GBA | Super Mario Advance 4: Super Mario Bros. 3

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             ___) | |_| | |_) |  __/ |    | |  | | (_| | |  | | (_) |
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                / \   __| |_   ____ _ _ __   ___ ___  | || |   _
               / _ \ / _` \ \ / / _` | '_ \ / __/ _ \ | || |_ (_)
              / ___ \ (_| |\ V / (_| | | | | (_|  __/ |__   _| _
             /_/   \_\__,_| \_/ \__,_|_| |_|\___\___|    |_|  (_)

                   S U P E R   M A R I O   B R O T H E R S   3

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                          Game: Super Mario Advance 4
                             Type: FAQ/Walkthrough
                                 Platform: GBA
                        Version: 1.00 - Updated: 11/04/03
                                By Nick Morgan
                          Email: skcin7@comcast.net

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[Table] of [Contents]
---------------------
(to quickly find what you need, press Ctrl + F and enter a keyword)

             01. Introduction
                [101] Updates and Revisions
                [102] Introduction
             02. Game Overview
                [201] Controls
                [202] Story
             03. Indices
                [301] Characters
                [302] Enemies
                [303] Items
             04. Misc. Tricks
                [401] 1-Up Tricks
                [402] Warp Whistles
                [403] Card Patterns
                [404] The Coin Ship
                [405] White Mushroom Houses
                [406] Other Misc. Secrets
             05. Walkthrough
                [501] World 01 - Grass Land
                [502] World 02 - Desert Land
                [503] World 03 - Water Land
                [504] World 04 - Giant Land
                [505] World 05 - Sky Land
                [506] World 06 - Ice Land
                [507] World 07 - Pipe Land
                [508] World 08 - Dark Land
             06. Super Mario Bros. Classic
                [601] Overview
                [602] Controls
                [603] Enemies/Baddies
             07. Final Words
                [701] Guide Information
                [702] Credits
                [703] Contact Information
                [704] Copyright



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 \ \   1   /  / INTRODUCTION                                             /  /
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[101]                         UPDATES & REVISIONS
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 Tuesday November 4th 2003
 -------------------------
 Verson 1.00 is released today. I fixed many of the silly errors that I made,
 and I added a Super Mario Bros. Classic section. I know that I said that I
 would include an e-Reader+ section in v1.00, but I decided that I'm not going
 to spend the extra money on the cards; I am cheap. Unless I find another
 stupid error in the guide, this will probably be the last version.

 Tuesday October 21st 2003
 -------------------------
 Version 1.00a is released today. It features a full walkthrough, secrets,
 and much other plentiful information. It, however, does not cover anything
 about the e-Reader+ cards, or Super Mario Bros Classic. The next version of
 this guide will include information on at least one of these subjects. The
 guide will be labeled version "1.00" when I complete both of these sections.

 Thursday September 11th 2003
 ----------------------------
 Guide created today. It shouldn't take me too long complete, because the main
 parts of the guide are being exerted from an SMB3 guide. I have a copy of
 SMA4, but it is in Japaneese, that is what I will make the changes from.


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[102]                            INTRODUCTION
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 You probably already know by now that this game is the remake of the original
 NES game: Super Mario Brothers 3. Super Mario Bros. 3 is known as one of the
 best NES games there is. And, with graphical enhancements, sound recreations,
 a load of extra features, and a few new surprises, this game is almost as
 good as gold!

 This is the gem that introduced many different items to the Mario world: the
 raccoon leaf, which gave you flying abilities, the frog suit, which gave you
 swimming power, the tanooki suit, which gave you statue power, and the
 hammer suit, which allowed you to throw hammers. All four of the new suits
 were unheard of until the game came along.

 Now, nearly 15 years after the initial release of Super Mario Bros. 3, the
 next generation of gamers will have the priveledge of playing this gem of a
 game without having to shove a huge NES cart into their broken up NES. With
 all the additional features, and you can take it whereever you want! for a
 cheap $30, this game is worth every penny.




