Million Hooters
Million Pixels - Million Hooters
Game Cheats » Nintendo Game Boy (GB) » Games Starting with the Letter S » Super Mario Brothers DX - Strategy Guide (Page 02)

Super Mario Brothers DX - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Super Mario Brothers DX - Strategy Guide (Page 02).

Go to the end of Level 1-2, and stand on the pipe leading above ground. Smash 
the blocks two and three spaces away from the pipe. Jump as if you were going 
backwards, but change direction so that the back of Mario's head hits the bottom 
of the block next to the pipe. If you do it right, Mario will be pulled through 
the wall. Quickly enter the pipe that normally leads to World 4 and you'll go to 
the Minus World (Level -1). 

Amount of Influence: Small (Negative)


-LOST LEVELS BACKGROUND-
In the Japanese version of the Lost Levels, the backgrounds looked much 
different than those of the Original SMB, in particular more odd (purple bushes 
and such). In SMB DX, the backgrounds have been altered to resemble those of the 
Original SMB. This loses some of the flavor of the levels and their uniqueness. 
However, it's just the background, so it won't make any difference to gameplay, 
only graphics.
 
Amount of Influence: Medium (Negative)

________________________________________________________________________ 

                 _____                            _____
                   |________________________________|           
 ------------------|  /PART 3: GUIDE TO THE GAME\   |-------------------
 ------------------|__\_________________________/___|-------------------
                 __|__                            __|__

   OK, now the basics have been dealt with. Now it's time for the real meat, 
the... TA DAH!!! Walkthroughs!!!. Info on all of the aspects of the game to the 
tiniest detail are found in here. If you've got a problem, look in here.

________________________________________________________________________

 - - - - - - - - - - - GUIDE TO ORIGINAL 1985 GAME - - - - - - - - - - - 
________________________________________________________________________

   The Classic NES Super Mario Bros. in all of its glory on your Game Boy 
Color... this is that game that changed video games forever. A game this great 
is bound to have a few difficulties packed in. There are also a few secrets you 
may have missed. Itching to find out? Take a look at the guide to the classic 
Original 1985 mode. 
   In this guide, it is assumed that in many cases you can get through parts of 
the level easily. This guide will mainly focus on secrets and finding bonus 
areas. However, there is some help for the more difficult spots.


                      - - - - - WORLD 1 - - - - - 

LEVEL 1- Type: Land        Difficulty: 1         Exits to: Level 1-2
                           
Bonus Area: The third pipe you come across will lead you to the bonus level. It 
includes a fair amount of coins, but you will probably get more if you continue 
through the level above ground. The exit will warp you the 2nd to last pipe 
close to the end of the level.

Hidden 1-UP: There's a hidden 1-UP after the third pipe (the one that leads to 
the bonus stage). On the very left side of the green hill, jump to hit the 
block. If you're careful, you can get this and warp through the bonus area.

Ten-Coin Block: On the other side of the second pit (about halfway through the 
level), where you see two Goombas charging on the ground, the single brick block 
holds multiple coins.

Starman: You'll find a star inside the second brick block of the two separated 
blocks (after the ten coin block). Use this to dash through the enemies.

                             *     *     *

LEVEL 2- Type: Underground        Difficulty: 1   
         Exits to: Level 1-3, 2-1, 3-1, or 4-1   

Ten Coin Block: In the middle of the pillars you'll see a brick block with a 
Goomba patrolling in a narrow space. Stomp the Goomba and collect the handy 
coins found in this block.

Get the Coins: The strange brick formation may present a problem for getting the 
coins on top. Simply break the three blocks the farthest to the left to be able 
to jump up and collect the coins.

Starman: A handy Star appears in the top block on the right side of this strange 
block formation. Break the blocks beneath it as if you were on the other side, 
and claim the invincibility.

Power-Up: If you're Regular Mario, you can't get this. Super Mario can get a 
nice Fire Flower, though. In the little backwards "J" of blocks where the 
Goombas attack, break as many blocks as you can on the left side and hit the top 
block (containing a Fire Flower) on the right side. Use the middle section as a 
step to get it.

Ten-Coin Clock: In the large rectangular block formation right after the Power-
Up, the second block from the bottom on the right holds ten coins.

