe, then you'll come to several "?" Blocks floating over a small pit. You can climb onto the top row in order to knock out Lakitu, so that you aren't bothered as you bash all the blocks to get Coins, and a Power-up (from the third block from the left on the bottom row). To the right is another small green pipe, where you will emerge if you went to the Coin Room just a little earlier. Keep running right, jumping over a few more small pits, and you'll then get to the large staircase, at which point Lakitu will tire from chasing you and leave. However, instead of leaping from the top to the flagpole this time, drop down to the ground to the right, where there is a single brick block, which is a multi-coin block. Get all the Coins you can from this first, then you can climb it to jump back onto the staircase, and from there leap over to the flagpole and beat the level. World 4-2 --------- The level starts once again with a cool little cutscene of Mario walking into a pipe to be taken to the underground part of the level, and you will regain control. The first thing you'll have to do is cross a huge pit with the use of two small ledges near the left side. The best way is to get a running start, then make a small hop onto the wider of the two ledges, then with the momentum make another, full-length leap right and you should easily get across the pit to the other side. Head into the opening and drop down to get the three Coins on the ground. Also, bash the brick on the tip of the lattice to your left (i.e. the brick block directly above where the middle Coin is) to find a Power-up. Climb back up and continue walking through the opening, fighting three oncoming Goombas. Also, if you're Super-sized (which, by all means you should be as you just collected a Power-up), you can find a multi-coin block hidden within the mass in the ceiling - it is found 5 blocks from the right, two blocks up (so you have to destroy the brick below it in order to be able to hit it). Head right and out into a more open area, and bash the seven "?" Blocks to get six Coins, and a Power-up (from the middle one in the set of three). If it's a Super Mushroom, bash the block next to it to make it change direction so that it doesn't fall down the pit on the right and you can safely collect it. Now, cross the pit with the use of the girders going into it. It is at this point in the level where you can find a hidden Warp Zone that will take Mario to Worlds 6, 7 and 8. If you would like more information on finding it, please refer to the Warp Zone Locations section of this FAQ. Otherwise, to carry on through the level as normal, continue reading. After the first green pipe, you'll see two brick blocks beside a taller pipe, however they are guarded by a Green Koopa Troopa. If you are Fire Mario, you can take the Koopa out with a fireball, otherwise be very careful to stomp it but not kick the shell. The brick block closest to the pipe is a multi-coin block, so repeatedly bash that until it is spent up. After doing so, climb over the pipe. There are two brick blocks on the opposite side; these are guarded by a Buzzy Beetle. The brick on the right holds a Starman, so go for that if you can. Note that you can go down the next pipe to reach a Coin Room and skip part of the level. If you want to continue on as normal, keep reading and I will point out which point in the level you return if you do go to the Coin Room. After a few more pipes, go further right and take out two Green Koopa Troopas. Next, advance past a pipe between two pillars, and you'll see some girders descending down into a pit. Use these to cross to a set of brick block platforms on the right. It is best to go between the second and third platforms, and you can bash the middle brick in the second platform down to find a hidden Power-up. Also, at this point you can use the ascending girder on the right to go to a second Warp Zone that can be found in this level - if you want to know more information on it, again, take a look at the Warp Zone Locations section of this guide. To carry on as normal, keep reading. The next pipe after the pit is where you would return to the level if you went to the Coin Room mentioned earlier on. Fight the next Green Koopa Troopa, and advance further on past another couple of pipes and a small pit after them. Defeat a Buzzy Beetle coming down the next small staircase, then cross the pit with the use of some girders going down into it. Bash the very left brick in the long platform (left of the Coins) to find a Power-up. Get this, and run along the platform, collecting ten Coins on it. Go up the next staircase, then leap up and right onto the large pipe when the Piranha Plant is not sticking its head out. From there, run right and you'll go over the gap and land on the ledge where the exit pipe is. Go through the pipe to be taken back to the overworld, beside the staircase. Climb it, then make a running leap to the right from the top to beat this level. World 4-3 --------- From the first mushroom platform, make a running leap to the upper right and quickly fight two Red Koopa Troopas, then collect five Coins on this mushroom platform, as well as another three on the platform to the upper left. Make a running leap to the next mushroom platform, then defeat the Red Koopa Para Troopa, and a Red Koopa Troopa on the platform below so that you can get three Coins. Then climb up to the platform above this one to bash a "?" Block and get a Power-up. Climb onto the next girder (which is part of a pulley set), and gently lower it down (you can jump to stop the girder falling too fast) and get the single Coin. Then, using the mushroom platform, climb over to the opposite girder and get another Coin above that. From here, use some vertically-moving girders to get to the next set of platforms, and collect several Coins on them, fighting any Red Koopa Troopas you encounter. Next, make some well-timed running jumps as you make your way across three girder pulley sets, getting a couple of Coins while doing so, then on the next platform, collect another five Coins. Cross a few more mushroom platforms until you see a vertically-moving girder. Jump onto that, and once it reaches its highest point of flight, make a running leap right to hit the flagpole. World 4-4 --------- This is the first maze castle of the game. By that I mean, at some points there will be more than one route, however you must take the correct path in order to progress through the castle. If you take the wrong path, you are taken back to an earlier part of the level and it will continue to loop over until you take the right path. Begin by walking down the steps and jump across the two lava pits. The path here is divided into two routes; take the top path. Run right at full speed and you will skip over the little gaps. Continue to make your way right, and watch out for a Fire-bar along the way. Drop off at the end, then a little further on is a lava pit. Climb up the structure and drop down through the gap in the top, then go left and drop down through another gap to land on the bottom path (next to the lava pit). Advance right, watching out for a Fire-bar along the way. You'll also see Bowser's flames begin to appear at this point. Keep going right and you'll then get to the Bowser area, which is guarded by a Fire-bar and Podoboo. Keep your distance if you choose to fight with fireballs, otherwise take your time in going underneath Bowser when he leaps and grab the axe to beat him and beat World 4...but the Princess is still in another castle! [ World 5 ] ------------------------------------------------------------------ World 5-1 --------- Stomp the first Green Koopa Troopa and kick its shell to the right, running after it. It will knock down several enemies and rack up more points before eventually rebounding from a silver pipe, so be sure to jump when it does so! Climb over the pipe, and jump over a small pit and another silver pipe after it. Next is a Green Koopa Para Troopa; stomp it a couple times to make it retreat into its shell, then kick the shell right and run after it, and again you'll get several points as it plows down several enemies in its path, but be sure to jump over the shell when it comes back! Climb onto the ledge, and bash the middle brick block above to find a Starman! Claim it, and begin to advance further on right, using your invincibility to defeat enemies as you go. Keep going right until you get to a pillar four blocks high, and has two floating brick blocks to its right. If you stand underneath the gap between the pillar and blocks and jump there, you may find a hidden block that contains a 1-Up Mushroom (this only appears if you warped to this level From Worlds 1-2 or 4-2, or collected every Coin in World 4-3). Jump over the next pit and watch out for Bullet Bills being fired from the cannon. Climb it to get onto the floating silver pipe to the upper left, and enter it to go to a Coin Room. Clear the area out, and exit to return to the main level. Now just head right, past another Bullet Bill cannon and Green Koopa Para Troopas, then you get to the staircase. Make sure not to fall down the gap where a couple of steps should be, and from the floating top step, make the running leap of faith over to the flagpole. World 5-2 --------- This level is unique in that there are two different shortcuts you can take to skip part of the level - one route is by air (Coin Heaven) while the other is by sea (Hidden Water Area). I will point out where both shortcuts can be found, and where in the level you return if you do choose to take either of these routes. Begin by running right and climbing the steps, being aware of Bullet Bills coming from the cannon on the top. From there, leap to the right and get the three Coins if you can - if you don't get them all, there is a nearby jumping board that you can use to help. Now, make a running leap to the right to get over the pit and land on the brick block platform where the three Coins are. Get them, and bash the right end brick in the top platform to find a Power-up. This comes in very handy as there is a Hammer Brother to take on a little while ahead, after a Green Koopa Para Troopa. There is a Hammer Brother guarding