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Guide: Super Mario World

By Gage

A Guide to Super Mario World

 

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            COPYRIGHT

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            This guide for Super Mario World was written by me, Gage LaMay, and is free for use as a resource. If used, give credit to me and the video game to which this is based on.

 

 

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      A BRIEF BACKGROUND TO SUPER MARIO

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            Before Mario

    In 1981, Shigeru Miyamoto came up with a video game, Donkey Kong. In the 80's, DK was very different from the Donkey Kong Country series for the Super Nintendo. It was seen that Donkey Kong was an enemy of "Jumper Man" who later would become Mario! Donkey Kong set the stage for the Super Mario Bros.

 

           The Age of the Mario Bros

  During the mid-late 80s, a new gaming system surfaced which would revolutionize the game industry for the best. Nintendo Entertainment System (NES) was released and was very popular. Of course, what an opportunity for Mario to surface! The first game having to do with Mario was of course the "Super Mario Bros" (1983) Release dates are as follows:

·        Super Mario Bros 2 – 1988

 

·        Super Mario Bros 3 – 1990

 

 

           Super Mario World

  Yes, Super Mario World! This game is a favorite of mine, some background information:

 

 Release Date – August 1991

 

 Characters – Mario, Koopa Kids, and Bowser (King Koopa) and playing a minor role, Princess Peach.

 

*Note: Mario Bros 2 and 3 are featured in the SNES game "Super Mario All-stars" (8/1993) Now, on to the guide!

 

 

 

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       STORY

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            After the events of SMB3, Mario and Luigi decided to kick back and catch up on much needed relaxation. Luigi and Mario decided to take a vacation in Dinosaur Island. Here we go again, Princess Toadstool is missing! They search in the woods and find Yoshi who tags along. Now, Mario and Luigi must find the princess and rescue Yoshi's friends who have been trapped in eggs by Bowser and his minions.

 

 

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 GETTING TO KNOW THE CHARACTERS Not in Alphabetical Order. – Sorry!

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Bowser – Leader of the Koopa Troopas, and Father/commander of the Koopa  

                Kids

 

            Mario – The hero of the Mushroom Kingdom (Cartoon.) In the game, Mario    works with Yoshi trying to restore peace to Yoshi's home and re-capturing Yoshi's friends from the clutches of Bowser's army.

 

            Koopa Kids – These "little rascals" have been around since Super Mario Bros 2 and 3. In SMW, the Koopa Kids appear as bosses in castles in each section of the map. Names consist of, Lemmy, Iggy, Roy, Wendy, Larry, Morton, and Ludwig.

 

            Yoshi – Works with Mario to help save his friends who are trapped in their eggs and need freedom!

 

            Kamek – This may surprise you! Kamek was Bowser's "Father" during childhood. But, Kamek now works with Bowser under his order and works against Mario. His deadly magic wand will be sure to knock you off you're feet.

 

            Koopa Turtles—Small turtles which are annoying and try to kill you. I'll warn you of the Koopa Turtles without their shells.

 

Minor Characters You Will be facing

 

       Koopa- (Refer to Koopa Turtles) Note: When you jump on them, the Koopas come out of their shell which allows you to use the shell as a weapon.

 

            Super Koopas – These Koopas do not have their shells, so you presume them to be harmless right? Wrong, these Koopas use their Magic Capes which allow them to fly. Note: If a Koopa has a red cape that flashes Red then you are allowed to pick the cape up after you defeat the Koopa.

 

            Piranha Plant – Throughout the game, these vicious plants will appear. Usually popping out of pipes. Be careful when you try to travel down one seens they might just jump right out and damage you.

 

            Monty Mole – Mole which jumps out of the ground. In the Vanilla Dome area there will be even bigger moles. Note: You can jump on top of the bigger moles and hitch a ride in tight spots.

 

            Big Boo and His Friends – Ghosts which appears in the haunted Mansions. I do not see a problem with these enemies. When you look at them, they will stop coming forward and when you turn away, they come floating at you. Use your brains and you'll be able to escape them.

