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Volume SG1/NP13 US. 3.50 Canada 4.50
Strategy Guide
Super Mario Bros 3.
84 pages of maps, tactics and power plays Play-to-Win Volume SG1/NP13
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Strategies straight from the pros!
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STAFF
Table of Contents
Publisher
M. Arakawa Hiroyuki Kato
Editor in Chief Art Director Senior Editors
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Power-Ups & Magical
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Layout
Advanced Moves
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Illustrations
Unlimited 1-Up Techniques
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Mario’s Foes
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World 1/Grass Land
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World 2/Koopahari Desert
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World 3/ Island World
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World 4/ Land of Giants
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World 5/Sky World
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World 6/Winter Wonderland
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World 7/ Pipe Maze
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World 4/ Castle of Koopa
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Yoshi Orimo Pam Sather Howard Phillips
Copy Writers Concept & Design
Basic Moves
Matching Game & World Data Box
Gail Tiden
Dan Owsen
Work House U.S.A Tommy Yazawa Seiji Sato
Hiroshi Ohasi
Makikazu Ohomori
Tsutomu Otsuka Chief Producer Masayoshi Suzuki Producer Project Coordinators Yoshio Tsuboike
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WORLD 1
GRASSLANDS
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5 Mario begins his Koopa-kickin’, Goomba-stompin’ Mushroom Kingdom quest. Tricks and techniques learned in the first world will come in handy later. Master them all! Jump on the platforms and take the high road to avoid the Goombas, then drop on the Koopa Troopa.
Jump on the platforms and take the high road to avoid the Goombas, then drop on the Koopa Troopa.
Get the Raccoon Suit. Drop onto the Red Koopa Troopa and kick its shell into the ? Block on the ground to the right to make a Super Leaf appear.
Clear all of the Goombas from the straight-away and take a running start to fly into the wild blue yonder as Raccoon Mario. Follow the coins into the sky.
Goombas have infested the rolling green hills of the Mushroom Kingdom. This is your first chance at unlimited 1-Ups! Although the technique is tricky at first, you’ll do well to learn it. You’re sure to need a few extra Marios for this adventure. Jump for unlimited 1-Ups! Use the pipe that spews a never-ending stream of Goombas to earn unlimited 1-Ups! Jump on a Goomba while holding A button to bounce high. At the highest point of the bounce, tap A button repeatedly to slow your descent onto the next Goomba. The first eight Goombas award you more and more points. Stop nine Goombas without touching the ground to earn a 1-Up for each one you flatten thereafter. Don’t go underneath the pipe, or the Goombas will stop pouring out. With this method, you can earn as many 1-Ups as you want.
Before dropping down the pipe, jump on the right side to reveal a hidden 1-Up mushroom. Then plunge down the pipe and into the secret room (shown right) to reset all of the ? and ♩ blocks. When you come out, you can cash in all over again.
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Search the clouds for the hidden 1-Up. Hit the ? Block on its bottom-right corner to make the 1-Up appear and slide to the left, where it’s easier to collect.
After grabbing the 1-Up, use the clouds as a short runway to build up speed and begin flying again. Fly high into the sky and land on the tall pipe. If you fall down, you can use the space at the end of the level to fly back up.
Starman Invincibility. Bump the Starman power-up out of the third Jump Block. While you’re invincible, simply run into enemies to eliminate them. Be careful; the effects of the Starman will wear off quickly.
The secret area (shown right) is stuffed with gold coins arranged to form the number 3, celebrating Super Mario Bros. third adventure!
Jump on the Red Koopa Troopa and kick its shell to smash the blocks. Once the shells has done its drilling, jump and hit the single overhanging block to reveal a Switch Block, then feast on the coins! hello so Jump on the Red Koopa Troopa and kick its shell to smash the blocks. Once the shells has done its drilling, jump and hit the single overhanging block to reveal a Switch Block, then feast on the coins!
Starman Invincibility. Bump the Starman power-up out of the third Jump Block. While you’re invincible, simply run into enemies to eliminate them. Be careful; the effects of the Starman will wear off quickly.
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7 Boomerang Bros. and Koopa Troopas defend the secret location of the first Magic Whistle. You’ll have to take advantage of the background scenery… Boomerang Bros. can be dangerous, so kick Koopa shells to take them out without putting yourself in danger. Fireballs work nicely as well.
Stomp the Koopa and kick its shell left strategically to break blocks. Jump to the right of the left block tower to reveal a red Jump Block, then bounce on it while pressing A button to soar to Coin Heaven.
Give the Wood Block a bump from the side to make it cough up a power-up,
The First Magic Whistle. Look for the floating white platform near the end of the stage. Eliminate the Red Koopa Troopa on top of it, then squat on the platform for five seconds to fall
Goombas have infested the rolling green hills of the Mushroom Kingdom! Oh no!a It’s a tough one, You’re sure to need a few extra Marios for this adventure. Hit the block to make a 1-Up Mushroom appear. You’ll have to act fast to nab it—make it easier by hitting the block from the bottom-left to force the mushroom to slide to the right.
Be sure to collect the power-up that’s hidden in the block at this point. Then don’t forget to collect all of the coins from the 10-Coin Block to the right by jumping quickly. To collect all of the coins in the stage, you’ll need to be Super Mario. If you’re not, you won’t be able to break the blocks at point 4 to get at the 10-Coin Block and have a chance at collecting 44 coins.
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8 After grabbing the 1-Up, use the clouds as a short runway to build up speed and begin flying again. Fly high into the sky and land on the tall pipe. If you fall down, you can use the space at the end of the level to fly back up.