1-UP Mushroom: After getting the ten coins, jump across the pit on top of the 
blocks. While standing on the last block (on the right side), jump and hit the 
block above you. A 1-UP will appear. Break the block to the right of the 1-UP 
for it to fall down to you.

Bonus Area: The first pipe you encounter in the level transports you to a bonus 
stage filled with lots of coins. Don't forget that you can find a ten coin block 
right before you leave. Stand next to the pipe (don't exit!) and hit the block 
above. It holds multiple coins.

Power Up: In the middle of the large pit (with platforms on either side of it), 
the last brick block on the right holds a Power Up.

Shortcut: You can run through this level quickly by running above everything. 
Get up there by breaking one of the blocks on the top and jumping up. Good 
places to do this are above the second ten-coin block and where you find the 1-
UP. 

Warp Zone: Instead of taking the pipe to the flagpole, you can warp ahead 
several levels. Ride the last set of platforms up to the top so you can run 
above the ceiling. Run over the pipe and to the Warp Zone. There you get the 
choice of warping to levels 2-1, 3-1, or 4-1.

                             *     *     *

LEVEL 3- Type: Treetops        Difficulty: 2        Exits to: Level 1-4 

Goomba Drop: In several places in this level Goomba drop from the Treetops 
above. If you're quick, you can make it up the tree and stomp the Goombas so you 
don't have to waste precious time waiting for them to drop down. If you're 
trying to conserve lives, it's safest to stay where you are and let them fall. 

Tricky Jumps: This level doesn't really have many secrets, it's really just all 
tricky jumps. If you can master them, then you can finish the level.

                             *     *     *

LEVEL 4- Type: Castle        Difficulty: 2        Exits to: Level 2-1

Low Ceiling: If you jump on top of the ? block to collect the first Power-Up, 
don't try clearing the lava pit ahead of you. If you look up, you'll notice that 
the ceiling is only a couple feet away from your head, and you should go down to 
the floor again to try to jump over it.

Fire Chains: In the tunnels, you'll have to wait for the fire chains to get out 
of your way or you'll be fried. After the tunnel is over, the first chain 
shouldn't be a problem. The second set of chains you'll have to jump through 
when they're both pointed at the ground/ceiling. 

Hidden Coins: There's a wide open area near the end of the level. There are five 
hidden coins here, so if you're only a few away from a 1-UP, here's your chance. 
Three line the bottom, so jump until you find them. Above and between them are 
two more blocks.

Bowser: Bowser looks ferocious, but with the proper timing, you can get by him. 
If you have fireballs, use them right away to take Bowser out. If you don't, 
it's easiest to wait for him to jump and run under him. If you're confident 
he'll being staying on the ground, use the platform above him to get to the axe. 
If you dawdle too long, he'll shoot flames at you.


                      - - - - - WORLD 2 - - - - - 

LEVEL 1- Type: Land        Difficulty: 2         Exits to: Level 2-2

Hidden Power-Up: The game is already starting to hide the important items away 
from ? blocks. In the grouping of three brick blocks you see at the very start, 
the first one holds a Power-Up.

Hidden 1-UP: Most would steer clear of the two Koopa Troopa in the pit and walk 
right over them on the blocks above. Little do they know that there's a 1-UP 
right under their feet. If you go into the pit, in the center there's a hidden 
coin block. Use this as a step to hit the far left brick block above, which 
holds a 1-UP mushroom.

Starman: A star is hidden in the brick block before the large pipe (after the 
two rows of ? blocks). Use the normal brick block to get closer to it.  

Cloud Bonus Stage: The cloud bonus stage is full of coins and will skip many 
difficult parts of the level. In the middle of the brick block/coin formation 
where the three goombas walk by, one of the center brick blocks has a vine 
inside. Hit it to make it grow into the clouds. Up there, jump onto the cloud 
platform for a ride across a coin-filled sky world.

Power-Up: Where there are three pipes with four brick blocks above, the brick 
block on the far left holds a Power-Up. Stand on the central pipe to smash it 
out.

Ten-Coin Block: Right after you fall down from the clouds, the block you see 
will hold ten coins. If you didn't take the cloud bonus way, it's easily 
distinguishable by being the only block in sight. watch out for the Koopa 
Paratroopa that attacks you while getting your coins. Perhaps you should take it 
out beforehand.