 

            Eeries- Dinosaur type ghosts.

 

            Rip Van Fish – When you see a fat fish taking a nap, its Rip Van! But be quite and don't wake him because if you do, he'll come after you!

 

            Urchin – Don't worry about him. Hes the fish with the spikes coming out from all sides.

 

            Dolphin- (Not an enemy) These dolphins are here to aid Mario in crossing waters. Good incase there are bad fishies down there swimming ; )

           

           

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  BASIC GAME FUNCTIONS – CONTROLS

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OK you know most of the characters you will be facing, and a couple who you will be playing, correct? Good, heres how to control your action and to guarantee success in SMW:

 

 

 

 

 

 


           

 

 

 

***All functions for Y are the same as the X button***

 

 

 

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        ITEMS GUIDE          

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            These items are necessary in game play. If you want to extend your life, get great points, and or squeeze into tight places, then you better read this! *Please read on, I've added some important material to this guide, thanks.*

 

            STAR: When you see a star then you best get it. This star will guarantee Mario invincibility. No enemy can damage you in anyway, be you sure can!

 

            3-Up Moon – Gives Mario three extra lives.

 

            Jumping Board – If you're timing is correct then you will do a high jump! Great for getting out of "low" spots.

 

            Wings – These are commonly known as Yoshi's Wings. When Mario is riding Yoshi, you can fly with these wings. Pretty Cool!

 

            Jump Block – This block has a music note in the center and when you jump on it you will bounce. Sometimes this action is hard to control.

 

            Switch Box (P Switch) – These switches are in secret areas. If you press this button than blocks turn into coins.

 

            Message Block – This block holds what looks to be a basketball (just the design), anyway when you hit this block it will give you tips and current advice to help you.

 

            Egg – Green dots on a white egg. This egg holds a baby Yoshi! When you come across one of these and you already have Yoshi, a "free man" or extra life will result.

 

            Berries – Yoshi's food. When eating enough, Yoshi will give you an extra life. Commonly found on the green bushes.

 

            P Balloon – Mario sucks in all the air and is turned into and a floating air balloon *funny!* he floats up towards the sky. This is good incase you need something high up, perhaps a key?

 

            The Prize Block – There is a question mark on the block. And item is stored inside. Be sure to hit!

 

            Rotating Block – It's like two eyes in these blocks. Just rotates.

 

            Grabbing Block – Mario can grab these and throw them/push at his enemies.

           

            Mushroom – Makes Mario bigger and more powerful.

 

            Fireball Plant – When you see a green plant with a orange top, it is your Fireball power! Note: This plant does not float out of boxes like other items.

 

            Green Mushroom – 1-Up

           

Purple Mushroom – Don't bother with it, its poison

 

Keys – These keys are hidden in secret areas in a level (not all the levels.) When you see a key next to a keyhole than pick it up and run right into the hole. You will go to a secret are of the course.

 

 

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        AREAS – BEGINNING TO END

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AREA

 

1.      Yoshi's Island

2.      Donut Plains

3.      Vanilla Dome

4.      Cheese Bridge

5.      Cookie Mountain

6.      Forest of Illusion

7.      Chocolate Island

8.      Valley of Bowser

 
           

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Aside from me rambling on above, I gave you the basics to SMW. Now it's time for information on level's, areas, and secrets to levels to be out!

 

 

 

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          AREA 1

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                Here you are, sitting in front of you Super Nintendo, SMW is on the screen and you're anxious to begin play, yup thought so. This game allows you to play as Mario or if your friend is over, have him join in and play as Luigi. Just obviously remember to select the "Two Player Game" option.

 

Yoshi's Island

 

 BEGINNING: As the game play appears, you have the choice to go to stage 1 (left) or stage 2 (right). Pick stage one, if you want the yellow dotted squares to turn into real boxes increasing you're chance for survival.