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 \ \   2   /  / GAME OVERVIEW                                            /  /
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[201]                               CONTROLS
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 _________________________________________
/ L    /     _________________     \    R \
|??????     | _______________ |     ??????|
|     _     ||               ||    (A)    |
|   _| |_   ||               || (B)       |
|  |_   _|  ||               ||           |
|    |_|    ||               ||           |
|           ||               ||           |
|   start o ||               ||           |
|  select o | ??????????????? |           |
|           | GAMEBOY Advance |           |
|            '---------------'            |
 '---------------------------------------'

 Left/Right: Move Mario/Luigi in the corresponding direction.

 Up: Climb vines, enter doors

 Down: Duck, descend from vines.

 Start: Pause game, unpause game.

 Select: No use.

 A: Jump, whip your tail, use an inventory item.

 B: Shoot fire, throw hammers, pick up shells

 R: Go to clouds (on map screen).

 L: View items in your inventory.





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[202]                                STORY
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 Note: This is being taken from the SMB3 instructions booklet. Since I cannot
 read the Japaneese instructions booklet, I will not put the SMA4 story until
 the english version comes out.

 Bowser Is Back.
 The Mushroom Kingdom has been a peaceful place thanks to the brave deeds of
 Mario and Luigi. The Mushroom Kingdom forms an entrance to the Mushroom
 World where all is not well. Bowser has sent his 7 children to make mischeif
 as they please in the normally peaceful mushroom world. They stole the royal
 magic wads from each country in the Mushroom World and used them to turn
 their kings into animals. Mario and Luigi must recover the royal magic wands
 from Bowser's 7 kids to return the kings to their true forms. "Goodbye and
 good luck!," said the Princess and Toad as Mario and Luigi set off on their
 journey deep into the Mushroom World.





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 \ \   3   /  / INDICES                                                  /  /
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[301]                              CHARACTERS
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 MARIO
 -----
 The main man of the game. And back again in his 3rd adventure. This time, he
 has to rescue princess toadstool from the evil perilous Bowser and his seven
 malicious children. Mario will have to fight his way through 8 dangerous
 worlds to rescue the princess with his faithful sidekick (luigi) at his side.

 LUIGI
 -----
 Luigi is Mario's sidekick. Like any faithful compainion, he is always at
 Mario's side whenever Mario needs him to be there. Luigi is the green version
 of Mario the player number two controls. He is taller than mario by quite a
 bit, and he can jump higher than Mario as well. He doesn't get as much credit
 as he deserves to get.

 PRINCESS TOADSTOOL
 ------------------
 Also known as Peach. She is the reason that most Mario games exist. Yes,
 Bowser always kidnaps her, which is where Mario and Luigi come in to save
 her. She isn't seen throughout this entire game, except at the very end when
 you save her, and briefly in the middle of world 8. Also, ocasionally you'll
 get a letter from her containing a special item.

 BOWSER
 ------
 The green bully himself! He's back with the evil help of his seven koopa
 kids. His kids are Larry Koopa, Morton Koopa Jr., Wendy O. Koopa, Roy Koopa,
 Lemmy Koopa, Ludwig Von Koopa, and Iggy Koopa. His evil plot is to take over
 the mushroom world, but for some reason, he decided to kidnap the princess
 while he was at it.



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[302]                                ENEMIES
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 This will include a full list of all the enemies that you will come across
 while playing the game, as well as a detailed description of them, all listed
 in alphabetical order.

 ANGRY SUN
 ---------
 Don't ask me why, but for some reason, this sun doesn't like you, and will
 swoop down from the sky to make you suffer! Luckily, he only appears twice in
 the game. Kill him by throwing a Koopa Troopa shell at him.

 BABY CHEEP-CHEEP
 ----------------
 These guys are much smaller than an ordinary cheep-cheeps, which makes them
 more agile, and harder to hit with fire power. Big Bertha will release them
 from her mouth. The only way to kill them is with fire power.

 BIG BERTHA
 ----------
 This female fish has the same resemblance as a Boss Bass, but is completely
 underwater, and will not try to eat you. Instead, she will release a Baby
 Cheep-Cheep from her mouth, which can be quite troublesome. The Baby Cheep-
 Cheep will go back into her mouth, and this process will loop. She can be
 killed with a shot of fire.