Power-Up: After the ten-coin block, you'll notice another solitary block. Don't 
break it, because this one is used as a stepping stone to reach the far left 
block in the formation above. It holds a handy Power-Up. It's much easier to hit 
this block with Regular Mario, but it's possible with Super or Fiery Mario, too.

                             *     *     *

LEVEL 2- Type: Underwater    Difficulty: 4        Exits to: Level 2-3

Let Bloobers Pass: The Bloobers will come in their crazy motion toward you, so 
if you let them pass above you, they'll go bye and won't cause you any trouble! 
Do be careful about them coming back your way though, as they aren't gone for 
good.

Suction Pits: The pits underwater aren't just any normal pit; these ones will 
suck you in! Be careful when collecting the coins and remember that you'll drop 
faster when situated above them.

Watch Out Below!: When dropping a long distance (i.e.- when you're getting the 
coins in the suction pit shaped like this: [_]), you won't always be able to see 
what's below you. There could be a deadly Cheep-Cheep swimming by and you'd 
never know! If you've got the time, rest on the blocks above and look down into 
the pit. This may save your life (or at least Mario's)!

                             *     *     *

LEVEL 3- Type: Bridge      Difficulty: 3         Exits to: Level 2-4

Look Up: The Cheep-Cheep that leap into the air often will catch you by 
surprise, falling from above and landing right on your head. This can be quite 
frustrating, but an easy way to get by this is to keep the view looking up. 
You'll have to press Up after every jump of yours, but being able to see where 
the Cheep-Cheep are coming will help you out a lot.

Keep Running: You can beat this level very quickly if you keep running. You must 
be on the lookout for pits, and you can't stop at all or you'll risk getting hit 
by a Cheep-Cheep. Dashing through the entire level, while not the best strategy, 
is an easier way to complete the level.

                             *     *     *

LEVEL 4- Type: Castle      Difficulty: 3         Exits to: Level 3-1

No Ceiling: In the first castle, if you jumped up off the Power-Up block you 
would hit your head on the ceiling and bounce down into the lava. Fortunately, 
in this level there is no ceiling, so shave a few seconds off you time by 
jumping directly off the Power-Up block over the pit.

Take the Bottom Route: When the path diverges, you can either take the upper or 
lower routes. If you want less difficulty, take the bottom passage. Taking this 
way, you'll only have to worry about Fire Chains above, while if you take the 
upper route, you'll have twice as many to worry about (ones will be above and 
below you).

Elevators: The elevators aren't too tricky if you time your jumps right. Watch 
out for Bowser's flame breath, and don't jump if it'll risk hitting it.

Slide For the Coin: The coin underneath the block can be easily collected if 
you're Regular Mario, but a Super or Fiery Mario will have to slide underneath 
it to get the gold.


                      - - - - - WORLD 3 - - - - - 

LEVEL 1- Type: Land        Difficulty: 4         Exits to: Level 3-2

Watch Out for Koopa Paratroopa!: Two Koopa Paratroopa will charge you at the 
start of the level, and if you want to play it safe, jump on top of the ? Blocks 
to avoid them. 

Bonus Area: The second pipe in the level let's you warp down underground to an 
interesting bonus stage. In this stage, Break as many blocks as you can on the 
far left. Jump up, then jump up the stairs and hit the block to reveal a Power-
Up. Run along the top to collect coins, then do the same for the other side.

Hidden 1-UP: After warping out of the bonus stage, you'll notice a bridge. Right 
after the cloud on the right is a hidden 1-UP. Take out the Goombas before you 
get it.

Starman: Immediately after the bridge you'll see a row of blocks high in the 
air. Use the blocks you're standing on as elevation to hit the far left block, 
which will reveal a star.

Hammer Bros.: The Hammer Brothers are a big pain. Try to stay away from them 
until they are both either on the second or third levels. Then run underneath 
them and smash the blocks. Wait for the one on top to jump down to the middle 
level, then smash it. If they manage to get down to your level, stay under the 
arc of the hammers, and you may need to duck sometimes if you're Super Mario. 
The absolute easiest way to dispatch these Hammer Bros. is to use the previously 
mentioned star to take them out quickly and without any hassle.

Cloud Bonus Area: After the Hammer Bros. double rows of blocks, you'll notice 
two more higher in the air. Jump over them (using the spring or a running jump 
on the upper level) and land near the stairs. Take out the Goombas, then stand 
on the first step. Run as much as you can then leap to the space in between the 
two rows. The farthest right block conceals a vine, which will take you up to 
coin heaven, which is strangely filled with coins. At the end, run across the 
clouds (you won't fall through the holes), but keep the cloud platform in sight 
for the end.