 

EXAMPLE DIAGRAM:

 

 

 

!

 
 BEFORE Hard to see outline               AFTER

 

 

 

 

 

 

 

 

 

 

 

Level 1: As you begin this level you will notice a Koopa without a shell (no problem) as you make you're way through the level you will come upon three slanted pieces of ground get through them and then, making sure there are no enemies in you're way, gain speed so you can get a mushroom and grow tall. Note: The Mushroom will come from behind a bush. For the most part you are now set to make you're way to the purple pipe which has two boxes on top, blocking entrance. Use Mario's spin jump to break them and go down the pipe. Gather up the six coins and exit. You will then be shot out of a pipe and into a half-way mark. Be careful of the Bullet Bills flying your way (You can jump on top of them and they will be defeated) the main enemy in this stage is Rex.

 

Yellow Switch Palace: After finishing level one, Mario moves upward to the Yellow Switch Palace. When you enter, there will be a P switch which turns the whole room into coins! Pick up as many as you can; time is limited. After the coins disappear you will go into another room where you will find a big Yellow switch which turns all the blank yellow boxes (top left) into items boxes (top right).

 

Level 2: Here you are the stage with Yoshi! You'll notice automatically that there are the bushes that have the red berries in them. Once you push an empty Koopa shell at the approaching Koopas you should notice a set of three boxes, the left and right are rotating boxes while the middle holds a 1-Up Mushroom. Next time you'll run into boxes you will see a set of two. Joy oh joy! Hit the right one and out comes Yoshi. Ride him until you see the three set boxes again. The middle one contains a 1-Up, but in a event that you lose you're first Yoshi, you will get him back if you hit the middle box of the three set. Now you'll run into two Monty Moles! Theres something more that you need to know. You should notice two boxes at the top of the ground (ground meaning platform to which you stand on. Taller ones) and it contains a green vine. Climb it and you'll be able to walk along the row of clouds and get extra coins. Moving onward you will come to a purple pipe which takes you underground, pick up the purple boxes and throw them at the above floating mystery boxes. (Claim your free man.) Towards the end of the stage you will face about 2 Charging Chucks.

            Notes on Level Two:

·        Yoshi must eat a total of nine berries in order to produce a free man.

·        Enemies: Koopas, Monty Mole, and Chargin' Chucks

·        At the end of level 2 you will notice a P switch surrounded by rotating boxes (not rotating until you hit them) so indeed hit the bottom blocks and jump on the P switch then you will notice the row of coins turn into blocks, climb them and jump into you're end mark. The higher you score the better!

 

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Level 3: Climb the tower of land: P When you reach the top you will have to jump on platforms that are still until you land on them. Once you land one em' they will fall to the right, make sure you are paying attention and jump on to the next. Beware of the Koopas with wings, if you have Yoshi I suggest you eat them and spit em' right back out. Nothing much in this level that you need to be aware of. Mostly common sense.

 

Level 4: Finally a water level. You'll notice pieces of land you can jump on to gain points. The first purple pipe you see is transportable. Nothing really good in the pipe aside from beating two Pokey enemies. Make you're way to the end of the stage

 

Castle 1: You're first castle belongs to Iggy Koopa. Pretty easy level but first off you must jump and press up on the directional pad to climb across the netted wall separating you from the other side. You can punch opposing Koopas on the other side by pressing the Y button. In part II of the castle you'll have to watch out because I don't know what they are but it drops from the ceiling and pounds on the ground. Just don't be under it when that happens. Now the red doors open and you must face Iggy Koopa. You both will be on a platform that brings on side up and the other down. Jump on Iggy and make him go lower on the lowest side. Then you've done it! One to a different area.

 

Donut Plains

 

Level 1: Enemy activity picks up. In the first level you are exposed to the Super Koopas. As you move further throughout the level Super Koopas sworm in from the sky and fly straight towards you. Note: Remember to get the cape from the flashing Koopas. There are two secret pipes in this stage. I forgot where the first one goes but the second takes you to another outside area where there are coins galore! Pick up the feather and fly picking up as many coins as possible.

