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)
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------------------| /PART 3: GUIDE TO THE GAME\ |-------------------
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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 - - - - - - - - - - -
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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.
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