 BLOOPER NANNY -------------
 This is like the parent blooper. It's the squid enemy that is only found in
 underwater levels. It will have four little tiny bloopers on its trail.
 Sometimes the tiny bloopers leave their parent blooper, which will result in
 a widespread attack.

 BOB-OMB
 -------
 Originally introduced to the Mario series in SMB2, they have a little switch
 behind them like a wind up toy would have. But, don't hang around them for
 too long, because when they begin to flash, they'll explode killing every
 thing around it. If you jump on his head, he will stop and you can pick him
 up, but don't hold him for too long, because they can still blow up.

 BOO DIDDLY
 ----------
 This ghost enemy is too shy to look you in the eye. However, when you turn
 around, he will make a valliant attempt to make your adventure a not so fun
 one, if you know what I mean. He is only found in fortress levels, and can
 only be killed as Hammer Mario, or with star power.

 BOOM-BOOM
 ---------
 The dreadful, fearful, malicious boss of the fortress levels. He is the last
 obstical of any fortress level, and he must be defeated to complete a
 fortress. To kill him, you can do one of three things: You can either (1)
 jump on his head 3 times, (2) shoot him with five fireballs, or (3) throw
 one hammer at him. When he perishes, he'll leave behind a question mark ball.
 Grab the question mark ball to end the level.

 BOOMERANG BROTHER
 -----------------
 This guy is basically a boomerang version of a Hammer Brother. Instead of
 throwing hammers, he will throw boomerangs. Watch out for the boomerangs,
 because they loop back in the air for a second chance to harm you. Boomerang
 Brothers can be killed by either a whip of the tail, a blast of fire, or a
 bop on the head.

 BOSS BASS
 ---------
 This guy can be quite troublesome, and is located mostly in world 3. He will
 swim back and forth in the water, and attempt to eat you! If he eats you,
 you will automatically die, which is why he is so trouble some. He can be
 killed many ways, but he will come back after awhile if you kill him. For
 once, humans aren't on the top of the food chain!

 BUSTER BEETLE
 -------------
 These guys are the least abundant of the Beetle family. In fact, they are
 rarely found at all. Their main attack is to pick up ice blocks and chuck
 them at you, which is quite a hazard! Unlike all his Beetle relatives,
 these guys are NOT fireproof.

 BUZZY BEETLE
 ------------
 He's back from SMB1 and in black! And this time he can walk on the ceiling.
 That's right, the ceiling. Then, when you least suspect it, he will drop
 down for an attack! They can't be killed with firepower. Extremely tough,
 indeed!

 CHAIN CHOMP
 -----------
 Although they are tied to a block, they can be quite an annoyance. They take
 the resemblence of an angry dog, kind of like what you see in cartoons. They
 bark too! If you stare at them for 150 seconds, they will break away from
 their chain. They only way to kill them is with star power.

 CHEEP-CHEEP
 -----------
 This fish enemy was taken almost directly from SMB1. They are the fish enemy
 that are found underwater. There are two different variations of the Cheep-
 Cheep. The first version is green, and it is mainly found underwater. The
 second version is red, and is found hopping out of the water. And, in world
 8, they can even jump onto the land! Fire power is the best way to eliminate
 them.

 DRY BONES
 ---------
 This skelified version of a koopa troopa is only found in fortress levels.
 When you jump on it, it will crumble into a pile of bones, but that effect
 is only temporary; he will become restored after about 8 seconds. They can
 be permanently killed with star power, or by throwing a hammer at them.

 FIRE BROTHER
 ------------
 These guys are basically a fire version of the Hammer Brothers, instead of
 throwing hammers at you, they will shoot fire. They aren't nearly as common
 as a hammer brother, but they are still mighty dangerous.

 FIRE CHOMP
 ----------
 Ugh! I don't like these guys at all! Despite their common names, they don't
 share any traits with the Chain Chomps. They float in the air, and a long
 chain of fire will trail them at all times. They will also shoot fire from
 their mouths. They can be killed by stomping their heads. They will explode
 if they aren't killed in time.