 

            Notes on Level 1 – Secrets and Enemy Attacks

·        Chargin' Chuck now throws baseballs

·        Koopas now fly and are more dangerous when theres more than 2 or three

·        Side Note: After you beat Level 1 of Area II, you will be brought to a bonus stage. Try to match the squares moving inside to the picture inside for free lives.

·        There is a keyhole towards the end of the stage. When you approach a series of green blank squares going up, gain speed before you see that and fly ABOVE the green pipe and you will see the keyhole.

 

Secret 1: Only active AFTER you have used the key in level one, Donut Plains. In this secret level, you control Mario underwater. The first pipe you encounter will lead you to a cave setting and you can use a P balloon. Getting a free man is possible. Back to the level you will find a P switch, take it, and go to a row of solid blocks and get the Key (only block that is not colorless.) When this key is active, you will go to the Secret Haunted Mansion.

 

Notes on Secret Level 1 – Enemies

·        The enemies you will combat are fishes, sound harmless? Not really. Enemies include: Rip Van Fish, and smaller fishes.

·        Suggestion: Use the Fireball power to shoot the fish and make you life a little bit easier.

    

      Secret House 1: This level is a haunted mansion. The major offensive the boo's will launch is them going around in circles. Wait until there is an opening and get out. Next, go to the end of part II, get the P switch jump on it and then gain access to the blue door which leads to you're exit.

 

  Notes on Secret House 1 – Enemies

·        You will face boo and Big Boo. In the second part of the level you will see two Eeries.

·        Side Note: You should now save you're progress.

 

     Level 2: Mario is now in a cave! Mario will now face Buzzle Beetles and bats as he combats the evils of the Koopas and their master. I have a strong feeling that there is a secret in level 2 but I have yet to find the green switch, sorry. But, the second green pipe you see from the ceiling is also transportable which brings you to the end of the stage. You can always finish the original way if you want ;).

 

Finding the Green Switch Palace: I actually had a bit of trouble finding this before so I decided to go over to SMBhq and look up how to find this place so give credit for this part to them!

                Anyway, if I understood this right then the second level of Donut Plains holds this key to the Green Switch Palace. Instructions are as follows: When you arrive at the area when there are a lot of yellow moving rocks then you come to the 2nd Green Warp Pipe in the ceiling go up it. Then get the mushroom, get big, free the shell and throw it up at the last block in a diagonal row then a vine should surface. It's pretty self-explanatory from there.

 

 

 

 

Level 3: Yet another haunted mansion. The boos will be above you and some will swarm down. Go to part II get the P switch in the yellow box pound it and walk through the blue door. Then hit the same box and a vine will sprout leading you to the exit door.

Notes – Level 3

·        Enemies: Boos buddies

 

Level 4: Your next task is to jump from platform to platform (rotating in circles) and be carefully of the black fuzzy character trying to stop you. There is a green block in this level but like I said, haven't found the switch. You have to ride platforms on the black lines which are the tracks of course (Make sure to hit the "ON" button to "OFF" so you can continue on the track. Keep it going then you should come to a yellow pipe. This leads to a bonus area. After that is done jump and conquer a couple more platforms and you're done!

 

Level 5: Yet another laid back level. In this level, new enemies surface. Becarefull even the pipes want to do you in! They grow tall then to small. Go down the pipe next to a cannon type green pipe coming out of the ground slanted and it will shoot you all the way over to a half-way mark. Grab Yoshi and then you can get a random item *Go for the star!* Next you'll have to knock the flying Hammer Brother off his platform and make it over to the end of the stage.

