Please note that this guide is not
written as a level to level walk through. Since the game is easy anyway
you don't actually need one. This will just give basic hints and
how to beat the bosses in each world. I will have to thank John R.
Jones II for the level by level information. All the other
info is from in the Super Game Boy Players Guide.
Mario arrived at Birabuto Kingdom he couldn't believe it! Sand, sand,
and more sand --- as far as the eye could see. "Ah," thought Mario
too himself, "it must be a great desert." As Mario began to explore,
he also found palm tress and pyramids. Now he was certain that he
was in a land similar to Egypt. But there were the oddest creatures
waiting for him, such as the bizarre Bunbun flies armed with spears.
See the coins at the top of the screen? A hidden
lift block against the left wall at the beginning of this level
will take you there. The pipe after this ceiling section will take you
into a coin room.
You'll have to shrink down in order to reach the coin stash in the mid-point
pyramid, but you can power up while inside, and break out. A Flower
waits in blocks ahead.
At the entrance to the pyramid(1-3), Mario
can find a hidden lift if he hits an invisible block from below.
If Mario wants to continue his journey, he's got to shower Totomesu
with fireballs. He can also hop over his arch rival and flip the
lever, which will send Totomesu sinking.
the first world, Mario found himself completely surrounded by hot desert
sand. But in World 2, it's nothing but water, water, and more water!
Mario has to be ready for some strange encounters. Awaiting him is
a horde of sea creatures the likes of which he's never seen in his heroic
video game life. But, as we all know, Mario is always up for a new
Honen fish may be
ballproof, but they're not invincible. Just jump on the top of them
as they rise up, and you'll have no trouble.
Starman can't bouce
in this game, so catch him before he goes offscreen.
You'll also have
to stomp Yurarin Boo, so don't waste time firing.
A 10 coin block
waits on a ledge by a coin room pipe. Get the coins, go in, and come
out. You'll be able to catch the coins again.
Speaking of that
coin room, the hidden block is against the right wall. This is the only
way out of the room and to the coins.
And as for the first
coin room, don't break the lone brick under the upper coin stash.
You'll need it to actually reach the coins up there, as a superball won't
catch all of them.
If you want the
upper goal, don't linger on the dropping lifts
The coin rooms from 2-1 are back, but
with some changes. In #1, the power-up is now a 10 (or 11, 12, or
13) coin block; in #2, it's gone from 20 to 18 coins, and the hidden block
is under the first gap on the left side.
If you only stomp Mekabon's
detached head, he'll grow another one. Two superballs will stop him.
Just after the first long gap,
an invisible floor leads to a coin filled area. Power down if you
want to reach it, as only a small plumber can get in there. If you're
fully charged, ignore it, as a star waits on the upper floor, and that
means you can blaze through your foes, and shave some seconds off your
trip, plus you can only power back up to Super Mario if you decide to power
down and go through the secret.
If you're lucky, you can do
a long and high jump from the last ? block to reach the sliding lift, and
the upper goal, otherwise, you'll have to jump up the dropping lifts.
If you miss the Torions when
they come at you, move ahead to make sure you can see them to dodge their
You can't escape Honen and Yurarin
Boo, even under the water.
In the first cluster of blocks
near the top of the screen, there's a Mushroon waiting. In the cluster
on the ground immediately after that, Starman sits inside.
After the first Gunion, shoot
away at the lower bricks to find a Mushroom.
Good luck trying to get all
of the coins that spell M-A-R-I-O.
Just after the "Mario Money",
shoot the lower bricks for a 1-up heart.
Somewhere in the final cluster
of bricks, sits a Mushroom.
Stay towards the bottom of the
screen, when fighting Dragonzamasu, and only move if you're shooting, or
if Tamao gets too close (or if the time's running out).
In world 2-3, Mario takes the plunge in a small but spunky mini-sub.
Batten down the hatches.
In the lower passage in world 2-2, a small Mario will find a
huge cache of coins. To collect them, Mario has to use a special
maneuver. Take a leap of faith and fall to the invisible floor then
run to the right to gather the coins.
This dragon must have had some hot peppers for lunch!
He won't stop spitting fireballs at poor Mario. Mario will be safest
at the very bottom of the screen. From there he can fire back.
dark and depressing Easton Kingdom is filled with underwater tombs and
rocks. One look at the inhabitants of this particular world will
bring back memories of Easer Island. Mario has is work cut out.
You're goin down
the drain! The 3rd pipe in this level leads to some coins best left
alone if you're small.