Ten-Coin Block: After dropping down from the cloud bonus stage, the second block 
of the row of brick blocks holds many coins for your pounding pleasure.

                             *     *     *

LEVEL 2- Type: Land        Difficulty: 3         Exits to: Level 3-3

Koopa Shell 1-UP: The Koopa Troopa you run into at the very beginning of the 
level is more than an enemy. If you use his shell correctly, you can get a 1-UP 
out of it! If you kick the shell and follow it (don't let it go too far out of 
the screen!), it will destroy all the enemies ahead of you, accumulating points 
until you get enough in  a row for a 1-UP! It's easiest to follow it if you land 
on the ground before kicking the shell.

Ten-Coin Block: The Ten-Coin block is in a small space diligently guarded by a 
Green Koopa Troopa. If you stomp it, you'll run a large risk of hitting the 
shell accidentally and have it bounce around the tight area. If you have 
Fireballs, you can easily take it out. If you don't, the star in the block above 
can give you invincibility to take it out, leaving the ten-coin block easy to 
smash.

Another Koopa Shell 1-UP: There's another chance to get a 1-UP from kicking a 
Koopa shell, but you'll have to be quick to get it. Let your starman run out 
before you jump over the pit with the column of blocks on the central island. 
Once you get on the island, you'll see a Green Koopa Troopa running towards the 
pit! Stop it from committing suicide and instead kick its shell to get another 
1-UP. Be sure to follow it closely.

                             *     *     *

LEVEL 3- Type: Treetop     Difficulty: 4         Exits to: Level 3-4

Coins Below: Below the first platforms are coins. Don't pass them if you're only 
a few coins away from an extra life.

Weight Platform: At the end of the level, Ride the left side of the weight 
platform so the right side goes up. Then you can use it to reach a higher part 
of the flagpole.

LEVEL 4- Type: Castle      Difficulty: 4          Exits to: Level 4-1

Fire Chains: The first Fire Chains you encounter will swing around top first, so 
it's safest to wait until they pass (unless you need to get some major timer 
points- then run like crazy!).

Fire Chains, Part 2: The next grouping of Fire Chain you'll into are situated 
with one on the ceiling and one on the ground. To avoid the ceiling ones, wait 
for the ground chains to pass, then jump ON the Fire Chain block. Make small 
jumps to get over them without burning your head on the Fire Chains above.

Beware of Podoboo: At the end of the level, the mischievous fireballs named 
Podoboo jump out of every pit. Don't let them catch you off guard. Just when you 
think it's safe to jump, one will come jumping out. Be on the lookout for 
Bowser's flame breath, too.


                      - - - - - WORLD 4 - - - - - 

LEVEL 1- Type: Land        Difficulty: 5         Exits to: Level 4-2

Lakitu's Barrage: Lakitu will follow you throughout the whole level (with the 
exception of the very beginning and very end). He attacks by throwing spiky 
Spiny eggs, which will hatch into Spiny when they touch the ground. If you get 
enough elevation, you can take out Lakitu and prevent his attacks for a short 
period.

Dashing Is Key: There's not many items to collect in this level, so some good 
advice is to run right through it. Stop to get some coins if you'd like, but 
always be on your toes to avoid Spiny. 

Power-Up: In the structure of brick/? blocks above the small pit, the right ? 
Block in the left section holds a handy Power-Up. Only risk jumping over the 
low-clearance pit if you're Regular Mario!

Ten-Coin Block: At the very end of the level, you'll notice that between the 
stairs and the flagpole is a block. Inside is ten-coins. Thanks to the handy 
backwards scrolling, you can jump back up onto the top of the stairs and still 
reach the top of the flagpole easily.

                             *     *     *

LEVEL 2- Type: Underground          Difficulty: 6          
         Exits to: Levels 4-3, 5-1, 6-1, 7-1, or 8-1

Precision Jumps: At the beginning of the level, you must cross the pit, and 
there are only some very small islands that you can land on. Get a running 
start, then quickly leap across. Don't stop on any of the islands, or you'll 
either fall into the pit (from your momentum) or fall into the pit with a small 
jump (from not having enough momentum after you stopped).