The secret area (shown right) is stuffed with gold coins arranged to form the number 3, celebrating Super Mario Bros. third adventure!
behind the scenery. Run to the end of the stage to find a secret Toad House. Meet Toad inside, who will reward your cleverness with a Magic Whistle that will allow you to warp.
To get at the 1-Up hidden in the block at this point without a Raccoon tail, you’ll need a Koopa shell. Hold the shell in your hands while you run and jump across the gap, then throw it at the apex of your jump to ram a block and reveal the mushroom. Grab it quick.
White Mushroom House. Be sure to break the block above and discover the 10-Coin block beyond it. If you can collect 44 or more coins in stage 1-4, a White Mushroom House will appear on the map. Inside,
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9 FORTRESS
A meat-headed Koopa boss named BOOM-BOOM defends Grass Land’s stony fortress. BOOM-BOOM is a big bad mean bully Koopa. Better watch out!
Fire Flower Power. You’ll find a power-up in the ? Block above the island over the lava. Watch out for the Podoboos that leap out of the lava as you make the jump. If you’re already Super Mario, you’ll get a Fire Flower that will make short work of BOOMBOOM the boss.
Delve into a dark cavern and face all kinds of unfriendly cave-dwellers. This odd underground cavern offers another chance to go to Coin Heaven. It also gives you a chance to practice your Slide Attack. Press Down dpad while standing on the hill to slide down and wipe out all of the Buzzy Beetles climbing up the slope.
Jump at the left side of the tunnel opening to reveal a Red Jump Block that will rocket you into the clouds. The Coin Heaven that you arrive at is no different than the one you visited in World 1-3.
Whether you do it before after your trip to coin heaven, don’t forget to collect these coins, and the power-up found beyond. Every coin counts, so be greedy.
Expect a wild ride on this stage’s dangerously erratic platforms and lifts. Rail Lifts with motors are safe to stay on, but those without will fall off the screen. Many platform on this nice stage move on rails. Jump on a Rail Lift and ride it until you can jump onto the Jump Blocks.
Get rid of the Koopa Troopa before you attempt to get the 1-Up hidden in the block above. Stomp on the Koopa and kick its shell out of the way, then jump and hit the third block from the left to find a 1-Up. If you squat underneath the two side blocks, you can hop to discover more coins.
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Find the Second Magic Whistle. Hit the ? Block and grab the Super Leaf. Stomp on the Dry Bones, then use the flat area to build up speed. Fly up the side and right, then press Up dpad to enter a hidden door. It will lead to a secret area on top of the roof where a valuable Magic Whistle is hidden.
If you have a Fire Flower, shoot fireballs down the hill to eliminate the Piranha Plant lurking in the pipe. Fireballs have a long range, so use them to defeat enemies from a safe distance.
Get rid of the Koopa Troopa before you attempt to get the 1-Up hidden in the block above. Stomp on the Koopa and kick its shell out the way, then jump and hit the third block from the left to find a 1-Up. If you squat underneath the two side blocks, you can hop to discover more coins.
If you’re Super Mario, you’ll have to jump over the Red Koopa Paratroopa. Crouching won’t cut it—the Paratroopa will still take a bite out of you..
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11 AIRSHIP The safest way to disarm an upward-pointed cannon temporarily is to stand on it. The cannonball will bounce off your feet, and you’ll get 100 points
BOSS
A meat-headed Koopa boss named BOOM-BOOM defends Grass Land’s stony fortress. BOOM-BOOM is a big bad mean bully Koopa. Better watch out! Jump directly onto Bullet Bills to knock them out. If you stand right next to a cannon, it won’t fire. Just be careful when you step away.
Jump at the left side of the tunnel opening to reveal a Red Jump Block into the clouds. It’s a risky maneuver, but getting the Fire Flower is well worth it—it will make the boss battle that much easier.
The youngest of Bowser’s Koopalings, Larry Koopa is in charge of defending Grass Land from meddlesome plumbers like you. To save Grass Land’s king, you’ll have to teach the Koopa brat some manners.
“Yo Mario- you made it dis far! Well, I’m going to make sure you don’t make it past me. (Mario will never think dat he has to stomp on my head three times to knock me out! With my quick jumping skills, he won’t have any room to jump himself! And da easiest way to avoid me, running underneath when I jumphe’ll never figure that out!”
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12 The safest way to disarm an upward-pointed cannon temporarily is to stand on it. The cannonball will bounce off your feet, and you’ll get 100 points. Jump and land on Larry’s head to avoid the magical loops Larry fires from his wand. The stomping will frighten Larry, causing him to shrink back into his shell.
Jump at the left side of the tunnel opening to reveal a Red Jump Block into the clouds. It’s a risky maneuver, but getting the Fire Flower is well worth Larry will leap into the air. Sneak underneath him as he flies above you, then pounce on him again as soon as he emerges from his shell.
It takes three jumps to defeat Larry Koopa. He’ll drop his wand, which you can use to transform the king back into a human. In return, you’ll get a letter from the princess. If you’re already Super Mario, you’ll get a Fire Flower that will make short work.
If at first you don’t succeed... If you don’t beat Larry the first time, you can try again. However, the airship will flee to another spot on the Map Screen. It will try to take a position beyond unfinished sections of the world. But the Anchor item will prevent the airship from getting away.
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WORLD 2
KOOPAHARI DESERT
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World 2-1
You’ll begin your desert adventure among the ruins of a long-lost Mushroom civilization. In these ancient ruins, Mario plays archaeologist and leaves no stone unturned in search of coins and power-ups!
