![]() General tips & exclusives for the levels. |
| First of
all, to
Super Jump is to squat until your character flashes, then jump. DO NOT,
turn or hit the Control Pad in any way, or you'll negate the charge.
To Warp,
carry a
Potion Vial to a Jar that you can't normally enter. In Sub-Space, you
can
go down the jar for a warp.
World 1:
1-2: If you get a Starman on top of the grassy outcrop with the Gray Shy Guy, get it as close to the door as you can. You'll be able to blaze through Birdo if you RUN! 1-3:
Get all the Cherries, but DON'T get the Chery near the Mushroom in the
first Sub-Space, unless you're POSITIVE that you can grab the Starman
and
the Mushroom swiftly.
World 2:
2-2: The Mushroom and 1-up are located in the first door in the level. Blast the walls with Bombs to open up a clear path. 2-3:
To enter the high door at the start of the level, hop on a Beezo, then
hop again. But first, jump to make them fly high enough for you to jump
from the Beezo to the ledge, but low enough to jump on them to begin
with.
World 3:
3-1:
If you think going up is tough, try going down. You'll land above a
door
leading to a MULTITUDE of grass clumps that will become precious Coins
in Sub-Space. Look for the potion in the 5th or 6th clump to the left
of
the jar at the end of this room. Remember, you can weed for Coins twice
in ONE LEVEL, so if you weed like crazy twic in World 3-1, then warp to
world 5, you'll get Coins when you do some Sub-Space gardening there as
well, and have a LOAD of Coins for the slots.
3-2:
Use Luigi or Princess to super jump over the wide gap underground, and
3-3:
The best shortcut is to carry Ninji from the bottom floor of the room
he's
in to the last ledge you can jump to. Put Ninji down and stand on his
head.
Now super jump to the ledge above. Other than that, just try not to get
burned or zapped or hit.
World 4: The Mario troupe crossed the desert, now they must break the ice. Flurries in this region strike hard, and by that I mean the quick moving enemy on ice skates. If you're quick, toss them! You can warp here from the jar at the end of the outdoor part of World 1-3. 4-1: The Mushroom sits to the left of the first potion vial, but the coinage is to the right. To get to the Rocket Ship, run out on the ice to the very edge, then hit Left. You'll fall as opposed to turning (this IS ice), but you'll land on the rock with the rocket. Oddly enough, there is no Birdo in the last screen, but lots of Autobombs and Flurries. 4-2:
To dodge the Beezos, just run, slide, and duck, and throw in a jump
when
necessary. If you want a Mushroom, make a risky grab for it on the tail
of the whale to the left. For coins, carry the potion to the right.
You'll
find the potion on the whale's back. CAUTION!!! Their spouts hurt, and
could knock you backwards. Again, go for a Starman close to the door on
the screen with the spikes and Autobomb. You'll be able to skate past
Birdo
if you're swift.
4-3:
Get a Potion Vial at the start, and carry it left for a Mushroom. To
kill
the Birdo here, hit him with either two eggs, or an egg and one of the
Vegetables. Pull up the other Vegetable for your last hit, but stand to
Birdo's right and jump on an egg before tossing the Veggie. DO NOT hit
any buttons until the egg carries you over to solid ground. To skip the
twin towers, have Princess or Luigi super jump over the gap between
them.
World 5: THIS was a strange, dark place, and NO ONE in Mario's group liked it. They could have warped here from World 3-1. 5-1:
Princess Toadstool is the best choice for tackling this level, as her
jumping
and floating skills prove vital for crossing the gaps, especially if
Trouter's
your lifeline. To get the second Mushroom, jump off the log, over the
wall,
and across the first gap. Go down the second gap to get to the
5-2:
There's a Potion Vial down a jar, but to get it, you must blast the
floor.
Since you can't use it in the jar, carry it outside, and toss it on the
ground to the right of the jar. The Mushroom will be on lower ground.
World 6: Another desert, but most of the sand is fast. 6-1:
In the first jar, there's a Potion Vial. Carry it outside, and toss it
on stable ground. The Mushroom will fall into the qucksind, so grab it
fast!
World 7: Wart's place, and it's HARD. Have fun, and GOOD LUCK! 7-1: No real tricks, other than to find a Mushroom on the ledge near the center of the screen with the Albatosses, or to pile up Mushroom Blocks in the clouds and super jump up. To ease your pain, try to get a Stopwatch in Albatossville, or a Starman after you get the Rocket. To get that, ride an Albatoss to the left, and jump over the high poles. 7-2: OK, this is so complicated, I made it a sort of a walkthrough. First, go as far right as you can, and go up the chains and through the Sparks. When you get to a fork in the road, go up the chain on the left, and out the door. Below are 2 Tweeters and a Panser. in the room below, get a Mushroom, but don't toss the Potion Vial in front of the main door, or you'll end up outside and have to enter again. Go back out after you have three HP, and get back to the main hall where you first began climbing up. Now, go down the chain under the conveyor belts. The next rooms are in a sequential order, so I've numbered them. Note that if the screen scrolls with you instead of switching to another screen, you're not in a different room. Room #1: Stay near the center as you pull the Mushroom Blocks out from under you. That way, you won't end up falling on the wrong side of the ledge if a wall separates the ledge into two sides. There are Cherries on these ledges, and you'll need them. Room #2: You should be invincible now, so crash through the Sparks as you go right. Room 2a: The door in Room 2 leads to a Potion Vial and Sub-Space. Grab a Mushroom here to increase your life meter to 4. Room #3: You'll climb some chains, with Sparks and Cherries on the sides. Since your invincibility would wear off before you reached Room #4, don't bother collecting. Room #4: Conveyor belts, Sparks, Shyguys, and Snifits serve to make this vertical room into a test of your jumping skills. Toss whatever you can lift into something else. Room #5: Birdo waits here, and ther'es a conveyor belt and a low ceiling. Run off the chain so you're on the ground below the conveyor belt, and run under Birdo to avoid a tough fight. Room #6: If you took the path to the right (see paragraph above for first Mushroom), you'd end up to the far left of this spot, and above it at that. Room #7: Birdo holds a Key here. Beat him, and take it, then go back to Room #6. Room #8: Use the Key to get here, grab the Crystal, and fight Hawkmouth. Go inside after three hits. Room#
9:
Wart's chamber. Gulp...
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