 

Notes – Level Enemy Guide

·        Super Koopa – Charges up his shell and attacks you

·        Goomba – Brown little creature who just walks around

·        Flying Goomba – Jumpy Goomba

·        Hammer Bro. Has wings and throws hammers while flying in air

 

Castle 2: This castle here belongs to Morton Koopa. Mainly you have to be on alert. Reason will be included in the "Notes" part after this. Just a quick game view. After part I you will make you're way to Morton by climbing/jumping on stone platforms coming from the walls. When you reach Morton two rods will come down sealing you to fight Morton. Morton's attack is walking on the walls and dropping down trying to hit you from the ceiling. Two hits on Morton should do it.

 

Notes – Morton Koopa's Castle

·        Dry Bones – Dinosaur Skeleton. He must be whipped with the magic cape in order to be defeated.

·        Thwomp – A large stone which drops, and moves all over.

 

Vanilla Dome

 

 Level 1: Theres nothing really informal about this level other than that there is a vine that sprouts and allows you to climb to higher elevations for some purpose. You all know why I don't know.

 

Notes – Enemy Guide- Vanilla Dome 1

·        Buzzle Beetle – Beetle with a blue colored shell

·        Spike Top – A red shelled beetle witch a spike on top of his shell making it impossible to kill him without the Magic Cape

 

Level 2: Control Mario as he makes his way through the Vanilla Dome in a watery level. Fiddle around with this level a little there is a key! Progress throughout the level and when you notice one block just sitting there attached to a wall on your left, jump on it and when you reach the top go left. You should notice a P switch use that and go down the first hole from the left (not the vine one.)

 

Notes – Enemy Guide- Vanilla Dome 2

·        Chargin' Chuck

·        Buzzle Beetles

·        Small fishes

·        Side Note: The Keyhole leads to the Red Switch Palace!

 

Red Switch Palace: When you first arrive you will notice Koopas being separated by sold blocks you should also notice a P switch. My suggestion is for you to go to the end of part I then press the switch. Shooting a Koopa shell at the whole line of them. Make you're way into the switch room and make the Red boxes functional!

 

Level 3: Haunted Mansion. Jump in the middle of the two Eeries and make you're way through the boos circling a platform. Next there is Big Boo. Remember to not turn you're back to him or he will attack. There is a vine block on the bottom row mid right. You may climb that if you don't want to go through enemies. In part II of this level the enemy is a green bubble that moves around you and follows you. Sometimes they will cause you to think fast. Towards the end of the stage you will see three blocks together, hit the middle one and a P switch will appear. Carry it to the end of the area and a blue door will appear to take you to the exit.

 

Notes – Enemies and Side Notes

·        Eeries – Dinosaur type ghosts; small but move quickly

·        Boo – Group of boos circling a platform. Wait until an opening and progress forward.

·        Big Boo – Biggest Boo.

·        When you are carrying the P switch remember to gather all the coins which make up an outline of a door. If not, then you have no way inside.

 

 

 

 

Level 4: Catch a ride on a row of skulls which brings you across a river of Lava. Beware of Blarggs coming for you. There is a secret Yellow pipe which brings you to an iced area. No importance in my case.

 

Notes – Enemy Guide – Level 4

·        Blargg – Fire dragon which lives in lava

·        Buzzle Beetle

·        Koopa

·        Chargin' Chuck

  • Surprise plants in pipes

 

 

 

Level 5: This level is a type of "war zone" as I like to call it. There are no secrets in this level but the enemy attacks can get fast. Be prepared for launching small Bullet Bills, Koopas, and Piranha Plants coming from pipes. Towards the end you will notice Bullet Bills coming from all sides at once!

 

Castle 3: Lemmy's castle. In the beginning you appear on a row of blocks and Kamek is firing his magic at you, destroying blocks and turning them into Koopa's. You'll be fine. Find a P switch and get a free man. The next area will be somewhat tricky. Enemies include Dry Bones and beware of the shooting fire balls coming from the lava below. The battle with Lemmy is thus: There are six pipes, three turtles, two false, will pop out. Be sure to hit Lemmy. Side Note: There is a fire ball which bounces off each wall. Hit Lemmy three times and send him plummeting to the fire below!