the next small staircase. If you are Fire Mario, you can combat him with fireballs, otherwise, if the Power-up you collected just before was a Super Mushroom, you can sacrifice yourself to take a hit and get past. It's tricky to stomp and get by unscathed, but possible. You can go down the very next silver pipe to be taken to the Hidden Water Area and skip part of the level. However, if you choose to continue via the conventional route through this level, continue reading. Fight two Goombas coming down the next staircase, then climb it and jump over the small pit and drop off the end of the next ledge. A little further on, fight a Hammer Brother on a row of five "?" Blocks, all of which contain Coins. Two block spaces to the right of the last "?" Block on the right is a hidden block. Find this, then jump onto it and hit the left brick block in the platform above (that has two Coins on it). This reveals a hidden vine that will take you to Coin Heaven if you take it, or you can just jump up and grab the Coins there. If you want to carry on through this level as normal however, again, continue reading. Get the next two Coins on the ground and make a running leap over the next pit. Fight a Green Koopa Para Troopa here, then get past a Bullet Bill cannon. Here, there is a silver pipe, where you will return to the level if you took the shortcut via the Hidden Water Area. The Hammer Bros. will be guarding the two platforms to the right if you came here via the normal route; if you went to the Hidden Water Area they won't be here. Fight them, and get a Starman from the last brick block on the right in the top platform, but be quick to grab it or it'll fall down the pit to the lower right! Jump over the pit and small pillar after that. This point here is where you return to the level if you went to the Coin Heaven mentioned earlier. Take out a trio of Buzzy Beetles, then go right, to where two brick blocks are floating just above the ground. If you are Regular Mario, you can simply walk underneath them, but if you're Super or Fire Mario, this would call on a crouch slide move. Repeatedly bash the left brick for several Coins, and the right one for a Power-up. Next, cross the pit by making a running leap from those two bricks over to another platform floating over the pit, and you can make it across. Fight the enemies around here, and a little ways to the right, bash the single brick block to find a Power-up. Then, jump onto that block and leap up and right to land on the high floating platform above the silver pipe, and get the two Coins there. Drop down to the right, and take out a Green Koopa Para Troopa coming down the staircase. Now carefully climb it and watch out for the gaps - falling down one means you lose a life - and from the top step, leap over to reach the flagpole and beat the level. World 5-3 --------- Welcome to the first of the game's "recycled" levels. By that I mean, this level takes an identical layout to a previous level, but with some minor changes. This level is a remake of World 1-3, however platforms are shortened in length, and Bullet Bills constantly fly in from the right-hand side of the screen at you, so you should take your time in planning your jumps as you advance on. That said, let's get a-movin'... Head right and leap across a couple of treetops, then fight a Red Koopa Troopa on the treetop above, and get the three Coins it was guarded. Drop down to get one more Coin on the next low treetop, and on the next one, jump to get a couple of Coins, then fight two Goombas coming from the next treetop. From that one, jump right and drop down to the next treetop near the bottom of the screen, getting the two Coins as you drop down. Cross the next pit with the use of the girder, bashing the "?" Block for a Power-up, then take the girder up to reach the higher treetop to get four Coins there. Head along a couple more treetops, and wait for a Goomba to drop off the ledge to the right of the Red Koopa Para Troopa before either making a running leap over it when it is flying low, or fry it with a fireball if you are Fire Mario so you can leap over the gap. Next, take your time and watch out for the Bullet Bills coming in from the right as you use some running leaps from girders to get across the massive pit, getting the Coins if you can too. After you get to the other side, past a couple more treetops, stomp a Red Koopa Troopa and kick its shell right, so that it knocks out a Red Koopa Para Troopa to the right, and you can drop down to the treetop it was guarding and get three Coins there. Get two more Coins over one more pit, before leaping over to a floating girder, then from there jump right to the modified staircase, and then over to the flagpole. World 5-4 --------- This level is a recycled World 2-4. From the beginning, go down the stairs, run right and jump over the first gap, then when you leap onto the second platform, there is an extended Fire-bar (double its original size), so quickly bash the "?" Block to grab the Power-up, then jump on top of that block, and jump again over the Fire-bar when it comes round. Then, finish crossing the lava pit. The next path is split into two; take the bottom route and run past the Fire- bars when it is safe to do so. Next, cross a pit with the use of ascending and descending girders on the lines, and watch out for Bowser's flames coming from the right-hand side of the screen, as well as a Fire-bar on the corner of the next ledge. A bit after that are six Coins around a single block with a Fire- bar on it. It's very risky going for the Coin directly underneath the block, but get the ones you can, as long as you are careful not to get hit by the Fire-bar. Cross two small lava pits after that, but watch out for Podoboos leaping up from below, so take your time. A little way after this you come to the Bowser area, so again, use fireballs or grab the axe to beat him, and you'll go through to the next chamber, where Toad thanks you, but informs you that yet again, the Princess is in another castle! With that you have beaten World 5. [ World 6 ] ------------------------------------------------------------------ World 6-1 --------- Bash the first two "?" Blocks to get Coins, then leap over the pit and climb the staircase. At this point Lakitu will appear to attack you throughout the level, however you can take him out straight away by jumping onto the floating brick blocks and stomping/fireballing him. The left one of those two brick blocks also holds a Power-up, so be sure to get it. Jump over the next gap to where there is a platform of three brick blocks. The one on the right is a multi-coin block, so be sure to bash that repeatedly and get all the Coins you can out of it. Run further ahead, and jump over another small pit and get another three Coins. Climb up the small staircase, then jump over another pit, grabbing two Coins whilst doing so. After this is another staircase (with a couple of steps missing); climb it to the top. Drop onto the brick block platform below, then go left, so you're standing directly next to the staircase, and jump, and you may find a hidden block, which holds a 1-Up Mushroom in it! However note, this only appears if you warped to this level or got every Coin available in World 5-3. Go over the pit on the right, then past the green pipe when the Piranha Plant isn't attacking. Grab the three Coins, then further ahead go up and over the small staircase, and bash the two "?" Blocks for a Power-up from the left one, and a Coin from the right one. Further on ahead is another staircase. Climb it, and on the other side are some brick block platforms. Now note that the middle platform's right block is a multi-coin block, but you should really only go for this if you're Regular Mario (as you can walk under and get the Coins); however beware of Spinies dropping if Lakitu is about. After this, head along a little further and cross one more pit to get to the staircase. Beware that the sixth and seventh steps are missing, and if you fall down that gap, you'll plummet into the pit below and lose a life. Take care in climbing up to the top step, and from there, leap right to the flagpole to end this level. World 6-2 --------- Advance past the brick block platform to the first green pipe. You can go down this pipe to go to a Coin Room. If you choose to carry on as normal however, after this pipe there is a Green Koopa Troopa. Defeat it with a fireball if you're Fire Mario, otherwise avoid it. There is a hidden block directly beneath the middle brick block in the platform that is high above here. After finding this, jump onto it and repeatedly bash the middle brick in the platform above, as it is a multi-coin block. A little further on, go past some more pipes (the left of the two adjoined pipes is where you reappear if you went to the Coin Room mentioned earlier). Fight a Green Koopa Para Troopa after this, then go past the next pipe. There is a Buzzy Beetle guarding two brick blocks. Stomp the Buzzy Beetle if you can, but do not kick the shell. Bash the right-hand brick block to get a Power-up. Now, you can go down the very next green pipe to be taken to the Hidden Water area, and skip a good majority of the level, so I'll point out later on where you reappear in the level if you take this shortcut. If you choose to continue on as normal, continue reading. Go past some more pipes, and fight a Goomba that drops down from a brick block platform above. A little further right is a second brick block platform above a pipe. If you stand directly one block space to the right of the pipe and jump up, this reveals a hidden block. Now jump onto this and bash the right block on the end of the platform above to find a vine, which takes you to Coin Heaven! Again, taking this will skip a good chunk of the level, so I will point out where, later on, you return to the level if you take this shortcut, but if you wish to carry on as normal, again carry on reading. From here, keep going right past several more pipes, until you see a floating pipe with a brick block on either side. Note, if you went to the Hidden Water Area, you return to the level from the pipe right of this. Wait for the nearby Buzzy Beetle to wander away, then climb