You’ll see a Micro-Goomba’s feet appear below the Pile Driver right before he leaps at you. Try to get the jump on him. Move quickly into the crevice, then wait for the Pile Driver to hop onto the ? Block before you hit it from below. You’ll eliminate the foe and reveal a power-up.
As Raccoon Mario, sprint to attain flying speed and rocket straight upward through the blocks to reach a pipe. Hit the Switch Block inside (shown right) to reveal coins.
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World 2-2 Water is a welcome sight in the parched desert, but watch out for quicksand! Collect 30 or more coins in this level, and the White Mushroom House will appear on the Map Screen. It’s a tough feat and takes practice!
Nudge the Wood Block from the side to earn a power-up. If you’re already Super Mario, you’ll find a Super Leaf.
Hold B button to run down the hill and gain speed, then jump before the bottom to leap across the sandy chasm and onto the opposite hillside. The Piranha Plant won’t get a taste of you.
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15 Beware of more jumping Pile Driver Micro-Goombas. Either time your jumps to stomp on them or sneak underneath them as they arc across the sky. Don’t let the Pile Drivers land on you, and avoid touching them from the side.
Kick a Koopa here. Pick up the Koopa at the beginning of the world and hit this block with it for an item.
WORLD 4
WORLD OF GIANTS
The last pipe in the world leads to a room Tail attack tactics: Although the tail won’t with a Switch Block. Avoid the Piranha Plant, defeat every enemy, it will work on Fire Snakes. then crouch on the last pipe to slide into a secret Be sure to get the 1-Up this one guards. chamber (shown right). Stomp the Switch Block and exit the chamber to collect the coins.
Instead of riding the platform all the way to the end of the stage, collect all of the visible coins above the water and make the Switch Block appear. Jump off the platform and swim left. The platform will return; get on the platform, stomp the Switch Block.
Collect 30 coins to get the Anchor. Collect all the coins that were once blocks. Make a running Koopa-assisted leap off the platform to get the last four! If you can collect 30 coins, you’ll receive an Anchor. Use the Anchor to prevent the airship from moving around the map. Note that this is harder on the NES because the level has three less coins. Volume SG1/NP13
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World 2 FORTRESS
Conquer a desert fortress defended by Thwomp Traps, ghostly guards and big boss BOOM-BOOM. Use Dry Bones to get unlimited 1-Ups. As Raccoon Mario, you can use a similar technique to the one used with Goombas in World 1-2 here with Dry Bones.
World 2-3 Loyal Fire Snakes guard the gold pyramids of the Mushroom Pharoahs. The pyramids of the Mushroom Pharaohs loom ahead. Although filled with coins, they are daunting obstacles.
World 2 QUICKSAND Sun-backed sand stretches as far as the eye can see. You’d better wear sunscreen. Natural forces will work to halt Mario’s progress through this world—a sinister sun and terrible tornado.
Dry Bones comes back after being stomped. If you get three Dry Bones together, as Raccoon Mario you can stomp them repeatedly without touching the ground, gaining more and more points and eventually 1-Ups.
Get close to the Thwomp Trap to trigger it to fall. Wait for it to crash down and begin to move back up before you pass it.
If you aren’t Super Mario-sized, pick up a Koopa shell and throw it at a ? Block to claim your prize.gaining more and more points and eventually 1-Ups. Use the Starman hidden in the ? Block to effortlessly eliminate the Fire Snakes that protect the pyramids.
It takes a running jump to clear the Venus Fire Trapinfested quicksand pit. Move fast, or they’ll flame you. Once you reach the other side, you may wish to grab the shell of the Koopa and hold on to it as run along.
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17 - As soon as you enter this section, Boo Didly will begin to chase you again. Face him to stop him in his tracks. - Get close to the Thwomp to trigger his fall. As he begins to ascend for another drop, run under him to get past. Watch out for the spikes! - Once you’ve cleared the spikes, avoid another Boo Didly and collect your power-up. Dash towards the door at the end bypassing all four Thwomps in the process.
Boo Diddly can smell fear. He’ll chase you as soon as you turn your back to him. Simply turn toward him to stop the specter in his tracks.
WORLD 4
WORLD OF GIANTS
Above the spikes or below them—the choice is yours: just don’t let Boo get ahold of you. Study the timing of the spikes to pass the perilous section safely.
Another BOOM-BOOM waits for you here. He’s pretty similar to the last one. Give BOOMBOOM three swift stomps to the head. When he falls, you’ll shake the fortress to the ground.
Take to the skies and find the Switch Block that will transform the gold blocks of the pyramids into coins. Drop straight down after you hit it and don’t forget to pick up the 1-Up that’s sealed in a block among the coins.
The swirling sand twister will easily lift you up and throw you back. To overcome it, run towards the right and when you get to the tornado, jump directly into its center. If you time your jump correctly, it will carry you a long way.
It’ll take some nimble footwork to get to the pipe leading to the stage goal. Carefully drop on top of a Koopa Troopa, kick its shell and jump back up to safety. Watch as the shell tunnels through blocks to reveal the entrance to the pipe. Be careful if you attempt to collect the coins from the 10-Coin Block.
No, it’s not a mirage, and you aren’t suffering from heat stroke—the sun is actually chasing you! If you aren’t holding a Koopa shell when the Angry Sun swoops out of the sky, jump on a Koopa Paratroopa and kick it’s shell at your pursuer to force an early sunset.
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World 2-4 Finally, a desert oasis! Unfortunately, you won’t have time to relax in paradise. Take the high road for big loot! You have your choice of ways to go here, but the upper path is definitely recommended because it’s guarded by fewer enemies and offers chances at many more coins!