 

Cheese Bridge

 

Level 1: Get ready to ride small platforms and try avoiding the Chainsaws. Yay, theres a secret pipe which leads you to a level and it is required that Mario makes his way across platforms; no enemies what so ever.

 

Cookie Mt.: Just note that there are a butt load of Monty Moles other than that it's like any other normal level.

 

Castle 4: Ludwig Koopa's castle. Welcome to a maze of trouble for Mario as he makes his way through a narrow maze which consists of mummy spiked beetles and a spiked ball hooked on a chain. In area II the ceiling comes down you must hit the first OFF button and then run as fast as you can.

 

Notes – Ludwig Koopa's Castle – Ludwig's Attack Patterns

 

·        Ludwig shoots fire from his mouth and when you hit him (jumping on his head) he will tuck in his shell and go after you in a sliding way. After that he will fire continuously.

·        Hit him three times and you'll send him right out of Dinosaur Land!

 

Forest of Illusion

 

Level 1: Get the key! The keyhole is not very hard to miss. Use the balloon to make Mario float over to the piece of land where the key and keyhole lay. This keyhole brings you to the Forest's Ghost House.

 

Ghost House: Starting out in a narrow maze type ordeal you will have to escape Big boo and some Eeries. Finding the secret exit:

·        Exit the first area of the level

·        Progress you're way through area two

·        Take the P switch and go the right side of the board which separates left from right.

·        Pound the switch and then a blue door will appear

 

This blue door will take you outside the area where you started and then go to the door which brings you outside.

 

Level 2: Underwater level. Keyhole allows a middle trail from level 2 to level 4.

 

Level 3: You're in a dark forest where ba-bombs are ready to blow you to smithereens. The keyhole is in the second to last pipe. Be sure to have a big Mario so you can break the blocks on top of the key and hole.

 

What the keyhole allows: Allows you to move out of the Forest of Illusion and to Roy Koopa's castle (#5)

 

Level 4: This level also holds a keyhole. Go to where you see two stones and a purple pipe in midair. Go down the pipe and the keyhole and key should be there. There are Lakitus in this level as well.

 

Where does this keyhole lead to: This keyhole leads to a bonus area.

 

Star Road

Note: After using the keyhole in level 4 of the Forest of Illusions, you will be brought to a bonus area. After beating that you will then go to the Forest Fortress. After beating the fortress you will then be brought to Star Road. Remember to beat Roy Koopa once you complete Star Road.

 

Star Road 1:

            Goal: Find the key

            Key's Location: When you notice pipes on a stone platform, the key is under that. Make sure Mario has the cape, and basically slow down the falling process and move towards the red block line. Then do a whip which brings out the key.

 

Star Road 2:

            Goal: Find the key

            Key's Location: Make sure you have found the green and blue switches first of all. Next, when you notice the P switch and a ? block, stomp the P switch and run across the blocks as they continuously move. Now you can fly up and you'll notice a row of blocks then the colored blocks. Follow them and you'll have you're key.

 

Star Road 3:

            Goal: Find the key

            Key's Location: Yeah this must have been the easiest Star Road level! You'll begin on a bunch of purple blocks (that you can throw) and when you pick one up, throw it and try to hit the Lakitu at the top. When you hit him, climb the staircase of blocks, jump in the clouds, and move up to the key.

 

Star Road 4:

            Goal: Find the key

            Key's Location: Find the grey blocks which are suspended above some ! blocks. Finding the Green and Red switches may help. You know what to do.

 

Star Road 5:

            Goal: Find the key

            Key's Location: Progress throughout the level and when you find a P switch and a ? Block. Hit the P switch then hit the ? block making the bridge to appear. Here you will go right. What I do is make Mario fly off the bridge and make him land on the sky platform which leads you to the key.

 

Congratulations on connecting all the stars!

       Dunno about you but I sure wanna play on a kick Bowser's a**! Do you?