 FIRESNAKE
 ---------
 This chain of fireballs, which makes it's debut in world 2-1, can pass
 through many walls in an attempt to harm you. It can be killed by wagging
 your tail at the head, or by using fire power, or by star power.

 GIANT KOOPA TROOPA
 ------------------
 like an ordinary koopa troopa, there are two different variations that they
 can be found in: red and green. The red variation is slightly smarter as it
 will turn around when it approaches a platform drop. The green version will
 only turn around when a solid barrier gets in its way. Despite their size,
 you can jump on their heads and use their shells to throw as a weapon.

 GIANT GOOMBA
 ------------
 This is a giant version of an ordinary little goomba. They are four times
 the size of a little goomba. Luckily, their brains haven't increased at all.
 They don't do anything different than a normal goomba would, and they are
 still easy to kill.

 GIANT KOOPA PARATROOPA
 ----------------------
 This giant version of a Koopa Paratroopa is nearly four times the size of
 you! With the exception of their size, they are exactly the same as an
 ordinary koopa paratroopa. They can't really fly, instead they just bounce.
 To defeat one of them, just do what you would on an ordinary Koopa
 Paratroopa.

 GIANT PIRAHNA
 -------------
 Fould only in world 4, they are no different than ordinary Pirahnas, with
 the exception of their size. Despite their humungus size, they are not too
 much harder to deal with.

 HAMMER BROTHER
 --------------
 Taken straight from SMB1, they have an unlimited amount of hammers that
 they will continually throw at you. They are usually found in pairs of
 2, and are rarely found by themselves. You can kill them by bonking them on
 the head, but there are other, smarter ways to defeat them.

 HANGING PIRAHNA
 ---------------
 About as simple as a pirahna plant can be. They have no attacks, all they do
 is come out of their occupied pipes, and if you are stupid enough to run into
 them, then that is your fault. They are the most common of the Pirahna
 family. They wont come out of their pipes when you are near. Kill them with a
 whip of a tail or a blast of fire.

 HOT FOOT
 --------
 Hot foot is basically a flame that is on a candle. When you turn away from
 it, it will make an attempt at you, but if you look at it again, it will
 stay put. They are only found in fortress levels, especially ones later in
 the game. They can't be killed.

 INVERTED PODOBOO
 ----------------
 These guys are simply a variation of a normal Podoboo. Instead of coming from
 lava at the bottom of the screen, they will drop from lava on the ceiling.
 They somehow have the ability to defy the laws of physics! They are more
 troublesome than normal podoboos because you never know where they will be.
 They are first found in 5-Fortress 2. They can't be killed.

 JELECTRO
 --------
 This high voltage jellyfish is capable of sitting completely still and still
 getting in your way. They are often found in large clumps, arranged in
 patterns tricky to bypass. They aren't usually found by them selves, and
 cannot be defeated.

 KOOPA PARATROOPA
 ----------------
 This creature is basically the same exact thing as a Koopa Troopa, except it
 has wings that will allow it to fly endlessly. A stomp on the head will
 revoke its wings, and then it will turn into an ordinary koopa troopa.
 Kill it the way you would any ordinary koopa troopa.

 KOOPA TROOPA
 ------------
 There are two different variations of a koopa troopa; a red one and a green
 one. A red koopa troopa will walk back and forth, but when he comes to a
 ledge, it will repace his steps. A green koopa troopa will simply just walk
 off the ledge.

 KURIBO'S GOOMBA
 ---------------
 This is an ordinary Goomba, except it has come in contact with Kuribo's Shoe.
 If you knock the Goomba out of the shoe, you can jump into the shoe, which
 can be used for protection against ground items, such as spikes.
 Unfortinately, they are only found once in the game.

 LAKITU
 ------
 This guy is absolutely hated! He causes so much trouble to the game. He will
 float around in the sky in a cloud, and throw spinys down at you! The real
 trouble is because of the Spinys that he will throw. He can be killed by a
 shot of fire, or a stomp from above.