Get the power-up in the floating block. Grab a Koopa and get on the ground to the left of the floating block. Let the Koopa go and jump for the item.
Collect the coins on the top of the platform at this point, then get a running start and fly underneath this platform. A veritable shower of wealth will fill Mario’s pockets. Beware of the Koopa Paratroopas on the far right side of the platform—if you’re not careful, they’ll steal your Raccoon Suit powers.
World 2-5 Danger: do not feed the Chain Chomps. They will make a meal out of you. Climb a vine to a secret room. Just like in the original Super Mario Bros., some blocks have vines inside of them. The vine in this world leads to a path of clouds that will take Mario to a sky pipe and to a bonus coin room.
Chain Chomps are vicious, but they’re held back by sturdy leashes. Stay out of range and take them out with Koopa shells. Because of their chain, these Chain Chomps can’t get at Mario—or can they? If you stand there and watch one for 160 ticks on the timer, his chain will break and he’ll have one chance to get you!
Yet again, a Koopa Troopa can unwittingly help Mario retrieve a power-up item by clearing away the blocks from around the Wood Block it’s hidden in. Bump the Wood Block from the side to reveal a power-up.
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19 Gather all of the coins as you cross the blocks that extend over the water before you jump in. Hit the block to expose a Switch Block, then transform all of the blocks into coins.
WORLD 4
As Raccoon Mario, use the flat stretch as a runway to lift into the air and smash straight up through the blocks and to the oasis above.
WORLD OF GIANTS
There are two approaches in this section. Either you can collect as many coins as you can without smashing any blocks, then use the Switch Block to change all of the remaining blocks into coins, or you can leave the coins alone and use them as platforms to get the other coins when you hit the Switch Block.
When facing a Boomerang Brother, use terrain and cover to your advantage. Hide in the crevice while the boomerangs whoosh overhead, then jump onto him when he pauses between throws.
After having climbed the vine from point 4, this pipe in the clouds leads to a chamber (shown right) containing a power-up and a Switch Block. Collect the power-up on the right. If you’re Super Mario, you’ll get a Super Leaf. Then reveal the Switch Block, break just enough blocks to clear you way to hit it, and collect all of the coins that appear.
To activate a vine that grows to a secret area in the sky, kick a Koopa shell down the small tunnel. It will break the block so a vine can sprout. Climb into the clouds, and follow them to the left to reach a pipe at point 3.
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World 2 PYRAMID
The great pyramid is a winding labyrinth of beetle infested tunnels. Walls seal off portions of the pyramid. You must either use Buzzy Beetle to break these down, or your Raccoon Tail. Since you can reset the ? Blocks near the entrance door, you AIRSHIP should be able to fully power up. Can you discover a way out?
World 2
World 2 FORTRESS In an airship floating high above the desert dunes, a showdown with Morton Koopa Jr. looms ahead. Mean old Morton has turned the King of the Koopahari Desert into a Hoopster (originally a spider in the NES version). Being one of the older Koopalings, Morton’s ship is more advanced than Larry’s and more dangerous! There are a couple of places to use extra caution.
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Leaving and reentering the front door of the pyramid will reset all of the blocks. This trick allows you to go back and collect power-ups in ? Blocks as many times as you want.
Either fly or jump to reveal an Invisible Block that lets you reach a pipe leading to a coin vault (shown right). Break as few blocks as possible before you hit the Switch Block and change all of the blocks to coins.
Although the Airship’s layout seems chaotic, the last cannon at this point is placed to be particularly menacing to intruders. If you can slip by the cannons while maintaining Super Mario size, you’ll be rewarded with a Fire Flower near the middle of the stage. It’s your only chance to power up, and it’ll be helpful against the big boss.
This is the most hazardous part of the Airship. Once you see the floor of the ship scroll into view, drop from the crates, avoid bullets as you run right, and jump up to clumb the crates to safety.
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21 Watch out for the Buzzy Beetles crawling along the ceiling. These gravity-defying insects will try to fall on top of you, so stay on your toes and leap backward or forward to avoid them.
GBA Advancement. When you exit the pyramid in Super Mario Advance 4, the back end of the pyramid will be redesigned to actually resemble a pyramid. Before charging to the finish, go back up the side of the pyramid and hit the Switch Block at the top to reveal a Pharaoh’s treasure of secret silver coins.
Say hello to Rocky Wrench, the wrench tossing Airship mechanics. The best way to eliminate a Rocky Wrench is with a fireball courtesy of Fiery Mario.
Larry Koopa may have been a brat, but Morton Koopa Jr. is a grouch; he’ll defend his airship ferociously. He’s bigger and slower than Larry, but he’s much better at wielding his wand, so stay light on your feet and jump to attack. - Morton behaves much like his younger brother Larry, except he fires his wand much more frequently. - Dodge the beams and watch out for his spinning shell attack. - Stomp on Morton’s head three times to end his tyrannical rule over the desert forever.
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Morton’s show is canceled! Mario has done it again and the King of Koopahari is back to his usual self. The Princess has also left Jugem’s Cloud behind for Mario to use, a magical item that lets him skip an action scene.
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WORLD 3 ISLAND WORLD
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WORLD 3-1 Exploring the bottom of the sea can be dangerous. Take a deep breath—you’ll need it. Ocean Side is one tough world. The critters in the sea are mean, lean and hungry!
WORLD 3-2 Leap quickly from platform to platform. Just don’t fall in the drink. Those pesky flying fish, the Cheep-Cheeps, are back and more bothersome than ever! It’s best to use firepower to fry them, but you can also stomp them.