the floating pipe and brick blocks onto the high platform above so that you can cross the large pit. After two more pipes, there's some floating brick block platforms. Jump onto the first one, and bash the left-hand brick in the platform to the upper right, and this will reveal a Starman, so quickly grab it! You can go down the next pipe to reach a Coin Room. If you progress as normal, after this there's a Buzzy Beetle and Goomba to take care of. You return to this part of the level here if you chose to go to the Night Coin Heaven that was pointed out a little earlier. Go past a couple more pipes, then you'll see a set of three pipes together, like a staircase. You return to the left at the left pipe if you went to the Coin Room just a little earlier. From here keep going right to reach the staircase. The third and fourth steps have been replaced by a Piranha Plant-occupied pipe, so watch out for this, as well as a Green Koopa Para Troopa coming down the stairs. After overcoming these, make a running leap from the top step to the flagpole. World 6-3 --------- Welcome to the game's only "snow level". All this is, is simply another platform level, just with a white and silver tint. Just something the programmers decided to throw in there for something different, I guess. :) Anyway, from the start, head right and go across three treetops, and jump onto the vertically-moving girder, and grab the two Coins high up. Go across another couple of trees, and on the second one is a jumping board. With good timing, jump onto it and press the jump button so that Mario is shot high up when the horizontally-moving girder is near you. While in midair, manoeuvre to land on that girder, and using this and another girder just below it, grab the line of seven Coins. Leap over onto the next girder, and bash the single "?" Block for a Power-up. From there, leap onto a vertically-moving floating girder, then onto a treetop to the right. Make a running leap up to the first girder pulley set, and as you leap across, try to get the two Coins. When you leap over to the second girder pulley set, stay on the left girder for a bit to raise the right girder high enough so that you can jump from that, onto the high treetop and grab three Coins on it. As you progress further on, silver Bullet Bills will start to fly in from the right side of the screen, so be on the lookout for these. Get four Coins floating above the gap between a couple of trees, then a bit further on, use another jumping board to reach a girder high above. Let it take you over to the right, and jump onto a girder pulley set, grabbing two Coins on it. After a cluster of trees, make quick leaps across the sinking girders, and get two Coins underneath the second one. From the last girder, leap to a treetop while getting two Coins, and make a running leap from here to the right and reach the flagpole. World 6-4 --------- This is another of the game's recycled levels; this level takes its layout from World 1-4, however is more challenging as there are more firebars in the passages, meaning your running and jumping has to be timed more carefully. Start by going down the steps, then running right and jumping over a small lava pit. Watch out for both a Fire-bar and a Podoboo as you cross another lava pit onto the next ledge. Don't spend too much time around here either, as there is a Fire-bar on this ledge. Bash the "?" Block to get a Power-up, then get across the next lava pit and watch out for another Fire-bar as you head into the next passage. Don't rush as you head through the passage, so as not to be hit by the Fire- bars on the ceiling; just pass underneath them when they are pointing up. After this, the area opens and you'll need to make some carefully-timed jumps over the Fire-bars on the floor, and be sure not to touch those on the ceiling either. After this, Bowser's flames begin to appear from the right-hand side of the screen, so be sure to jump or duck them if they come in at the same height as Mario. The next area is a large, open pit, with hidden blocks to be found that have coins in them. The first is found if you stand three block spaces to the right of the ledge to your left, then jump up to find it. Climb onto it, and jump up to find another hidden block above it, one block space to the right. The third block is three spaces to the right of the first you found, and a fourth hidden block is three spaces to the right of the second one. Repeat this one more time to get the fifth and sixth blocks. Now go right until you reach the Bowser area. Note that in this battle, Bowser will for the first time attack using hammers. He can throw several at once, and also taking a Podoboo and Bowser's fiery breath, the best idea would be to keep your distance if fighting with fireballs if you're Fire Mario, otherwise use the overhead girder platform to get over him so that you can grab the axe and rescue the Mushroom Retainer in the next room. With that you have beaten World 6, but our Princess is in another castle! [ World 7 ] ------------------------------------------------------------------ World 7-1 --------- As you go right, beware of a Bullet Bill cannon - don't get caught out if it shoots a Bullet Bill at you! Fight a Green Koopa Para Troopa after it, then you come to two stacked Bullet Bill cannons. There is a brick block platform high in the air above these cannons; the brick on the left holds a Power-up in it. It's easier to get it if it's a Super Mushroom, as it is _very_ difficult (but not impossible) to grab the Power-up if it's a Fire Flower. A little further on, a Green Koopa Para Troopa guards four "?" Blocks. If you are Fire Mario, use a fireball to defeat the Koopa, and bash the blocks to get Coins. However, make sure to duck if any Bullet Bills are fired from the cannons on either side as you get these Coins. After the next cannon, fight a Green Koopa Para Troopa, then a little ways after that, you'll see a floating cannon with two brick blocks on either side. The block closest to the cannon on its right is a multi-coin block; however, beware of the cannon on the right as it is very close and could catch you by surprise while you are going for the Coins. Leap over the next pit and silver pipe, and you come to a set of platforms, guarded by The Hammer Bros. Fight them by bumping them from below on the brick blocks they are standing on, or fireballs if you are in Fire Mario form. Stand on the left edge of the next silver pipe, and jump up to find a hidden 1- Up Mushroom in a hidden block. This will appear if you warped to this level from World 4-2, or got every Coin in World 6-3. Grab it, then enter the pipe to be taken to a Coin Room. Get everything in here, then exit via the pipe in the bottom right corner to return to the level. Pass the Bullet Bill cannon, then after the next silver pipe you meet The Hammer Bros. again. Like before, bump them from below or fry them so you can get past. Jump over the next pillar and two stacked Bullet Bill cannons. Use the jumping board to bash the single brick block directly above it to get a Power-up. Go over a staircase, then take on a Buzzy Beetle coming down a second staircase. Finish climbing said staircase and make the running leap from the top step as usual, to reach the flagpole and beat the level. World 7-2 --------- Another recycled level, this one taking on the layout of World 2-2. The level begins with the cutscene of Mario walking into the pipe that takes you to the underwater area. Swim down and right to get two Coins on the floor, and avoid a Blooper as you swim up and right to get three more Coins. Swim right and down to get three Coins on the floor, and avoid several more Bloopers as you swim on. You'll then come to a pit with three Coins in it; go for these but be careful not to be pulled in by the suction; repeatedly press A to swim back up and out. Swim past some Cheep-Cheeps and Bloopers in the next area, staying near the bottom to get three Coins underneath a platform. Next swim up and right for three more Coins, and watch out for more Cheep-Cheeps as you swim over a large pit, collecting five Coins (again, watch out for the unseen suction at the bottom of the screen). Further on is an enclosed pit with six Coins in it; make sure there are no enemies nearby when you o for these. If you have firepower, make sure you use it to take out the Bloopers and Cheep-Cheeps, if any are around in the area. From here, now just swim right and carefully navigate your way through a crowded area of enemies until you reach the end, and exit via the pipe in the wall. You'll emerge from a pipe beside the staircase; climb it and make a running leap from the top step over to the flagpole. World 7-3 --------- This is a recycled version of World 2-2, with the only difference being some flying Green Koopa Para Troopas, that's pretty much it. Start by heading onto the bridge, then running right non-stop. Cheep-Cheeps begin to leap up at you from below, so don't stop unless it's to avoid them. Jump to grab four Coins above a Green Koopa Troopa, then after a Green Koopa Para Troopa, collect another five Coins. Make a running jump over a pit to the next part of the bridge, and get four Coins there. Defeat a Red Koopa Troopa here, then make a leap to the next section of the bridge. Fight or jump over another Red Koopa Troopa, and grab three Coins as you leap to the next part of the bridge. Bash the "?" Block to find a Power-up, but don't be taking too long, remember, those Cheep-Cheeps are still on your tail! Make a running leap from here to the treetop below, snagging three Coins while doing so. Fight a Red Koopa Troopa here, then leap up to the floating bridge section to the upper-right, then onto the next part. Run along, grabbing a line of six Coins in the air, and watch out for the horizontally-flying Green Koopa Para Troopa. On the next bridge part, get another four Coins and beware of a second flying Green Koopa Para Troopa. A little ways further on, leap between the small floating bridge segments as you collect the six Coins above. After this, continue running right to reach the end of the bridge and the Cheep-Cheeps will cease attacking here. Now just get to the staircase, climb it to the