 LAVA LOTUS
 ----------
 This artificial flower is found deep on the seafloor. It will release several
 fireballs at a time, and it will continually release more fireballs. To get
 past them without getting hurt, must swim past him before he starts releasing
 the fireballs. It cannot be killed.

 LITTLE GOOMBA
 -------------
 This is as basic as an enemy as can be. A traitor to the Mushroom Kingdom.
 He is small, and brownish colored. All he does is walk from side to side. To
 kill him, just bash him on the head.

 MICRO-GOOMBA
 ------------
 These are children of a Para-Goomba. When you come in contact with certain
 Para-Goombas, you will notice tiny goombas descending from it. These tiny
 goombas are Micro-Goombas. They are very annoying. If one touches you, it
 will stick to you causing you not to be able to run fast, or jump high.
 To remove it, press A and B as rapidly as you can.

 MUNCHER
 -------
 This member of the pirahna family is tiny, and black. They don't actually
 attack you, they just stay in one spot. If you accidentily touch one, you
 will pay dearly. You can't kill them, but if you hit a P-Switch, they will
 turn into coins.

 PARA-BEETLE
 -----------
 These red-shelled beetles are only found in world 5-6. They are pretty cool.
 You can jump on their heads and ride them. They have two wings that enable
 them to fly. They are necessary to cross two large gaps.

 PARA-GOOMBA
 -----------
 This enemy is simply a little goomba with an additional pair of wings. There
 are two variations of a para-goomba. The first has wings, and will bounce up
 and down, but will not actually fly. The second variation will use his wings
 to fly off the ground, and will release Micro-Goombas at will, which can be
 a pretty hard obstical. When you jump on either variation, they'll turn into
 an ordinary little goomba.

 PILE-DRIVER GOOMBA
 ------------------
 This member of the Goomba family, which makes their debut in world 2-1, will
 try to trick you by hiding out in a fake brick. The fake brick looks exactly
 like an ordinary brick, except it doesn't shimmer. As you bypass the fake
 brick, the Goomba will launch the brick high in the air at you, and try to
 land on you, then the process will repeat. Be sure to keep an eye out for
 them, because they are hard to spot. Kill them by jumping ontop of their
 fake brick.

 PODOBOO
 -------
 Taken straight from SMB1, they will leap from lava and a different rate ever
 time. They are made of lava type substance, therefore firepower cannot harm
 them. With the exception of a starman, nothing can kill them.

 PTOOIE
 ------
 This strange pirahna is mainly found in world 7. There are two different
 variations of a Ptooie. The first one is mobile, while the second one hides
 out in a pipe. Both variations have a spike that will float above them.
 They can be killed with either fire power, or a whip of the tail.

 ROCKY WRENCH
 ------------
 This guy can be quite troublesome. He is a turtle that hangs out underneath
 sewer lids in airship levels. When you approach the sewer he is in, he will
 suddenly appear and start throwing wrenches at you! If you jump on him, he
 will become knocked out for a second or two, and then appear again! They
 can't be permantely killed.

 ROTODISC
 --------
 This non living enemy is found mainly in fortress levels. He is a white disc
 that will circle around a pearl. He does not do anything except move around
 in a circular motion. The only way to kill them is with the Statue State of
 Tanooki Mario.

 SLEDGE BROTHER
 --------------
 This is a quite odd variation of a Hammer Brother. It is much larger than an
 ordinary Hammer Brother, and much fatter too. Like an ordinary Hammer
 Brother, they will throw hammers into the air. They will ocasionally jump
 into the air, and when they land, they will land with such force that the
 ground will shake. If you are on the ground as the ground shakes, then you
 will become temporarily stunned.

 SPIKE
 -----
 This enemy is pretty mellow until he sees you walking. At this point, he will
 pull spikes from inside his mouth, and throw them at you. A stomp on the head
 will kill him.

 SPINY
 -----
 This annoying enemy, which was taken directly from SMB1. He is the enemy that
 is dropped by Lakitu. They are called 'Spiny' due to his spiked back, which
 is also protection against stomps. There is a variation where they walk on
 the ceiling too, but only for underground levels. The best way to kill them
 is by shooting fire at them.