WORLD 3-3
This stage is a lot easier to complete as Fiery Mario—you’ll be able simply to shoot Boss Bass out of the water.
Immediately after you enter the stage, sink down to reach a hidden nook with a ? Block holding a power-up. You should always collect power ups because they’re worth 1000 points.
CheepCheeps, always trying to take a cheap shot, will jump up at you from the water. Try fireballing them.
Powerful currents jet out of the pipes, so take care not to get pushed out of control and into enemies lurking nearby. Swim through it as quickly as possible. Be mindful of the Bloopers—they are a constant underwater hazard. Swim with care
The hollow blocks on this stage will hold you weight for only a moment before they flicker and fall. Don’t dawdle!
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Get the first Starman hidden in a Wood Block and remain invincible to make the second one appear in a ? Block.
Boss Bass: he’s Big, he’s bad, and he’s hungry. Try not to become his next meal. You’ll probably dislike him. He can swallow you whole even if you’re fully powered-up! Plus, the land in this world rises and sinks, putting you right within his reach.
Use the nearby Koopa to reveal the Switch Block. Stomp the Switch Block to convert the blocks into a sea of coins. Try to grab the Fire Flower from the Jump Block, but beware of Boss Bass.
Use an Ice Block to make another helpful Switch Block appear. Pound the Switch Block to create a bridge across the waters patrolled by Boss Bass. Boogie across the bridge (holding B button as you run) and Boss Bass won’t be able to catch you. You’ll have to hurry though, the bridge won’t last long.
Time your jump onto the Rotary Lift so that you land just as it finishes a spin. That way, you’ll have time to jump off. The pipe just beyond leads to the exit.
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By jumping at the water’s surface, you can get on top of this island. Jump over the green pipe and walk along the wooden ceiling to find a secret area containing a power-up. Use the Fire Flower to gun down any troublesome Bloopers that swim your path.
Be careful not to get bounced around like a pinball on the Jump Blocks, or the Lava Lotus will burn you.
Bump the ? Block to reveal a 1-Up, and collect it before it’s lost down the unfathomable depths.
Catch a ride on the current up to the tube it leads to the end of the stage. A Blooper lies in wait to ambush you, but the current will carry you past this Blooper at high speeds. Watch out and go for the goal.
WORLD 4
WORLD OF GIANTS
Hit the Switch Block to change the coins into blocks, creating a platform to stand on that will allow you to collect a 1-Up from an invisible block. still invincible by the time you reach it.
If you don’t have the Raccoon Suit, and you think you can snatch it without getting nibbled by the CheepCheeps, go for the power-up in the water beneath the pipe. Then use the pipe to reach the exit area (shown left).
Doors, Thwomp Traps, Boo Diddlys and a flooded basement stand between you and BOOMBOOM. This is a complicated fortress! The doors in the fortress lead to a flooded “back” stage. Most of the doors will just waste your time if you take them, so follow the map carefully.
It’s difficult to do, but you can warp directly to BOOMBOOM by entering the third door, then repeatedly tapping Up dpad as fast as you can.
Use the nearby Koopa to reveal the Switch Block. Stomp the Switch Block to convert the blocks into a sea of coins. Try to grab the Fire Flower from the Jump Block, but beware of Boss Bass.
Before you exit the stage, use the Raccoon Suit to fly up to a hidden area overhead to score a few extra coins and a secret 1-Up.
Time your jump onto the Rotary Lift so that you land just as it finishes a spin. That way, you’ll have time to jump off. The pipe just beyond leads to the exit.
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WORLD 3-4 Even the clouds conspire against Mario on a steeply sloped stage. Most methods for getting unlimited 1-Ups involve skill and practice. In this world, the technique automatically.
WORLD 3-5 It’s not easy being green, but Stage 3-5 goes swimmingly for amphibians. By now, you know that the Frog Suit makes it much easier to swim in the water worlds. Also, certain underwater pipes can be entered only if you’re wearing the Frog Suit. The secret rooms you reach usually have valuable things inside, like 1-Ups.
Slide down the hill to gain momentum and topple a train of Goombas, then jump at the last moment to leap across the pond.
If you don’t have a Frog Suit, but you have a spare P-Wing to use, consider using it here. On top of the Wood Block islands are T-shaped structures that contain 10-Coin Blocks. You can only reach them if you activate the P-Wing, and you’ll need to whack the blocks with your raccoon tail.
Lakitu will throw Spiny Eggs. The eggs have vicious tracking ability, making Lakitu one of the toughest enemies you’ll meet.
Swim cautiously by Big Bertha and her baby. You won’t have much room to skirt around them. If you’re feeling lucky (and aren’t wearing a Frog Suit), try to get the power-up in the ? Block.
WORLD 3-6 High-altitude leaps from flipping platforms to falling blocks demand precision. In this stage, there are times that dangerous Donut Lifts are your only stepping stones, making for some precarious spots!
Wait until the last second to jump onto these Donut Lifts, and move along quickly. Remember to stay light on your feet when crossing Donut Lifts—they’re bound to fall into the chasm.
Stomp the Koopa Troopa walking along the top platform, and kick it’s shell forward. It will ricochet off the wall and slam back and forth between a 10-Coin Block and a Donut Lift. It’s easy money and you don’t have to do the work.
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WORLD 4
Attract Lakitu from point 2 to the area underneath the Venus Fire Trap. Grab a shell from a nearby Koopa, and kick it between the Wood Blocks. Stand on the platform below the pipe while the shell hits the falling Spiny Eggs, first for points, and then for 1-Ups. You’ll also have to dodge everything and survive somehow, but the reward will be extra lives until time runs out.