top, and leap right to reach the flagpole and beat the level. World 7-4 --------- Head down the steps and run right, crossing the lava pit with the use of the sinking girders (beware of a Podoboo here too). The path then splits in two; take the bottom path. Then, the path is divided by three, take the middle route. At the end of the platform, jump onto the top of the next ledge and take that top path. At the end, drop down onto the raised ledge and leap up and run right to skip over the little gaps, and past the Fire-bar when it is pointing down. The path then splits into three again; head through the middle route to progress, then take the top path. After that just continually head right, past a few trenches (and beware of Bowser's flames, too) and you'll eventually reach the Bowser area. As usual, five fireballs or grabbing the axe will do the trick, and you'll rescue the Mushroom Retainer in the next room, but still no Princess! With that being that, we now move onto the last world of the game. [ World 8 ] ------------------------------------------------------------------ NOTE: Up to here, in any World X-1, X-2 or X-3 level, if you lost a life at any point past the halfway point in the stage, you'd restart at the halfway point. However, in ANY level in World 8, no matter where you lose a life, you have to restart again at the very beginning of the level. It's time to put your skills to the test in this world, so best of luck! World 8-1 --------- This is the longest level in the whole game, and you only have 300 seconds to get through, so time is of the essence here. Try not to spend too much time collecting every pickup available and fighting enemies. It is better to simply go past them and keep advancing. Beging by stomping the first Buzzy Beetle you come across and kick its shell right, running after it so that it knocks down some Goombas, but be sure to jump when it rebounds from the first pipe. Climb over that pipe, and go past two Green Koopa Troopas, then run right at full speed so that Mario skips over the little gaps, and before the last gap make a leap so that you go over the next Green Koopa Troopa. Grab the single Coin floating in the area, and get past three Goombas. Next, you'll come to two green pipes. Stand inbetween them, three block spaces to the right of the pipe on the left and jump directly up to find a hidden block with a 1-Up Mushroom (this appears only if you warped here from World 8-1 or got every Coin in World 7-3). Leap over the pipe and get a single Coin, over another pipe, get another Coin, and enter the next pipe to reach a Coin Room. Grab what you can in here but remember, don't take too much time. Exit to return back to the main part of the level. From the pipe where you emerge, run right and leap over the trio of Green Koopa Troopas. Climb over a small green pipe and a couple of Goombas, then jump over a pillar to a small enclosed area guarded by a Green Koopa Para Troopa. Now, if you stand directly in the middle between the two pillars and jump up, you'll find a hidden block, then you can jump onto that to bash the brick block directly above several times for Coins, as that is a multi-coin block. Again, don't be taking too much time. After this, beware of Green Koopa Para Troopas as you run right and skip over the little gaps. Next, you'll see a brick block platform; bash the third block from the left and you'll find a Starman! Be sure to grab this once you uncover it, and run right at full speed to skip over a couple of small pits, and defeat two Green Koopa Troopas just after. Leap over a small pillar, then make a huge leap over the next large pit, grabbing two Coins as you do so, and take out three Goombas on the next small stretch of land. Climb across three ascending green pipes, being sure the Piranha Plants aren't sticking out as you do so. Drop down to the ground and run right, fighting or evading a Buzzy Beetle and several Goombas, then climb over a staircase. Grab two Coins, then run right and make two running jumps over the two pits, getting the floating Coins. After you pass a trapped Goomba, you'll need to perform another pit jump, but the pits are widened and the piece of land is shortened! Try to use the two floating Coins as a guide. When you reach the other side, continue running right and get past a few more Green Koopa Troopas, then pass two more green pipes, then you'll come to the staircase, which has four steps missing. Take your time and be careful as you climb the ascending pillars, because if you fall you'll have to begin all the way back at the start of the level, after all that hard work you've done in getting this far! Once at the top step, make the running leap of faith to the flagpole to end the level. World 8-2 --------- Start by running right and then making a leap to land on the third step of the staircase. The Green Koopa Para Troopa coming down the stairs should hopefully bounce straight over Mario's head, then you can VERY quickly climb over the staircase to drop down on the other side before Lakitu returns to attack you with Spiny Eggs. Bash the four "?" Blocks to get Coins, then right is a jumping board. Use it to bash the brick block in the platform directly above, to find a 1-Up Mushroom. Follow it all the way to the end (watching out for pits and Green Koopa Para Troopas), and be sure to grab it from the lower floating platform when it drops down. From here, carefully make your way right and jump over the first Bullet Bill cannon, get past another Green Koopa Para Troopa and then past two stacked Bullet Bill cannons. You'll then see a two-brick block platform; bash the right block to get a Power-up. From here, keep going right until you see a Bullet Bill cannon on a floating ledge with a brick block on either side. The block on the right is a multi-coin block, but you'll have to be careful if you go for this, as not only are there Bullet Bill cannons firing at you from either side, but there are nearby Buzzy Beetles that could cause you problems as well. Go past another small pipe, pit and Green Koopa Para Troopa, then jump onto the next small pipe when the Piranha Plant isn't sticking out. Walk right, and when you land on the first small bit of land, run right to skip over the gap, and as Mario steps onto the second bit of land, make a full leap right and you'll clear the pit. Enter the next green pipe to be taken to a Coin Room. Get what you want from this Coin Room, then exit via the pipe in the bottom-right corner to return to the main level. Head right, and leap over two pits with the use of the Bullet Bill cannon inbetween. Watch out for Goombas coming down the staircase. Climb it, then jump right over the stacked cannons. Avoid one last Green Koopa Para Troopa coming down the staircase, then again take care climbing it, as there are a couple of stairs missing, meaning loss of life if you fall down either pit! From the top step, leap right to the flagpole. World 8-3 --------- You have now reached the castle perimeters, as you can see from the background! You'll be glad to know this level has fewer enemies than the last two, but there are a lot of Hammer Bros. and Bullet Bill cannons scattered about, so timing and strategy are key here. Start by running right and leaping over the first cannon, and get past a Green Koopa Para Troopa. Leap over a second cannon and continue running right, then after the green pipe you'll have your first encounter with The Hammer Bros. in this level; they leap up and down between platforms. If you're lucky enough to have retained firepower, you can take them out with fireballs, otherwise, bump the bricks they are standing on from below. The second brick from the right in the top platform holds a Power-up; make sure you get it. Now leap over the small pits with the staircase inbetween, and continue advancing right. Jump over another Bullet Bill cannon and get past another Green Koopa Para Troopa, and jump over the pillar. After the next pillar is another confrontation with The Hammer Bros. Again, the scenario is the same, and after you've beaten The Hammer Bros., bash the second brick from the LEFT in the top platform this time, and this gives you another Power-up. Grab it, then go right and cross the pits with the green pipe inbetween. Stomp the next Green Koopa Troopa and kick its shell right, chasing it. You may knock out two lone Hammer Bros. (however this isn't guaranteed; sometimes they may jump over the shell, or the shell may even pass through them), but be sure to jump as soon as it goes past the second Hammer Brother, as it will rebound from a pipe. If the shell doesn't defeat The Hammer Bros., you can make running jumps over them. After the pipe you'll need to fight two more lone Hammer Bros., this time without the aid of a Koopa shell, so either make running jumps over them when they aren't leaping, or use fireballs if you have them. You'll notice, just before the staircase, if you look closely at the background, you'll see a white line in the castle wall in the background. This is actually a well-hidden multi-coin block, so keep bashing that until you've extracted all the Coins from it. Now go right and very carefully climb up the staircase (barely composed of floating blocks) and leap over to the flagpole. World 8-4 --------- Welcome to the final level of the game! Now, this is a maze castle level, however it's a little different - in previous maze castles, you had to take a particular path to advance, but in this level you need to take various warp pipes to progress. Some can warp you back a ways in the level, and some can even take you all the way back to the beginning. Just follow these directions carefully and you'll be victorious in no time. Go down the steps and jump right over the lava pit below. Go past the first silver pipe, and run right for a ways. Go past a second pipe and fight three Goombas. Leap up to the next ledge, and look closely to see a girder moving left to right in the lava pit. Use this to cross to the other side, and enter the very next pipe. Now, go right and past another pipe, fighting some Buzzy Beetles. After the next pipe, fight some Green Koopa Paratroopas, then go past the next pipe and lava pit. You'll see a floating silver