Power-Up: You don't have to go through the small passage to get this, but where 
the small passage leads is where a Power-Up is. Check inside the rightmost brick 
block.

Ten-Coin Block: Five blocks away from the opening of the passage is where a ten-
coin block is nestled between many other brick blocks. Break the block 
underneath it to get to it.

Warp Zone: After the pit with the platforms going up, there's a vine leading to 
an extra-special warp zone. Immediately after crossing the pit, jump in the 
indicated locations below to reveal some hidden coin blocks:

              [V][B][B]         ~Figure 1: Warp Zone 4-2~
                                   [V]= Vine Block         
              XX                   [B]= Brick Block
           {C}  {C}                {C}= Hidden Coin Block
                  {C}     ____     XX= Hidden Coin Block (don't hit!!!)
                          |  |  
  PIT     ________________|__|__
         |                PIPE

Use the hidden coin blocks to get the Vine out of its hiding place. Once you 
climb it, you'll emerge in a mushroomtop world with coins and no pits, and when 
you get to the end, you'll have the choice of warping to Level 6-1, 7-1, or 8-1. 

Ten-Coin Block: Right after the pipe in Figure 1 (above), there's a Koopa Troopa 
patrolling an area. To the right are some blocks. Hmm... something must be 
there, right? You bet. Inside the block adjacent to the big pipe are multiple 
coins. Dispatch the Koopa first (Fireballs will work nicely).

Starman: On the opposite side of the big pipe previously mentioned is a Buzzy 
Beetle and two more brick blocks. Inside the right one (the one not adjacent to 
the pipe) is a star. Keep in mind, the next space in between pipes that has a 
Buzzy Beetle patrolling does have a suspicious-looking brick block above it, but 
there's nothing inside of it.

Power-Up: In between the two platform pits are two rows of blocks. The middle 
brick block in the upper row has a Power-Up concealed inside it.

Final Leap: At the end of the level, don't try jumping the pit from the top of 
the big pipe while Super or Fiery Mario. Regular Mario can make it just fine, 
but his larger counterparts will fall into the pit below. Instead, drop down to 
the little ledge on the right side of the pipe. From there you can safely jump 
up to the exit pipe. 

Warp Zone: Two warp zones in one level? Why not! Like in Level 1-2, you can ride 
the platforms to the top of the level and run past the exit pipe. Over there 
you'll find a warp pipe (only one) that will lead you to Level 5-1. 

                             *     *     * 

LEVEL 3- Type: Mushroomtops    Difficulty: 5      Exits to: Level 4-4

Wait for the Koopas: The second mushroomtop will be deadly if you jump on it 
immediately. Two Red Koopa Troopa are patrolling there, so it's better to let 
them turn around before attacking. You can make it up before they get to you if 
you're fast, but it's difficult. The next mushroom can be reached if you get a 
running start and jump from the upper mushroom to the upper mushroom son the 
other side, but if you want to jump from the lower mushroom to the lower 
mushroom, be careful. Go to the edge and wait for the Red Koopa Troopa to turn 
around. Then you can safely make your jump. If you jump immediately, you will 
almost certainly lose a life (or get Power-Downed).

Platform Perils: At the end of the level, wait for the platform to reach its 
highest point before jumping to the flagpole. Not hard to understand or to do.

                             *     *     *

LEVEL 4- Type: Castle      Difficulty: 4         Exits to: Level 5-1

Through the Maze: Bowser's Castle this time is set up with less enemies and more 
illusions. Only certain paths will lead you to Bowser. There are also no power-
Ups in this level, so come prepared beforehand. To get by the maze, take the 
upper passage, then after crossing the lava pit, climb up to the upper passage, 
then drop down into the lowest passage. This should take you to the evil King. 

Bowser's Guards: Bowser's bridge is guarded very well this time. Not only will 
Bowser jump and spit flames, but an annoying Podoboo and Fire Chain will try to 
take you out. Running past them all is the best way to get to the axe. Be 
careful if you're shooting Fireballs.


                      - - - - - WORLD 5 - - - - - 

LEVEL 1- Type: Land        Difficulty: 4         Exits to: Level 5-2

Starman: The first and only set of three brick blocks you come across holds a 
handy invincibility0inducing star inside.