Lakitu will be back to make your life miserable. The foe is especially frustrating in the jumping section, so move as fast as possible to avoid Spiny Eggs.
WORLD OF GIANTS
A tunnel only a Frog can enter. As Frog Mario, you can swim against the current to go down the pipe that leads to a secret area (shown right). Hold Right dpad as you enter the area to land on a platform containing a giant ? Block. Three separate 1-Up Mushrooms will pop out of it for you to collect.
Ice Block power-up. Pick up and kick the Ice Block, stand over the Donut Lift and wait for it to fall. Then kick a Koopa shell at the block to reveal a power-up.
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To ensure that you cross the wide gaps, run and continue to hold B button while jumping.
Go against the flow for a 1-Up. Swim against the downward current of the pipe and you’ll reveal a 1-Up in an invisible block. But be careful—the are to the left is swarming with enemies. Take your time. If you rush, you could become fish food.
Make the Switch Block appear with an Ice Block. It’s much easier to collect the 1-Up if you hit the Switch Block and collect the nearby coins before bumping the block that contains the 1-Up. Alternatively, you can catch the 1-Up as it falls through the coins while the Switch Block is active. The Rotary Lift over the pipe poses quite a danger. Watch the timing of the platform’s movement carefully before you leap. Once you’re on, get to the goal pipe fast! is active.
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WORLD 3-7 Meet bizarre creatures in a strange land of square mountains and misty peaks. A spacious stage with big grassy block, this area is the home of a new enemy, Spike. Is also features a Cloud World and a way to finish off the stage in Coin Heaven.
WORLD 3-8 Raging floods and fearsome fish force Mario to climb a vine to higher ground. This is one of the toughest stages in the game. Boss Bass is back, the tides go deeper and leave you nothing to stand on, and the island are smaller. You have to get to the safety vines fast!
Spike has a nasty habit of coughing up spiked balls. As if that weren’t bad enough, it has the nerve to throw them at you. Avoid the ball and stomp him. He’s not too tough as long as you’re careful.
Slame Boss Bass with a Koopa shell to knock him out for a while. He’s hungry, so don’t expect him to be gone for long.
Hit the block with a Koopa, an Ice Block, or your Raccoon Tail to make the vine grow. Climb the vine to the safety of high ground. Grab the power-up from the Jump Block—if you’re Super Mario, it’ll bea much needed Fire Flower. Take a rest at the top until the tide goes down, then run for it.. Hit the block with a Koopa, an Ice Block, or your Raccoon Tail to make the vine grow. Climb the vine to the safety of high ground. Grab the power-up from the Jump Block—if you’re Super Mario, it’ll bea much needed Fire Flower. Take a rest at the top until the tide goes down, then run for it..
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WORLD 4
After climbing up the vine at point 3, hit the Switch Block located here, and fall down to the group of bricks, now coins, to the right. You’ll find that one of them contains a 1-Up.
Vine-Climbing’ for cash. Break a block to get at the one that will trigger a vine to grow into the sky. Climb it to reach a whole mess of coins in the clouds.
Go to Coin Heaven again! Make the Red Jump Block appear and launch yourself to Coin Heaven.
WORLD OF GIANTS
White Mushroom House. Hit the Switch Block to collect many of the 44 coins necessary to open up a secret White Mushroom House. It will also allow you to collect a hidden 1-Up.
Play the waiting game for 1-Ups. If you’re patient, kick a Koopa shell between the Switch Block and the wall, and wait for it to hit Boss Bass many times. The results are points and 1-Ups.
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WORLD 3-9 Cannons and Bob-ombs crowd a secretive stage of tricks and traps. There are a couple of neat tricks you can try in this world, but be warned: they are somewhat difficult to pull off!
WORLD 4 Wait for the Para-Goomba to land, then bump it from below. If you bump the sixth block from the left, you’ll get a power-up. Be careful if you’re chasing a Super Mushroom—watch out for the Bullet Bill cannon to your right.
WORLD OF GIANTS
Drop Mario into the background by squatting on the white platform until you fall behind the scenery. You won’t be invincible, so you’ll still need to jump to avoid enemies and cannons! Make Mario invisible!: Take this trick even farther by clearing a path to the pipe which leads to the aquatic portion of this stage. Then return to the white platform, squat on it until you fall through it, then make a run for the pipe! If you’re still in the background when you go down, you’ll come out of the pipe invisible.
Unlimited 1-Ups—the easy way. Grab a Koopa shell from the beginning of the stage and run with it until you pass the white block. Stand on the cannon and kick the shell right to break the block wall. As the shell bounces, quickly jump up and stand near the top of the wall to watch. You’ll rake in the 1-Ups.
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30 The second unlimited 1-Up trick (described next) will be much easier to pull off if you jump and break the blocks to widen the hole in the wall between the cannons. Unlimited 1-Ups—the hard way. Stomp on the Koopa Troopa at the beginning of the stage and run with its shell through the gauntlet of cannons. Throw it to break a hole atthe base of the block wall (see point 4). Run back to the beginning. Be careful not to get blasted by a Bullet Bill or slowed down by a Para-Goomba. Stomp another Koopa Troopa and carry its shell back to the wall. Jump over the cannon and onto the pipe. Throw the shell left so that it bounces between the cannon and the pipe, knocking Bullet Bills.