pipe that looks impossible to reach, however if you stand two block spaces to its left and jump, you'll find a hidden block. You can now jump onto this and climb up onto the pipe, and enter it. From the next area you appear, go right and past two more pipes. Beware as Cheep-Cheeps will start flying up to attack you. Leap over another lava pit, and go down the very next silver pipe. This will take you to an underwater area of the castle. In here, simply swim right past all the Fire-bars (I don't understand how there can be Fire-bars in water :S) and Bloopers, and enter the pipe in the wall at the end to be taken back to the main area of the castle. Go right, and after the next pipe you'll encounter a Hammer Brother. If you're in Fire Mario form, use a fireball to defeat him. Otherwise, get as close as you can without touching him or the hammer that he throws, and as soon as he jumps, run right and make a leap over the lava pit. You do have to beware however, that a Podoboo leaps up from this lava pit, so if you're Regular Mario, it'll take some luck and you'll have to hope it doesn't leap out of the lava as you leap across to the next ledge. Now, it's onto the final confrontation with Bowser. He has hammers and fire breath, but this battle is not at all any more difficult than previous Bowser battles you've fought up to now. Just use five fireballs or grab the axe behind him, then you'll head into the next room to beat the game, and I won't spoil the ending for you, it's nothing spectacular, but you earned it! Congratulations on completing Super Mario Bros.! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.05 - Second Quest Notes =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= About the Second Quest ---------------------- After beating the original quest and rescuing the princess, you then return to the title screen and can press the B button to begin at the beginning of any world in "Second Quest mode". This differs to the first quest in a few ways and is considered more challenging. Here is a list of the changes between the original quest and the second quest: Changes ------- * All Goombas are replaced by Buzzy Beetles. * All ground-based enemies walk at a faster speed. * Enemies can change direction to chase Mario when they drop from a ledge. * All platforms (such as girders and cloud platforms) are shortened to two- thirds their original length. * Worlds 1-3, 1-4, 2-2, 2-3 and 2-4 are in their "recycled" form (i.e. more firebars, Bullet Bills, horizontally-flying Green Koopa Para Troopas, etc.) Now, in case you are wondering, I am not going to provide a complete, detailed walkthrough for this particular quest. This is simply because bar these minor changes it is completely identical to the first quest, and you should have enough skill to take this on by yourself if you can beat the original quest. Also, after rescuing the princess again, you don't get a separate, or third quest or anything along those lines, you simply play the second quest all over again until you switch off the power. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.06 - Enemies =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Blooper ------- Description - A white squid that appears underwater. It moves in diagonal spurts, but can be easily avoided by standing on the ocean floor (and crouching if Super-sized). As they are fought underwater, the only method you can take them out is with fireballs. Methods of Fighting - Fireballs Points - 200 Bowser ------ Description - Bowser is the huge, fire-breathing dragon turtle and leader of the Koopa tribe. He has kidnapped Princess Toadstool and is holding her hostage. There is a Bowser foe at the end of every castle, however in the first seven worlds they are decoys (regular enemies disguised as Bowser, defeat them with fireballs to reveal their true form). In earlier castle levels, Bowser shoots fireballs and jumps, however in later castle levels he can throw hammers too. Keep your distance and fight with fireballs if you can, however, if you have no means of attack, there is an axe behind Bowser that you can touch to cut the bridge off and send him falling into the lava below! Do this by running underneath him when he jumps, or finding a way to get over him. Remember, you only get the nice 5000 point bonus if you defeat him with fireballs. Here are the decoys that inhabit Bowser form in the first 7 castle levels: World 1: Goomba World 2: Koopa Troopa World 3: Buzzy Beetle World 4: Spiny World 5: Lakitu World 6: Blooper World 7: Hammer Brother Methods of Fighting - Fireballs (x5), Grab axe Points - 5000 (fireballs only) Bullet Bill ----------- Description - Large, black, bullets with eyes and arms. They are shot out of cannons, or appear at random heights from the right hand side of the screen. Like Piranha Plants, you can force them to stay inside the cannons they are shot from by standing on top, or beside the cannon. Methods of Fighting - Invincibility, Kicked shell, Stomp Points - 200 Buzzy Beetle ------------ Description - A beetle with a hard, black shell. They behave the same way as Green Koopa Troopas, however they cannot be harmed with fireballs. Also note, they replace all Goombas in the Second Quest of the game. Methods of Fighting - Invincibility, Kicked shell, Stomp (kick shell afterwards) Points - 100 Cheep-Cheep ----------- Description - (Green) Found only underwater, this fish-like creature just swims along in one direction, moving up and down slightly. They do not attack, so just use fireballs if you have them, to defeat them. (Red) These are found underwater and behave in almost identical fashion to their green counterparts, but they can also be found in some overworld levels in which they leap up from the bottom of the screen to try and attack Mario, so you've got to be both quick and careful to watch out that they don't catch you by surprise. Methods of Fighting - Fireballs, Invincibility, Kicked shell (overworld only), Stomp (overworld only) Points - 200 Fire-bar -------- Description - Chains of fireballs that move in circular motions, found in castle levels. They cannot be defeated, so just avoid them as you progress. Methods of Fighting - N/A Points - N/A Goomba ------ Description - This is a brown/grey coloured walking mushroom creature, who betrayed the Mushroom Kingdom to align with the Koopa. This would become a staple enemy in future Mario platformers, and made its debut in this game. The easiest of enemies to beat, it simply walks in one direction, changing only when coming into contact with other enemies or objects. Stomp, fry or bump it to take it out with one hit. Methods of Fighting - Bump from below, Fireballs, Invincibility, Kicked shell, Stomp Points - 100 Koopa Para Troopa ----------------- Description - (Green) A Green Koopa Troopa with wings, these tend to either bounce along the ground in arcs or fly horizontally. Stomp them to make them lose their wings and become regular Green Koopa Troopas. (Red) They fly vertically, usually over pits. In most instances it's better to fight them with fireballs or just avoid them altogether, but stomping them will make them lose their wings and they will become Red Koopa Troopas. Methods of Fighting - Bump from below, Fireballs, Invincibility, Kicked shell, Stomp (becomes Koopa Troopa) Points - 400 (combined stomps) Koopa Troopa ------------ Description - (Green) A walking turtle with a green shell. It walks in any one direction, and can drop down off a ledge when it reaches the end. When stomped, it retreats into its shell for a few seconds. Touch it while it is in its shell to kick it away and defeat it. (Red) Similar to the Green Koopa Troopa, only this one will not drop down when it reaches the end of a ledge, but turn around and walk in the opposite direction. Fight it the same way you would a Green Koopa Troopa. Methods of Fighting - Bump from below, Fireballs, Invincibility, Kicked shell, Stomp (kick shell afterwards) Points - 100 Lakitu ------ Description - A Koopa turtle that dwells in the clouds, it looms overhead and chases after Mario, dropping down Spiny Eggs, which hatch into Spinies when they hit the ground. If you can find a high enough surface to combat Lakitu with a stomp or fireball, you can take him out momentarily. Methods of Fighting - Fireballs, Invincibility, Stomp Points - 200 Piranha Plant ------------- Description - These fly trap-like enemies inhabit pipes, occasionally sticking their heads out to bite, before going back in. It goes without saying that you shouldn't try stomps, however fireballs work well. Also note that standing on top of, or beside a pipe that a Piranha Plant resides in will force it to stay inside the pipe. Methods of Fighting - Fireballs, Invincibility Points - 200 Podoboo ------- Description - These are the fireballs that leap from pits and lava pools in castle levels. There is no way you can defeat them, so just do your best to get by. Methods of Fighting - N/A Points - N/A Spiny ----- Description - A red hedgehog-like creature. It hatches from Spiny Eggs that are dropped down from Lakitu. They cannot be stomped due to the spikes on their back; this will harm Mario. Methods of Fighting - Fireballs, Invincibility, Kicked shell Points - 200 The Hammer Bros. ---------------- Description - Perhaps the most frustrating enemy to face in the game, these hammer-wielding turtles usually appear in pairs and can jump up and down between platforms. Avoid the hammers they throw in arc movements. The good thing is, any method of fighting is effective against them, and awards you with a lot of points. Methods of Fighting - Bump from below, Fireballs, Invincibility, Kicked shell, Stomp Points - 1000 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.07 - Items =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= "?" Block - Found scattered everywhere throughout the Mushroom Kingdom, these orange-coloured boxes with "?" symbols on them contain either Coins or power-ups (Super Mushrooms/Fire Flowers) to aid you in your quest. To reveal what is contained inside, bash its underside by jumping and hitting it from below. 