Hidden 1-UP: When you pass the first Bullet Bill cannon and come to the 2 brick 
blocks, drop down beneath them. The space in between the normal blocks and the 
brick blocks holds a hidden block with a 1-Up inside.

Bonus Area: Use the top of the second Bullet Bill cannon as a step to reach the 
pipe growing out of the blocks. Strange... where could it possibly go if it's 
not connected to the ground? Oh well... it's a magic warp pipe, so it can do 
what ever it wants. It'll transport you to an interesting bonus stage. Don't 
worry about passing a lot of the level, because you'll appear right next to the 
warp pipe when you come back up.

Ten-Coin Block: In the bonus area, the single block next to the pipe holds 
multiple coins.

                             *     *     *

LEVEL 2- Type: Land        Difficulty: 6         Exits to: Level 5-3

Power-Up: When you bounce over the pit on the spring, you'll come across two 
rows of blocks. On the top row on the very right is a Power-Up. 

Bonus Area: This warp zone will take you not to a bonus stage, but to an 
underwater world. While you can skip a good amount of the level doing this, it 
is difficult to pass with platforms trying to push you into pits and Bloobers 
swimming around. There are 20 coins down here however.

Cloud Bonus Area: After the pipe to the bonus area and immediately after the row 
of ? Blocks, you'll notice three brick blocks high above you with two coins on 
them. Under them is a hidden coin block, and in the block without a coin above 
it is a Vine. This will take you to the Cloud Bonus Stage.

Starman: Once you defeat the Hammer Bros., jump up to the top row and hit the 
block on the far right. Inside is a star.

Power-Up & Ten Coins: After the Hammer Bros., you'll see two block very low to 
the ground. If you're Regular Mario, you can fit underneath them. The left block 
holds many coins while the right has a Power-Up. Get the left one first or you 
won't be able to fit back under after you get the Power-Up.

Power-Up: In the solitary block near the pipe lies another Power-Up

                             *     *     *

LEVEL 3- Type: Treetops    Difficulty: 5         Exits to: Level 5-4

Bullet Bill Barrage: Bullet Bill will come flying at you from the front. The 
will attack through most of the level, but you will never reach any cannons. Are 
these Bullet Bill in their natural habitats? Who knows, but they will attack you 
at the level you are on. Avoid them by going to a different height after you 
hear the "boom" noise.

Power-Up: Similar to Level 1-3, the ? Block after the first platform has a 
Power-Up inside.

                             *     *     *

LEVEL 4- Type: Castle      Difficulty: 5         Exits to: Level 6-1

Long Fire Chain: Beware of the double Fire chain that rests on the second 
platform above the lava pit. It has the reach to hit those on the first 
platform, so wait for it to pass before jumping.

Power-Up: If you want to get the Power-Up above the long Fire Chain, move 
quickly and jump onto the second platform as soon as possible. Smash the block 
then jump on it to grab its contents (a Power-Up) quickly. Jump as fast as you 
can to the other side of the lava pit.

Top Path: The top route is much safer this time around. There are no fire chains 
up on the top, so you'll only need to worry about the ones beneath your feet.

Go Below: With the long row of brick blocks above the bridge, it's easier and 
safer to run beneath Bowser rather than jumping over him.


                      - - - - - WORLD 6 - - - - - 

LEVEL 1- Type: Land        Difficulty: 7         Exits to: Level 6-2

Lakitu Madness: Lakitu will pester you throughout the entire level, but you 
shouldn't have to worry about him too much. There are several high places that 
you can get to and stomp Lakitu off his cloud.

Power-Up: In the first pair of brick blocks you come upon, smash the right one 
to find a Power-Up.

Ten-Coin Block: In the three brick blocks following the two mentioned above, the 
last one has many coins inside. 

Hidden 1-Up: After the broken staircase (the one with the hole and has brick 
blocks behind it), fall down to the ground underneath the brick blocks. Stand 
adjacent to the stairs and jump to reveal a Hidden 1-Up mushroom.

Ten-Coin Block: Behind the staircase found after the second Power-Up, jump down 
on top of the third row of brick blocks. If you're regular Mario, go into the 
tiny space and jump to get ten+ coins. However, watch out for the Spinys that 
Lakitu will drop.

                             *     *     *

LEVEL 2- Type: Land (Pipe)   Difficulty: 7       Exits to: Level 6-3

Ten-Coin Block: In between the first set of pipes, jump around in the center to 
find a hidden coin block. Use this as a step to hit the center brick block 
above, which holds multiple coins.