When you enter the underwater section of the stage, swim far to the left to find a pipe leading to a secret area (shown right). As soon as you go down the pipe, hold Right dpad to land on a platform containing a giant ? Block. Bump the block to reveal a rare Frog If you plunge down the pipe with a shell or an Ice Block in hand, you’ll swim with it. You can then use the shell or Ice Block to eliminate a Cheep-
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WORLD 4
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Everything Everythingin inthis thisworld worldisislarger larger than than life! life! Although these characters look fearsome, Although these characters look fearsome, they they are easily defeated! are easily defeated!
Giant Giant Koopas Koopas duck duck when when Mario’s Mario’s around. around. Even when he’s Small, Mario can take them Even when he’s Small, Mario can take them on on easily. easily.
Dash Dashover overthe thepipe pipewhen when the the Piranha Piranha Plant Plantisisgoing goingdown. down.Alternatively, Alternatively, stand stand on on low low flying clouds to help you make difficult jumps. flying clouds to help you make difficult jumps. Leap from pipe pipe you Leap from pipe toto pipe asas you franfrantically dodge a school of tically dodge a school of CheepCheep-Cheeps. Cheeps. CheepCheepCheeps Cheepswill willleap leap out of the water out of the waterat at you. you.To Tostop stopthem them let letthem themrun runinto into your yourfeet. feet.
Kick Ice Blocks at the ? Block to reveal a power-up. Ice Blocks are also useful for attacking enemies.
Say Say hi hi to to the the Sledge Sledge Brothers. Brothers. They They attack by throwing sledge hammers, hammers, and and are are so so heavy heavy that that when when they jump and land, a small small earthquake earthquake occurs. occurs.
Squash Sledge Bros as soon as they pause between throws. You can run underneath the brothers as they jump.
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33 After grabbing grabbing the the power-up power-up at at point point 5, 5, After destroy the three stacked blocks, then fly to destroy the three stacked blocks, then fly to a a secret area, swim up the waterfall to reach it. secret area, swim up the waterfall to reach it. Once Once you’ve you’ve slid slid down this this pipe, pipe, you’ll you’ll down find find two two hidden hidden 1-Ups 1-Ups in the blocks. in the blocks.
Use Use the the repeated repeated stomping stomping method method on on the three red Giant Koopa Troopas in this area the three red Giant Koopa Troopas in this area to get get 1-Ups. 1-Ups. to
Grab Grab the the Koopa Koopa and ditch ditch him him while while and standing standing next next to to a a pipe. Clear Clear away away all all pipe. the blocks and fly the blocks and fly into into point 3. point 3.
Stand Stand on on the the cloud cloud while while the the Piranha Piranha Plants recede, then run past. Be careful Plants recede, then run past. Be careful not not to to get caught caught by by a a fireball fireball from from the the Venus Venus Fire Fire Trap. Trap. get
Stomp Stomp the the Switch Switch Block Block and and grab grab the the column of of coins. coins. Collect Collect 24 24 coins coins to to gain gain column access access to to a a White White Mushroom Mushroom House. House. Near the the Near end of the stage, end of the stage, a crazed crazed school school of of a Cheep-Cheeps will Cheep-Cheeps will swarm swarm out out of of the the water. water.
Wait Wait until until Spiny Spiny has has dropped dropped off off the the ceilceiling, stomp stomp Buzzy. Buzzy. and and your your runway runway will. will. As As soon soon ing, as you get a Super Leaf, fly to the ceiling for as you get a Super Leaf, fly to the ceiling for bonus coins. coins. bonus
Bump the the block block containing containing the the 1-Up. 1-Up. Bump Collect it as it falls off the ledge, but be Collect it as it falls off the ledge, but be careful, careful, Spiny’s on the ceiling waiting. Spiny’s on the ceiling waiting.
Stay close and they won’t hurt you, right? Usually, if you’re right next to Bullet Bill or a pipe with a Piranha Plant inside, you can’t get hurt by them. But in the Giant World, it doesn’t always work that way.
There There isn’t isn’t anything anything in in these these Wood Wood Blocks, so so just just jump jump over over and and past past them. them. Blocks,
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34 FORTRESS FORTRESS The The Fortresses Fortresses in in Super Super Mario Mario Bros. Bros. 33 contain contain some of the trickiest areas in the game. some of the trickiest areas in the game. They They often give you a choice of paths to take, often give you a choice of paths to take, It’s It’s up up to to you you to to choose choose which which way way you you like like best. best.
Hot Hot Foots Foots will will chase chase you you when when you you turn your back to turn your back to them, them, and and stop stop movmoving when you face ing when you face them. them.
This This Fortress Fortress has Thwomp has Thwomp Traps Traps placed placed wherever wherever there for there is is space space for them them and and somenmove somenmove horizontally. horizontally.
Invisible Blocks are the only way out. Be sure to fac to make these blocks appear. Dry Bones will come back to t
You’ll end up in this pathway if you take the center p 3. Be careful when you try to collect the power-up, Boo D
As Frog Mario, you can swim against the current and enter a pipe that leads to a secret area chock full of coins. Submerge Submerge to to diving diving depth depth to to dodge dodge Spiny Egg attacks attacks from from above. above. Lakitu Lakitu has has always had a grudge against Mario. He won’t grudge against Mario. He won’t even let Mario take take aa swim swim without without dropping dropping Spinys Spinys on him.
Guided Missile Bills guard the fabulously furry Tanooki Suit. It gives Mario the same powers as the Raccoon Suit, as well as the ability to turn into a Statue!