1-Up Mushroom - An orange mushroom with green spots. They are usually well- hidden in brick blocks or invisible blocks. Like Super Mushrooms, when uncovered, they slide along to the right, so quickly chase after it and catch it to be awarded with an extra life. Coin - Found hidden within blocks or scattered in the open, collecting 100 of these large golden pieces of treasure awards you with an extra life. The coin counter at the top of the screen keeps track of how many coins Mario currently possesses. Fire Flower - These are only found when you are Super/Fire Mario. Grabbing one when Super Mario will change Mario's attire to a white and red colour scheme, giving you the ability to throw fireballs at your enemies. Unlike the Super Mushroom power up, when these are uncovered, they do not move, but stay still on top of the block from which it resides in. Also note, that if you find a Fire Flower, then take damage from an enemy to revert back to Regular Mario, grabbing it will only power you back to Super Mario and not Fire Mario. Starman - When found, it will bounce around, so catch it quickly! This star-shaped goody will make Mario's clothes flicker for a short while, and you can touch any enemy to knock them out straight away! The effect is temporary though, and wears off after a few seconds. Super Mushroom - When Regular Mario, bash a power-up block to find one of these. It will slide away to the right, so quickly catch it before it gets away. This power-up will transform Regular Mario into Super Mario, giving you the ability to break brick blocks, as well as doubling your size. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.08 - Bonus Areas =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [ Coin Rooms ] --------------------------------------------------------------- Coin Room 1 ----------- +---+ +---+---+---+---+---+---+---+ +---+ | | | | | | | | | | | | +---+ +---+---+---+---+---+---+---+ | | | | | | +---+ | | | | | | +---+ | | | | (C) (C) (C) (C) (C) | | +---+ | | | | | | +---+ | | | | (C) (C) (C) (C) (C) (C) (C) | | +---+ | | | | | | +---+ | | | | (C) (C) (C) (C) (C) (C) (C) | | +---+ +---+---+---+---+---+---+---+ | | | | | | | | | | | | | | +---+ +---+---+---+---+---+---+---+ +---+---+ | | | | | | | | | | | | | | | +---+ +---+---+---+---+---+---+---+ | | | | | | | | | | | | | | | | | | +---+-----------+---+---+---+---+---+---+---+-------+---+---+---+ ----------------------------------------------------------------- Legend ------ (C) = Coin Coins - 19 Description - Just nineteen coins on the altar in the middle of the room, nothing else. Grab these and leave via the pipe in the bottom right corner of the room. Coin Room 2 ----------- +---+ +---+---+---+---+---+---+---+---+---+---+---+---+---+ | | | | | | | | | | | | | | | | +---+ +---+---+---+---+---+---+---+---+---+---+---+---+ | | | | | | | | | | | | | | | | | +---+ +---+---+---+---+---+---+---+---+---+---+---+---+ | | | | | | | | | | | | | | | | | +---+ +---+---+---+---+---+---+---+---+---+---+---+---+ | | | | | | | | | | | | | | | | | +---+ +---+---+---+---+---+---+---+---+---+---+---+---+ | | | | | | | +---+ +---+---+ | | | | | | | +---+ +---+---+ | | | (C) (C) (C) (C) (C) (C) (C) (C) | | | | +---+ +---+---+---+---+---+---+---+---+---+---+---+---+ | | | | | | | | | | | | |MCB| | | | +---+ +---+---+---+---+---+---+---+---+---+---+---+---+ | | | | | | | +---+ +---+---+ | | | | | | | +---+ | | | | | | (C) (C) (C) (C) (C) (C) (C) (C) (C) | | | | +---+-----------------------------------------------+---+---+---+ ----------------------------------------------------------------- Legend ------ (C) = Coin MCB = Multi-Coin Block Coins - 31 Description - Jump onto the top row and collect the eight Coins lying on there, then go back left and drop to the ground. Collect the nine Coins on the ground, and before exiting through the pipe, repeatedly bash the brick above you nearest to the pipe, as this is a multi-coin block, giving you up to 14 more Coins. After using up this multi-coin block, exit. Coin Room 3 ----------- +---+ +---+ | | | | +---+ | | | | (C) (C) | | +---+ | | | | (C) (C) (C) (C) | | +---+ +---+---+---+ +---+---+ +---+---+---+ | | | | | | |POW| | | | | | | | | | +---+ +---+---+---+ +---+---+ +---+---+---+ | | | | | | | (C)| | |(C) | | | | | +---+ +---+---+ +---+---+---+---+ +---+---+ | | | | | | (C)| | | |(C) | | | | +---+ +---+ +---+---+ +---+---+ +---+ | | | | | |(C)| | | |(C)| | | | +---+ +---+---+---+ +---+---+---+ | | | | | | | | | | +---+ +---+ +---+ | | | | | | +---+ +---+---+ | | | | | | | +---+ | | | | | | | | | | +---+-----------------------------------------------+---+---+---+ ----------------------------------------------------------------- Legend ------ (C) = Coin POW = Power-up Coins - 12 Description - You have to be Super-sized in order to take full advantage of this Coin Room and collect everything. Bash the blocks on the very left in the structure so that you can climb into it and get the Coins, as well as find a Power-up (which will be a Fire Flower, you can't reach it as Regular Mario) in the third brick block in the top row of the left part of the structure. Do the same with the right-hand side of the structure to get the Coins there, then leave. Coin Room 4 ----------- +---+ +---+---+---+---+---+---+---+---+---+---+---+---+---+ | | | | | | | | | | | | | | | | +---+ +---+---+---+---+---+---+---+---+---+---+---+---+ | | | | | +---+ | | | | | | +---+ | | | | | | +---+ | | | | | | +---+ | | | | | | +---+ | | | | (C) (C) (C) (C) (C) (C) (C) (C) | | +---+ +---+---+---+---+---+---+---+---+ +---+ | | | | | | | | | | | | | |POW| | | +---+ +---+---+---+---+---+---+---+---+ +---+ | | | | | | | | | | +---+ +---+ +---+ +---+---+ | | | | | | | | | | | +---+ +---+ +---+ | | | | | | (C) (C) (C) (C) (C) (C) (C) (C) (C) (C)| | | | +---+-----------------------------------------------+---+---+---+ ----------------------------------------------------------------- Legend ------ (C) = Coin POW = Power-up Coins - 18 Description - Jump onto the top of the arch and get the eight Coins on there, then get the ten Coins on the ground. If you're Super-sized, you will need to use a crouch slide to get through the small gaps and collect the Coins underneath the arch. Also note, the brick block above the exit pipe has a Power-up in it. It's simple to get this as Regular Mario, but in Super/Fire form, you'll need to make a diagonal jump while performing a crouch slide, and with some VERY precise timing you can hit the block. It's very tricky to pull off, but possible. Coin Room 5 ----------- +---+ +---+---+---+---+---+---+---+ +---+ | | | | | | | | | | | | +---+ +---+---+---+---+---+---+---+ | | | | | | | | +---+ +---+ | | | | | | | | +---+ +---+ | | | | (C) (C) (C) (C) (C)| | | | +---+ +---+ +---+---+---+ | | | | | |(C) (C) (C) (C) (C)| | | | | | +---+ +---+---+---+---+---+---+---+---+---+ +---+ | | | | | | | | | | | |MCB| | +---+ +---+---+---+---+---+---+---+ +---+ | | | | | +---+ | | | | | | +---+ | | | | | | +---+ +---+---+ | | | | | | | +---+ | | | | | | | | | | +---+-----------------------------------------------+---+---+---+ ----------------------------------------------------------------- Legend ------ (C) = Coin MCB = Multi-Coin Block Coins - 24 Description - When Mario drops to the ground, go right and jump onto the pipe, and empty out the Multi-Coin Block (maximum possible total of 14 Coins from this). Then, use it to climb onto the top of the structure, then stand on the left edge and you can either perform a banana jump to land on the ledge below where the 10 Coins are, or you can jump onto the top of the wall at the very left side of the screen, then from there jump down and right to the ledge and get the Coins. After collecting all the Coins, leave. [ Coin Heavens ] ------------------------------------------------------------- Day Coin Heaven --------------- Coins - 41 Description - Jump onto the cloud platform and it will start moving along to the right. The first line of Coins above you has a total of 16 in the line, and these are pretty simple to get. After this are three more Coins at a slightly higher height, these are quite tricky if you're Regular Mario, but if you're Super-sized it shouldn't be too challenging. After this is another line of 16 Coins (a little higher than the first long line, but again, should be no problems in reaching them), then another three Coins at a slightly higher height. Drop off the cloud and onto the smiley cloud floor below. Make a run right at full speed, then leap as Mario goes over the second-to-last cloud from the edge, and if timed well enough, you should reach three Coins hovering over the abyss before plummeting back down to earth. Night Coin Heaven ----------------- Coins - 52 Description - Jump onto the cloud platform, and as it moves along, jump to get the 16 Coins in the first line. Jump over a smiley cloud, then continue jumping to get a second line of 16 Coins. Jump over a double smiley cloud, then grab another seven Coins, at a slightly higher level. Now after this, the next 10 Coins are above some spaced-out smiley clouds. You can run at full speed over them (gap skipping trick), then land on the ground, and run right, making a small leap to try to grab the last three Coins before falling back down to earth. [ Hidden Water Area ] -------------------------------------------------------- Coins - 20 Description - After dropping in, swim right and make your way past a Blooper, and be careful not to get caught under the falling girders as you get the line of 10 Coins. Doing so will result in Mario being pushed down to the pit below by the girders and losing a life. Avoid another Blooper while doing so, then at the next part, get two Coins on a piece of land with two small pits on either side (be careful not to be caught by the suction). Now swim up and right, avoiding Cheep-Cheeps, and get eight Coins (four each on the two platforms), then exit via the pipe in the wall to the right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.09 - Warp Zone Locations =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [ Warp Zone to Worlds 2, 3 & 4 ] --------------------------------------------- This is found in World 1-2. Get to near the end of the level, where the elevator girders are, just before the exit pipe. Jump onto a girder moving up, and when it is near the top of the