Castle 5: Roy Koopa's Castle. Follow the constantly moving platform of solid blocks but do not fall into the fire I may add. When battling Roy, he will walk up walls and fall down on you. The walls move in closer every time. Jump on Roy three times to beat.

 

Chocolate Island Forgive me if I left anything out. Please contact me if this is the case! Because I know there are secrets to this Island but never found them.

 

Level 1: All there is to do in this level is rack up points and survive. No secrets.

 

Notes – Level enemy guide

·        Mini Rhino – Rhino: Tiny Rhino which breaths fire

·        Dino Rhino – Larger version of Mini Rhino; doesn't breath fire. Slow moving

 

 Choco Ghost House. Beware of the Eeries which try to jam you in uncomfortable spots! Also, the Fishing Boo can be annoying. Play your cards right and you'll be fine. In the second area there will be Eeries flying by in groups or some forcing you to jump through the middle of them. The floor will continually move which doesn't help matters. When you arrive at the Boos they will be in block form but when you turn away they transform into their original form. When you notice a door on the platform above you, find boos and make them follow you to that point. When the time is right look back, make them transform, then use them as stairs.

 

Notes – Enemy Descriptions

·        Fishing Boo – Similar to the Lakitu in the cloud. This Boo has a fishing pole with a blue flame hanging from it

·        Square Boos – Attempt to blend in with their environment. Grayish color

 

Level 2: As you walk among the chocolate covered land you will notice a few enemies ready to ruin your day. Sorry folks but yet again there are no secret in this level. So check under my "Notes" section for the most information. I can tell you that there are Koopas, Mini Rhinos, and Dino Rhinos for enemies.

 

Notes – Level Information

·        In the second area there will be a bunch of bubbles holding mushrooms. If you already are big this is an opportunity to gain serious points!

·        Third Area – Jump on the bouncy device which sits alone on a stone block and make your exit.

 

 Level 3: Ordinary jumping on the rotating platforms level. Although there is a couple secrets. One is to go up the purple pipe which leads to an area full with coins. Secondly when you get to the end of the level DO NOT go through the end mark. Go below and fly as far as you can. Then you will see another end mark, go there. Now you will be able to go to Chocolate Fortress.

 

Enemy Guide

·        Fuzzy – Creature who moves around the moving platforms. Actually he moves anywhere but for this particular level...

 

Chocolate Fortress: Make sure your timing is good. You will have to jump through pointed pieces of wood which come up from the ground or down from the ceiling. In the meantime you have to dodge fire coming at you. Second area deels with Thwomps. Dealing with the Rhinos is the same as before. Two Rhino's may fire at you so be alert.

 

Level 4: You're in a type of chocolate type cave. You need to jump on these moving pieces of land. This level is difficult to explain, just keep moving right. That's what I did.

 

Level 5: Nothing really to this level. Easy one for you. To get free lives, go into the yellow warp pipe.

 

Castle 6: Wendy Koopa's Castle. Timing is a very important issue here. You have to watch out and not be crushed by huge stone pointy objects from the ceiling dropping down (faster in area 2) topping that is watch carefully for the grinders which move at a fast pace. In area 2 you must jump on stone platforms but be warned that there are the "Hotheads" which circulate the platforms. Get through that and you're set. Facing Wendy is a snap. Basically there are three Koopas but two are fake and the other is Wendy. Hit her three times and she is out of you're hair.

 

Valley of Bowser

 

The Sunken Ship: This is known to be Bowser's ships from Super Mario Bros. 3. Anyway, make you're to the yellow warp pipe which brings you to an area of the ship full of Boos so keep you're eyes open! Once you reach the end of that you will then fall down a black room which is very easy. Grab the star at the beginning of this and be sure to hit all the Koopa's. When time runs out for the star keep moving which limits any damage done to you. You're finished after words!