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35 Mummified turturMummified tles and and aa ghost ghost make make tles this dangerous. dangerous. Slide Slide this down the center of down the center of the five five pipes pipes to to reach reach the a secret area containa secret area containing a a power-up. power-up. ing
Jump on on Jump BOOM-BOOM’s head BOOM-BOOM’s head three times times as as quickly quickly three as possible. possible. as
Statue Mario is a powerful form The Tanooki Suit has the power to turn into an invincible Statue for 5 seconds. But it’s not generally know that this power can be used offensively against enemies like the Lava Lotus. Statue Mario can even fit through small gaps!
ce the ghost to life.
pipe at point Diddly is here.
Lakitu will plop Spiny Eggs into the ocean, swim as hard as you can to avoid them. The Frog Suit gives you an advantage.
Kick the Green Gargantua Koopa Troopa’s shell into the ? Block to reveal a power-up.
clearing, you’ll you’ll be be When you reach the clearing, Eggs from from above, above, move move showered with Spiny Eggs quickly to the pipe that leads leads to to the the end end of of the the stage.
guided and and won’t won’t give give Missile Bills are guided you down, down, but but you you only only up until they’ve hunted you disarm them. them. have to stomp on them to disarm
top of of aa Bullet Bullet Bill Bill to to While standing on a cannon below, jump on top Climb itit and and enter enter bump the ? Block to make a vine grow into the sky. Climb When you. you. To To exit exit hit hit the the the pipe to to a secret are with the Tanooki Suit. When entered. Switch Block and leave the room the same way you entered. Volume SG1/NP13
Stand and and wait wait Stand until the Piranha Plant until the Piranha Plant goes down down before before goes you jump jump you
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36 Step through Magic Doors to enter alternate dimensions big and small. Here’s a stage where you can change the size of giant enemies. Where you begin, crush the blocks to reveal a 1-Up. On the small side, you’ll find a Starman
This is the second door that, when you pass through, it changes the size of the enemies, and also reset the items.
FORTRESS Don’t dawdle on a Donut Lift, or you’ll be in for a very hot bath. A Switch Block will reveal the way to a Hidden Quarter of the Fortress which gives you a chance to gain some extra coins and, of course, 1-Ups
Defeat Dry Bones first! You’ll have to act fast. Stomp Dry Bones, collect the item, and leave. Use the B button button dash here. When the coast is clear, hold down B button and run and jump to the upper platform.
When you hit the Switch Block the door to the Hidden Quarter will be framed by silver coins. press Up dpad to enter the secret area. it gives you a chance for four extra lives and some coins.
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Get in position just to the right of the center floating block to take on BOOMBOOM. Use platforms to jump from above and hit him with three quick smacks on the head.
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WORLD 4
On both sides, fly to the clouds to collect On both sides, fly to the clouds to collect some coins. Only on the regular side, however, some coins. Only on the regular side, however, you will find a 1-Up. you will find a 1-Up.
Jump to reveal Jump to reveal hidden blocks you’ll hidden blocks you’ll be rewarded with a be rewarded with a 1-Up. 1-Up.
Enter a Magic Enter a Magic Door to reset all of Door to reset all of the blocks in the the blocks in the stage. You can colstage. You can collect extra coins, but lect extra coins, but 1-Ups, they won’t be 1-Ups, they won’t be there again. there again.
More bonus More bonus coins! Fly up to the coins! Fly up to the upper left corner of upper left corner of this room and you’ll this room and you’ll end up in an area with end up in an area with coins. coins.
Use Hidden Use Hidden Blocks to make Blocks to make your way to the your way to the 1-Up.You’ll have 1-Up.You’ll have to jump up off the to jump up off the screen to reach this screen to reach this 1-Up. 1-Up.
WORLD OF GIANTS
Arrow Lifts: Arrow Lifts: These lifts will move These lifts will move in the direction the in the direction the arrow is pointing arrow is pointing and will disappear and will disappear if you hit your head if you hit your head on something while on something while standing on them. All standing on them. All Directional Lifts will Directional Lifts will fade. fade. Every time you Every time you jump while riding on jump while riding on this lift, it will change this lift, it will change direction. if you hit direction. if you hit your head on a wall your head on a wall while you’re standing while you’re standing on it, the lift will disapon it, the lift will disappear. pear.
Go up through Go up through the maze of pipes. the maze of pipes. Carefully observe Carefully observe the way these pipes the way these pipes function. function.
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AIRSHIP
WORLD 4 It’ll take quick wits and iron nerves to traverse Iggy Koopa’s enormous rocket-powered airship. Iggy’s ship has no cannons or Bullet Bills.
WORLD OF GIANTS
The upper path is safer than the lower. Jump repeatedly to move the Bolt Lift across the pit lined with Rocket Engines
If you to take the lower route, wait until these thrusters fire before you jump over them.
It’s tough to get the power-up if you take the lower path of the Airship. Rocky Wrench will attack you when you collect the power-up in the ? Block. If you’re small, make sure the Super Mushroom falls to the right. Avoid flames here by kneeling on the step. The two upper rockets are hard to get through.
Grab the power-up sealed in a ? Block. This is the only airship with two power-ups.
Iggy Koopa’s wand isn’t as dangerous as his sister Wendy’s, but he fires it rapidly and the uneven terrain can make dodgingv difficult. Quickly jump on Iggy before he can shoot at you. Jump to avoid the rings from Iggy’s wand. Be sure to stay mobile and attack quickly, and don’t allow him to corner you. Three strikes to the head will finish the job.
MAP AND KEY Life couldn’t be much better. You’ve liberated Sea Side, explored the seafloor and enjoyed a sleek swim in the Frog Suit. However, Mario’s troubles are about to get bigger. Much bigger.
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