screen, make a running leap to the right to land on the ceiling above the exit pipe. Run along right, and you'll go past the pipe, and further on you'll reach a hidden room with three pipes in it. You are greeted with the words "WELCOME TO WARP ZONE!". The left pipe has the number 4 above it, the middle pipe has the number 3 above it, and the right pipe has the number 2 above it. Go down the pipe of your choice to be taken to the beginning of the World number that is above that pipe. [ Warp Zone to World 5 ] ----------------------------------------------------- In similar fashion to finding the Warp Zone in World 1-2, you have to get to an area where you can climb onto the ceiling and advance past the exit pipe. The best way this is done is by getting to the part in the level where you see some girder platforms going upwards. Jump onto one of these to be taken up, and leap right onto the ceiling. Advance all the way right, jumping over one gap along the way, and keep going along until you pass the exit pipe and drop down into a small room with a single pipe. You are greeted with the "WELCOME TO WARP ZONE!" banner, and the pipe, labelled 5, leads to the beginning of World 5. [ Warp Zone to Worlds 6, 7 & 8 ] --------------------------------------------- This is found in World 4-2, after the area where there are seven "?" Blocks. After crossing the pit, above you is a three-brick block platform that looks too high to reach, however there are some hidden blocks beneath it that you can uncover that you can use to climb up. Take a look with the use of the diagram below: +---+---+---+ Legend |WZV| | | ------ +---+---+---+ 1, 2, 3 = Bash these blocks first 4 = Bash this block AFTER finding Warp Zone Vine +---+ WZV = Warp Zone Vine | 4 | +---+---+---+ Now, the best thing to do is bash blocks 1 - 3 first, but | 3 | | 2 | DO NOT uncover block 4 just yet. The reason for this is, +---+ +---+---+ if you do before getting the Warp Zone Vine, it makes it | 1 | almost impossible to hit that particular block at the gap +---+ is reduced to one block space. Therefore, if you just get the first three, you can climb onto the top of block 2, inch left to be just below the block containing the Warp Zone Vine, then bash it. Go bash down to get that last hidden block, then you can climb back up, and climb the vine to reach an overworld area. ----------------- Drop off the vine and go right, getting several Coins on the spotted mushroom platforms, then afterwards climb a large staircase and drop off the gap at the end to land ----------------- in a small room with three pipes. Again, you are greeted with the "WELCOME TO WARP ZONE!" banner, and the numbers 8, 7 and 6 appear above the left, middle and right pipes respectively. Go down whichever pipe you choose to be taken to the beginning of its respective world. [ Warp Zone to Worlds -1 (The Minus World) & 5 ] ----------------------------- This is accessed from World 1-2, and you HAVE to be Super-sized in order to pull this off, too. Get to the exit pipe but DO NOT enter it, instead you have to jump onto the pipe and break the brick block above. Using the diagram below, follow the steps in order to reach the Minus World: +---+---+---+---+---+---+---+-------+ 1. Stand on the pipe, and jump up | | | | | | X | | | to break the brick block +---+---+---+---+---+---+---+ | second from the right in the | | ceiling, marked X. | | | | 2. Stand on the very left edge of | | the pipe (as far on the edge | | as you can, without falling STAND | | off). HERE | | | | | 3. Jump, while still crouching, V | | and hold Right on the D-Pad so +---+---+ | that Mario moves backwards as | | | | he jumps, and his head should | | | | pass through the bottom of the | | | | brick just to the right of the +---+---+---+---+---+---+---+---+---+---+ one you destroyed. | | | | | | | | | | | +---+---+---+---+---+---+---+---+---+---+ 4. If done right, Mario will then | | | | | | | | | | | go into the wall, then start +---+---+---+---+---+---+---+---+---+---+ sliding right through it. You | | | | | | | | | | | will then drop into the room +---+---+---+---+---+---+---+---+---+---+ where the three Warp Zone pipes are. ----------------------------------------- Going down the very left pipe will take you to World -1, while going down the middle pipe takes you to World 5. However, don't go all the way right to expose the whole room, otherwise this will make it become the regular Warp Zone. World -1 is nothing at all special, if anything it is a novelty caused by glitchy programming of the original NES port (it is not found in remade versions such as Super Mario All-Stars or Super Mario Bros. Deluxe, however it is found in direct ports, such as on the Wii Virtual Console or the Classic NES Series: Super Mario Bros. game on the Game Boy Advance). It is simply a never- ending water level with World 2-2's layout. When you swim to the pipe at the end, going through it takes you right back to the beginning of this world again. So basically, once you get here, you're stuck here forever. You'll either have to keep playing away until you've lost all your lives, or you switch the power off. Enjoy! [ 8-Level Game ] ------------------------------------------------------------- There is a way you can take advantage of the locations of the Warp Zones so that you can beat the game in only a quarter of the amount of levels. To do so, here are the steps to take: 1. Complete World 1-1 as normal. 2. In World 1-2, take the Warp Zone to World 4. 3. Complete World 4-1 as normal. 4. In World 4-2, take the Warp Zone to World 8. 5. Complete Worlds 8-1, 8-2, 8-3 and 8-4 as normal to finish the game. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.10 - Cheat Codes & Secrets =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [ Glitches ] ----------------------------------------------------------------- 1-Up Trick ---------- In levels where you find shelled enemies (e.g. Koopa Troopas or Buzzy Beetles) coming down a staircase, you can perform this trick. What you have to do is stand on any step, and wait for the shelled enemy to walk down onto the step that is directly above the one Mario is on (so say, you're on the third step up, wait for the enemy to land on the fourth step). Make sure that you are pressed up against the next step too. Timing it just right, jump so that Mario stomps the enemy as it is on the very edge of the step above, and if done right, Mario will begin to bounce up and down on the shell as he knocks it against the step. This will cause it to make the points total increase (as the game thinks you are stomping several shells in succession, rather than the same one over and over again), and eventually the points turn into 1-Ups. Do beware however, that due to a glitch in the NES' memory, if you exceed more than 128 lives when doing this trick, you will get Game Over. In Super Mario All-Stars this glitch is fixed as the system's memory is much greater, and it limits the amount of extra lives you can get to 128. But in the original NES port, be careful not to overdo this trick as too many lives will result in a Game Over! It does seem a little tricky putting this cheat into words, however there are several videos on sites such as YouTube where you can watch this trick being performed. Simply search 'Super Mario Bros 1 Up Trick' and you will definitely find a result. Small, Fiery Mario ------------------ Get to any castle level between Worlds 1 to 7 (not World 8-4 as you'll have beaten the game). You have to be Super or Fire Mario when doing this. What you need to do is somehow get past Bowser so you're standing between him and the axe. As Bowser starts moving towards you, you need to perfectly time a jump so that you land both on Bowser, taking damage, but also on the axe at the same time. What will happen is that Mario takes damage, but he remains the same size due to the animation sprites of the bridge being destroyed and Bowser plummeting into the lava below. After being thanked by the Mushroom Retainer, you'll begin the next level as normal. It looks as though Mario is in Super size, however you are actually Regular Mario. Find a block that contains a Power-up, and grab the resulting Super Mushroom. This will turn Mario into what looks like Regular Mario size, when you are actually Super Mario. Find the next Power-up block, and grab the Fire Flower that comes out of that. Mario's attire will now change to Fire Mario colours, however he remains small! In this state, not only can you throw fireballs at your enemies (Mario grows large for the split-second that he throws the fireballs), but being small you can also squeeze into narrow gaps and such, so this is actually a very handy glitch to try out! Thank You Dead Mario! --------------------- This is performed in almost the exact same manner, however you need to be Regular Mario for this one. In any castle level, perform the same thing as you would in the 'Small, Fiery Mario' trick (jump to touch Bowser and the axe at the same time), however this time Mario will die as the bridge is being destroyed! However, because the game is registering the bridge being cut away, the screen till advances to the next room where you will see the Mushroom Retainer/Princess giving Mario the Thank You message! After that, the next level begins as though you never lost a life at all! [ Secrets ] ------------------------------------------------------------------ Continue on Same World ---------------------- When you get Game Over, you will return to the title screen and would normally have to begin the game all over from the start again. However, if you hold A on the title screen, then press Start to play the game again, you will begin from the beginning of the world where you lost your last life. Fireworks Secret ---------------- In any level with a flagpole (i.e. a World X-1, X-2 or X-3 level), if the last digit on the timer is a 1, 3 or a 6, you will get that number of fireworks that appear in the background. Each firework is worth 500 points, so that's 500 points if for example the timer is 151, 1500 points if the timer is 153, and 3000 points if the timer is 156. Higher Scoring Methods ---------------------- If a line of enemies approaches you and they are close