Bonus Area: The first pipe in the entire level leads to a warp zone. The block 
adjacent to the pipe is a ten-coin block. After getting the coins, use it to 
jump up onto the ceiling, then drop into the nest of coins.

Power-Up: In the next set of brick blocks you find, hit the right one to find a 
Power-Up. 

Underwater Bonus Area: Warp down the pipe after the previously mentioned Power-
Up to arrive in an underwater bonus stage. Here, there are platforms that will 
try to push you into the murky depths and Bloober that will try to hurt you. 
Avoid them at all costs, and remember that your life is always more important 
than a few coins. You will emerge near the first pit.

Cloud Bonus Area: Continue on past the underwater bonus area and underneath the 
second long row of brick blocks up in the air. Fall in between the pipes that 
rest beneath it, stand next to the left one, and jump. A hidden coin block will 
appear. Use it to jump up and hit the last block in the row, which conceals a 
vine. Jump up to it and it'll transport you to the cloud bonus stage.

Starman: Above the second pit, in the first set of blocks (the higher ones) 
rests a Star. Smash open the second one to find it.

Bonus Area: There is yet another warp zone in this level. The pipe concisely 
sits between the two mini-staircases. When you warp into it, you'll need to 
slide under the blocks if you're anything larger than Regular Mario. Only a 
Regular Mario can get the Power-Up located in the brick block that's barely 
above the pipe. 

                             *     *     *

LEVEL 3- Type: Treetops    Difficulty: 6         Exits to: Level 6-4

Red Spring Jumps: You'll need to time your Red Spring Jumps so you can land on 
the platforms when they go closest to you. Later in the level, beware of the 
Bullet Bills, as they may be out of your view when you jump.

Power-Up: Immediately after you hit the first ? Block (containing a Power-Up), 
jump quickly up on top of it so you don't miss it when the platform moves away.

Weight Lifting: On all the weight platforms in the level, get a running jump to 
get to the first side, then lift the other side up to get enough height for your 
next jump.

Bullet Bill Attack: About halfway through this level, Bullet Bills will begin to 
shoot themselves from offscreen. Avoid them, and be sure to look in the 
direction you'll be jumping to make sure there isn't a Bullet Bill there. If you 
can't see, just be sure not to jump after you hear the "Boom".

                             *     *     *

LEVEL 4- Type: Castle      Difficulty: 6         Exits to: Level 7-1

Hidden Coin Blocks: After the long chambers filled with Fire Chains, you'll be 
in a wide open area. Six hidden coins rest here, three on the bottom and three 
on the top. Use your jumping and finding skills to get them all while avoiding 
Bowser's flame breath.

Hammer Bowser: This time around, the Hammer Bros. have taught Bowser how to 
throw Hammers. In addition to his other deadly attacks, he'll also be throwing 
hammers the whole time. When he jumps, he conveniently stops throwing the 
hammers, which is the moment you should dash under him.


                      - - - - - WORLD 7 - - - - - 

LEVEL 1- Type: Land        Difficulty: 8         Exits to: Level 7-2

Bullet Bill Mayhem: This level is covered with Bullet Bill cannons, so always be 
on guard for the "boom" noise they make when they come out. Also remember that 
Bullet Bill are very persistent and may travel long distances to catch up to 
you.

Power-Up: Above the second cannon are three brick blocks. Break the first one to 
unveil a Power-Up.

Ten-Coin Block: When you reach the cannon that's above the ground and has brick 
blocks to either side, jump to the ground and hit the one directly to the right 
of the cannon. This is a ten-coin block, but getting all the coins will be very 
hard (with the many Bullet Bill cannons around you).

Hidden 1-Up: After the first pair of Hammer Bros., jump onto the following pipe. 
Stand on the left side and jump to reveal a hidden block containing a 1-Up 
mushroom.

Bonus Stage: After the first Hammer Bros. (and under the hidden 1-Up), there's a 
warp pipe that leads to a bonus stage filled with coins.

Power-Up: When you come to the Red Spring, watch out for Bullet Bills. When the 
coast is clear, bounce up. You should hit a sole brick block above. Inside is a 
Power-Up. If it's a mushroom, grab it quick before it falls into the hole below.