 

Level 1: Another cave setting. This level is also hard to explain. Please understand. But, the ending of the level lies in the lower part. Watch out for Monty Moles and Charging Chucks.

 

Level 2: You will jump on yellow rocks which move up and down. That's basically the whole first part. Now the second part can get tricky. You will be standing on a huge yellow rock while it moves up and down ready to crush you with these separate pieces of rock in the open.

 

How do you stay alive? Well, you must find these holes in various rocks to stand in while the yellow rock is moving.

 

Once that's done you can go to the last area of the level which is very easy.

 

Valley Ghost House: It amazes me how short this level really is! Anyway, in the beginning there will be the green bubbles floating around that you have seen before. Open the end door and hit the P switch which turns every side into solid blocks which makes it easier for you to reach the other side. Go RIGHT! And run at top speed swallowing up all the coins you can get. When times runs out, open the door to the left of the blocked door. This should end the level.

 

Level 3: Ride the motion pieces of land which carry you across the "bottomless pit." Each one has a time limit which is marked in the middle. (4, 3, 2, and 1) Go in the bottom yellow warp pipe (two will appear) and it brings you to another free man room. Hit the three squares correct and you get a free man. The whole level is like riding these pieces of land. Towards the end of the level there will be some big Bullet Bills (slow moving ones). Nothing to be worried about.

 

Level 4: It's like another maze typed level but it's not bad! You have to jump on these platforms which lie in the lava. Watch out for Charging Chucks now, they shovel stones and drop them (slow moving.) Hit the block at the end which results in a vine growing and make sure to get Yoshi which is the first block you see. Make you're way to the end of the level where you'll see a key then the keyhole is on top. Release Yoshi's tongue to grab the key and you know how it goes from there.

 

Castle 7: Larry Koopa's castle. Walk along the bridge and be sure to follow its every move. In the process of doing this there are the spiky balls attached to the chain that circulate making things somewhat difficult. Beware for the Magikoopa in area 2. You will need to have him shoot his magic at the blocks that are blocking you're way to progress further. That's basically what the area is about. Facing Larry is easy. Again you battle on a tipsy platform which you must hit Larry to the direction that is the lowest and make him go into the lava.

 

Good going all. Now you can finally rescue Princess Toadstool in Bowser's Castle. Let's make our way to the Front Door please.

 

Bowser's Castle

 

Front Door: There are two floors to this castle and each floor contains four different levels of choice you must undergo. When you beat say, level 3 in floor 1 you will move up and be given four new areas. Once you beat floor two level now you must face Bowser!

Roof Top: Now you have reached the end of you're journey. You must now face King Koopa (Bowser.) Now you must do three things: One, beat Bowser and restore peace. Two, save the Princess. And three, stay alive! I have included information which is needed to know as you battle.

What Mario Needs to Do

 

-         When Bowser throws the two Mecha-Koopas out, pick them up and kick them in the air hoping they will land on Bowser's head.

 

-         Once Bowser is hit two times he will vanish for about 30 seconds. When he comes back, Princess Toadstool will throw out a Mushroom to help you!

 

Just keep dodging Bowser's attacks and keep throwing up the Mecha-Koopas and him. He needs to be hit 6 times in all.

GOOD LUCK!

 

Bowser's Attack Patterns

 

 

-         Bowser will throw out of his clown machine Mecha-Koopas.

 

-         Next Bowser will hover in the air and turn upside down and drop slow moving metallic balls.

 

-         Angry Bowser will continuously bounce on the ground wanting to hit you. Once you dodge him enough, he will throw out two more Mecha-Koopas.

 

 
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


Once you beat Bowser, Princess Toadstool will come down from the clown craft and will give Mario a kiss. Then fireworks will appear in the background. Next you will see Mario, Yoshi, the Princess, and the rescued eggs walk along the screen which displays the credits. Finally they meet up at Yoshi's house where all the Yoshi's are partying and the eggs finally hatch.

 

Well everyone I hope my guide helped you! And thanks for reading : )

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