together, you get more points if you stomp them in succession without Mario's feet touching the ground between stomps. So for example, if you stomp a row of three Goombas in succession, you get 100 points for stomping the first Goomba, 200 points for the second, and 400 for the third. Another method of getting more points is if you find a shelled enemy (such as a Koopa Troopa or Buzzy Beetle), then stomp it and kick its shell, running after it. Any enemies that are in the path of the shell are knocked down, however, the more enemies that are knocked down in succession by the shell, the more points you are awarded. If you can knock down enough, this results in gaining a 1-Up! =============================================================================== 3. Duck Hunt =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.01 - Controls =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= NES Controller -------------- D-Pad - Control the direction in which the ducks fly in 2 Player Mode Select - Choose game type to play on title screen Start - Begin the game from the title screen, pause the game, resume when paused Zapper Gun ---------- Trigger - Shoot =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.02 - Basics =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [ Title Screen ] ------------------------------------------------------------- GAME A - 1 DUCK - This is the easiest of the three game types that you play. In Game A, the dog will flush out one duck at a time, and for each duck that flies out, you have three shots with which to hit it from the Zapper Gun. Ducks of various colours fly out; the points scored varies on the kind of duck shot, as well as which round number you have progressed to. The further you progress (i.e. higher the round number), the quicker the ducks fly and less time you are given to shoot them, so it will test your reflexes! You have to shoot the number of ducks underlined on the Hit meter at the bottom-centre of the screen. GAME B - 2 DUCKS - Twice the ducks, twice the difficulty. This is played under the same rules as Game A, however you have three shots to hit two ducks at a time with, meaning you can only afford to miss once if you're going for both ducks. GAME C - CLAY SHOOTING - In this mode, you play in an empty field and you will hear 2 beeps. Two clay pigeons will soar high up for you to shoot at, and there are 10 in total (five sets of clay pigeons launched per round). Like in Games A and B, enough clay pigeons must be shot in order to progress to the next round. [ Game Screen ] -------------------------------------------------------------- Round Number - Shown at the bottom left corner of the screen, above the Shot meter. This is pretty much self-explanatory; the number represents which round you are in. You begin in Round 1, and the number goes up by 1 after successfully completing a round. One round consists of 10 ducks to try to shoot down - in Game A it is one duck at a time, in Game B it is two ducks at once (so five sets of two ducks per round). In Game C, you have two clay pigeons to shoot at, and two come out at a time, so that's five sets of clay pigeon pairs per round. Shot - The number of bullets shown in the bottom left corner, beneath the Round Number counter. You have three bullets per set of ducks/clay pigeons to shoot. Hit - Seen at the bottom centre of the screen. There are ten white ducks/clay pigeons, and underneath them is a line indicating the amount that need to be hit in order for you to progress to the next round. For every duck/clay pigeon that is hit, one of the icons at the bottom of the screen turns red. If you can get the same amount, or more, red ducks/clay pigeons as indicated by the line below, you go through to the next round. Score - The score you have achieved in your current sitting of Duck Hunt. See below for a table of points values for shooting ducks, clay pigeons and getting a perfect round in the game. [ Scoring ] ------------------------------------------------------------------ Game A/Game B Scoring --------------------- .=========.=============.=============.=============. | ROUND # | BLACK DUCK | BLUE DUCK | RED DUCK | :=========+=============+=============+=============: | 1 - 5 | 500 points | 1000 points | 1500 points | :---------+-------------+-------------+-------------: | 6 - 10 | 800 points | 1600 points | 2400 points | :---------+-------------+-------------+-------------: | 11 + | 1000 points | 2000 points | 3000 points | '---------'-------------'-------------'-------------' Round C Scoring --------------- .=========.=============. | ROUND # | CLAY PIGEON | :=========+=============: | 1 - 5 | 1000 points | +---------+-------------+ | 6 - 10 | 1500 points | +---------+-------------+ | 11 + | 2000 points | '---------'-------------' Perfect Scoring (All Game Modes) -------------------------------- .=========.==============. | ROUND # | PERFECT | :=========+==============: | 1 - 10 | 10000 points | :---------+--------------: | 11 - 15 | 15000 points | :---------+--------------: | 16 - 20 | 20000 points | :---------+--------------: | 21 + | 30000 points | '---------'--------------' =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.03 - Cheat Codes & Secrets =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [ Cheats ] ------------------------------------------------------------------- Scattered Aim ------------- If you happen to have a magnifying glass handy, you can hold it up and aim the Zapper to shoot through the lens, which causes the infra-red beams to scatter, very much increasing your chances of hitting the target. [ Glitches ] ----------------------------------------------------------------- Frozen Targets -------------- During any game, use Controller 1 to pause the game, then resume it. The targets will stay frozen for a couple of seconds after you resume the game, so you can quickly get an easy shot in. [ Secrets ] ------------------------------------------------------------------ Control Flight of Ducks ----------------------- Controller 1 can actually control the ducks' flight pattern in Game A with the use of the D-Pad! This can make for enjoying the game with another player, if one controls the ducks and the other tries to shoot them down. =============================================================================== 4. Guide Closing =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.01 - Credits =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [ Super Mario Bros. ] -------------------------------------------------------- Brent4President - For informing me about the "Wall Jump" technique. StrategyWiki SMB Guide (http://strategywiki.org/wiki/Super_Mario_Bros.) - For their fantastic illustrated guide for this game, where I referred for enemy and item names, as well as techniques also mentioned in this FAQ. The Mushroom Kingdom (http://themushroomkingdom.net/) - For their SMB guide, also referred to for various info that I found useful to put in here. World-Of-Nintendo (http://www.world-of-nintendo.com/) - For hosting an online copy of the game's instruction manual, which I referred to for typing up the Story section of this FAQ. [ Duck Hunt ] ---------------------------------------------------------------- Crazyreyn - For pointing out a typo, which was duly corrected. Gfk! - For telling me the Scattered Aim cheat. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.02 - Legal Disclaimer =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This document is Copyright (c)2009 Ryan Harrison. This file may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Only the web sites listed below are allowed to host this file and my other work, free of charge: http://faqs.ign.com/ http://www.1up.com/ http://www.chaptercheats.com/ http://www.gamefaqs.com/ http://www.gamenotover.com/ http://www.gamerhelp.com/ http://www.honestgamers.com/ http://www.neoseeker.com/ http://www.supercheats.com/ Any web site not mentioned in the list above is currently unauthorised to host this document or any of my other work. If you would like to host this document on your on web site, please contact my via e-mail asking for permission, and I will write back and let you know. I generally do not mind, so long as I am asked first. If you are writing any literature for the same game, such as an article, review, or even a FAQ of your own, and would like to use any extracts of information contained in here, please contact me and let me know. Please do not take any information from this FAQ and pass it off as your own, as that is plagiarism, and as such is against Copyright law. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.03 - Contacting Me =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Please send all queries, comments, suggestions, additions and so on to my e- mail address: rharrisonfaqs(at)hotmail(dot)co(dot)uk. Please be sure to double- check through the FAQ first to make sure that what you are e-mailing about is not already covered within this guide, so that you are not wasting your time. I accept all video game-related correspondence via e-mail, so long as they are written in plain and understandable English, bear relevance to the game in question I have written for, have not already been covered within the FAQ, and most importantly - have a subject title that will allow me to see what the e- mail is regarding. Something such as "FAQ Question" will be just fine, it's just so that I don't mistake any important e-mail for junk and accidentally remove it from my inbox. Any useful additions sent in will be posted in a future version, with full credit given. Thank you for reading my FAQ, and feel free to view all my other video game literature, which can be found at the link below: http://www.gamefaqs.com/features/recognition/22792.html This file is dedicated to the memory of three late GameFAQs users, who passed away well before their time. Chris MacDonald, who died on May 17, 2004, Elliot Long, who died on August 27, 2004, and Mitchell Lee Stuekerjuergen, who died on January 4, 2006. Rest in peace. http://www.gamefaqs.com/features/recognition/85.html http://www.gamefaqs.com/features/recognition/17228.html http://www.gamefaqs.com/features/recognition/13424.html - END OF FILE -