Try to start this
level powered up, and get some Superball power, and keep it. Not
only do you not need to worry about trying to stomp Tokotoko, but you can
only reach the coins down those pits with a superball.
Hold right and drop
down the narrow shaft after the coin traps. You can get the coins,
AND make it to the ground safely.
After the second
set of lifts, the 3rd pipe is in the air. Go down to score over 100
coins, plus a power up in the lower right brick, above the exit pipe.
Jump from Ganchan
to the lift to reach the dropping lifts and upper goal.
A hidden block at
the top of the first set of blocks will allow you to take the high road
through the earlier part of the stage and avoid enemies below. Jump up
straight from the edge of the rightmost ? block.
A power-up waits
in the second det of bricks. Try not to lose it.
In the third set
of bricks is a hidden lift block. It's directly over the center brick,
so you'll need to be large to get to it.
Ganchan riding gets
no easier. Look out for the pits at the end of the ride, and keep hopping
across the bridge of dropping lifts to get to the upper goal.
It takes perfect
timing to get into the 3rd pipe in the stage, but it's worth it for 100+
coins and a power-up. Collect another power-up above one of the narrow
poles that make up the nearby bridge.
If you're already
powered up, just do the B Button Boogie and dash across the narrow gaps
near the 3rd pipe.
Don't waste your
time studying the the pattern of the moving lifts in the ledge maze. Just
jump when the time comes and worry about the next lift when you get there.
on-screen enough, and you can angle your superball shots from the top of
the stairs directly into him, while dodging the Ganchans. 10 hits will
Riding on Ganchan
Mario can use the Ganchans to ride over obstacles. Jump
onto the Ganchan's back and ride over to the right side of the screen .
But be careful! Always keep your eyes open and be ready to jump.
Hiyohoi A frightening combination of furious rage and evil cunning
the stone monster Hiyohoi will annihilate all intruders with a spray of
rocks. Mario has to watch out so he doesn't get pounded on the head
with one of these stones. Hiyohoi can't be defeated but Mario can
use the rocks as stepping stones to jump over Hiyohoi and reach the end
of the stage.
the Chai Kingdom, Mario goes up against the curious flower, PomPom, the
man-eating plant, Pakkun, Nyolin the snake, Biokinton the cloud, and other
creepy creatures. Luckily, Mario finds his special jet-fighter in
World 4-3, which makes things a little easier. But even with his
plane, Mario will have a tough time with the head honcho, Tatanga.
Naturally, he doesn't want to give up the kidnapped Princess Daisy.
But Mario won't take no for an answer!
Hold right as you
enter the pipe to your left when you start the stage, or you'll miss the
From the top of
the first set of pipe stairs, leap high and to the right. If you hit the
leftmost brick, Starman will pop out.
In the area full
of upside-down pipes, ignore all bricks in the setups there except for
the rightmost ones. Two 10-coin blocks and a power-up await.
Do the B Button
Boogie at the end to get the upper goal.
Make sure you've
got Superball power, and that you hold left as you enter pipe #2 in this
level. Without both, you can forfeit most of the coins, or at least the
As Super Mario,
break down the bricks after Nyololin, and you'll find a load of coins and
a power-up. There are two sets to break into.
as anyone would. Stay on the center block until it's safe to move.
In the first ? block
in Discville is a Starman, there's a pwer-up in #2
Do the B Button
Boogie to dash over the gaps near the end, but beware of the Reverse Pakkun
Plant. Hop up the dropping lifts, and dash again to reach the upper goal.
The very first brick
has a Mushroom inside.
A brick by the top
of the screen midway through the stage has a Starman, another nearby brick
has a Mushroom.
After all the Rocketons
and Chikakos, there is a lone brick with a Mushroom. Stay to the
left in the next area to easily handle the walls, Rocketons, Chickens,
Those fists near
the end WILL hurt if you touch them, so don't do it.
at Bionkinton (Even while dodging as he moves left towards you), and you'll
give him the 20 missile dosage in no time. Shoot the Chickens, as well.
It takes 20 or 30 shots to send Tatanga packing, so dodge and destroy!
Sky Pop In
World 4-3, Mario gets to travel in style in his own personal airplane,
Mario always thought clouds were soft, puffy helpless things,
until he met Biokinton! Avoid his shots and fire a few in return
to make your day a little brighter.
There he is:
Tatanga! Only great skill and dedication
can help Mario defeat Tatanga! And, of course, the thought of Mario's
poor Princess Daisy gives him an extra boost of super-plumber power.
finished the game keep going and you'll reach the levels a second time.
The difference is they're much harder this time around!
If you make
it though the second adventure, you can continue play on any level you