                             *     *     *

LEVEL 2- Type: Underwater    Difficulty: 7       Exits to: Level 7-3

Seen This Before?: This level is designed the exact same way as the first 
underwater level, Level 2-2. However, there are more evil Cheep-Cheeps flooding 
the area, so you should still be careful while in farmiliar territory.

                             *     *     *

LEVEL 3- Type: Bridge        Difficulty: 6       Exits to: Level 7-4

Flying Cheep-Cheeps: Like Level 2-3, you should always keep your view pointed 
upward to watch out for any dropping Cheep-Cheeps. Any dangerous ones coming 
from below will appear too quickly no matter where your view is.

Power-Up: The level's one and only ? Block contains a handy Power-Up.

                             *     *     *

LEVEL 4- Type: Castle        Difficulty: 7       Exits to: Level 8-1

Falling Platforms: The platforms at the beginning drop quickly, and if you were 
too hasty and didn't watch out for the podoboo, you may plunge into the lava. If 
you want to extend the amount of time they stay in the air, jump repeatedly.

Path Through the Maze: After the falling platforms, stay on the bottom (go under 
the stairs). When you come to the two rows of blocks, jump up into the middle 
passage. When you come to the end of these rows, jump up to the top. Now it's 
time for the second part. Jump down to the raised piece of ground, then jump 
back up to the top (over the fire chain). When you get to the end, fall to the 
bottom. Go under the first row of blocks, then jump through the first opening to 
the middle row. When that row ends, jump through the next opening to the top. 
Stay on top for the rest of the level. 

Bowser: This Bowser throws a nasty bunch of hammers at you, so watch out. Run 
under the falling hammers, then wait for him to jump before you race to the axe. 
Fireballs would work nicely as well.


===================================
 More of this Guide Coming Soon!!!
===================================

________________________________________________________________________

  - - - - - - - - - - GUIDE TO THE CHALLENGE MODE - - - - - - - - - -
________________________________________________________________________

   The Challenge mode is the best part of Super Mario Bros. Deluxe. In each of 
the Original game's levels, you must complete difficult tasks to be awarded with 
medals. Me? I have every medal in every level. It's quite a feat and will take 
some time to accomplish. It will also take some help. Look here to find tips for 
finding red coins, boosting your score, and locations of the elusive Yoshi Eggs. 
   If I talk about an item you can't find, look in the Guide to the Original 
1985 Game earlier in this section for details.
   Just for fun, I've included my top scores for each of the levels. Some are 
good, some are OK. See if you can beat them, and tell me your score if you have! 
A * before a Reader's Top Score indicates that it's higher than my own.

                       - - - - - WORLD 1 - - - - - 

                                ~LEVEL 1~
             
Red Coins Medal: 
The Red Coins in this level are fairly simple to find and collect. If there's 
one you're missing, their locations are:
1- It's on top of the first block formation, right next to the Power-Up 
   block. This one shouldn't be hard to miss.
2- The ten-coin block after the large pit must be hit quickly, releasing all the 
coins, in order for the Red Coin inside to appear.
3- The formation of four blocks (with the Power-Up at the top) holds the third 
Red Coin in the last of the lower blocks. 
4- Immediately after collecting the third Red Coin, you'll notice a single block 
in the air. Use it as a step to jump on the blocks high above in the air, where 
the fourth Red Coin lies.
5- The last red coin is near the end in the ? Block (where the two goombas 
   are). It's after the pit.

High Score Medal:      Target Score- 32000       Croco64's Score- 45850 
                       Reader's Score- 44700 (Coffee)     
There are several ways to boost your score in each level. In each level you must 
run through as quickly as possible to get a good score on the timer. This means 
you must know where everything is that you need to get. You should look at the 
"Ways to Get Points" (Part 2 Section G) to learn the basics in boosting your 
score. In this level, don't miss the hidden 1-UP for an extra 2,000 points. You 
can get the star, but first kick the Koopa Troopa. Its sailing shell will knock 
out the Goombas to get a lot of points. A good way to get the points from the 
star and the enemies is to stop the Koopa Troopa, hit the Star block, and kick 
the shell only moments before the start touches you. Follow the shell, and don't 
jump when it rebounds... let it hit you for extra points. Skip the bonus stage, 
the extra coins and Time points aren't worth the many things missed if you take 
the warp.

« Previous PageNext Page »