 SPINY CHEEP-CHEEP
 -----------------
 This is basically the same as the Cheep-Cheep, except it has a spiny back,
 which makes it oblivious to back stomps. It also moves slightly quicker than
 Cheep-Cheeps. The only way to kill them is with a blast of fire.

 SPINY EGG
 ---------
 Do you know that egg that Lakitu throws that hatches a Spiny? That is a Spiny
 egg. Usually, the egg will hatch immediately into a Spiny, but sometimes, the
 egg will remain an egg, and roll along the ground. Spiny Eggs can be very
 difficult to cope with, especially when there are more than one rolling on
 the same platform. The best way to kill them is with firepower.

 STRETCH
 -------
 This ghost is the guy that hides out underneath long white sheets found in
 certain fortress levels. You can safely touch the long white sheet, but the
 ghosts that peer out is what you will have to watch out for. The only
 possible way to kill them is by throwing a hammer at them as Hammer Mario.

 THWOMP
 ------
 A Thwomp is a mean grumpy looking huge brick that hides out waiting for the
 perfect time to strike. When you get close enough to him, he will drop from
 whatever position he is at and try to smash you alive! If he misses you,
 he will slowly reset to his original position to attack again. When he
 resets, you can safely go under him. The best way to get past them is with
 a running start, but if there is not enough room for a running start, then
 make him attack, and as he resets, go under him. You can kill him with a
 hammer, or by using star power.

 VENUS FLY TRAP
 --------------
 This is the most common pirahna plant of the game. They come in different
 sizes and shoot fire from their mouths. They will shoot either one or two
 fireballs depending on what level you are in. They can be killed only with
 the whip of a tail, or a shot of fire, or star power.

 WALKING PIRAHNA
 ---------------
 This member of the Pirahna family is a small white plant that will walk
 back and forth. If you jump over them, they will leap up for an attempt to
 harm you, so be sure to get extra height as you jump over them. There is an
 extra rare variation where they shoot fire out of their mouths, but the are
 only found once in the game. They can be killed with fire, tail whips, or
 star power.







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[303]                                 ITEMS
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==============
IN LEVEL ITEMS
==============

 COIN
 ----
 This the THE most basic item in the entire game. They are scattered about
 each stage you play. Collect 100 for an extra life.

 KURIBO'S SHOE
 -------------
 Kuribo is the Japaneese translation for 'Goomba' and a Goomba is the enemy
 that occupies the shoe, so it makes perfect sence. To knock a Goomba out of
 Kuribo's Shoe, you will have to lure the Goomba ontop of a brick, and then
 bash from underneath. Now you can go into Kuribo's Shoe, and hop around in
 it. It will protect you from all harmful objects from underneath, such as
 spikes or Munchers. It is only found in world 5-3.

 P-SWITCH
 --------
 For a very brief time, it will turn all coins into bricks, and brick into
 coins. Some secrets can only be accessed with them, such as a hidden 1-up
 mushroom in world 2-1.

 QUESTION MARK BALL
 ------------------
 You will receive a Question Mark Ball for defeating Boom-Boom, which is the
 boss of the fortresses. Touch it to end the fortress levels.

 TREASURE CHEST
 --------------
 These things can contain a number of things. It will usually contain a
 simple Powerup, but sometimes it will contain something good! A Treasure
 Chest is the thing that you get after beating a Hammer Brother level,
 just to let you know.



==============
MAP ONLY ITEMS
==============

 ANCHOR
 ------
 When you lose in an Airship level, the airship will travel to another section
 of whatever world you are in. Use the Anchor to stop this from happening.

 HAMMER
 ------
 Used to break certain rocks on the map screen to access hidden areas of
 whatever world you are currently in. Use it in the top right corner of world
 2 to access a hidden secret area!

 JUGEM'S CLOUD
 -------------
 Jugem's Cloud translates from Japaneese literally into 'Lakitu's Cloud.'
 Lakitu is the guy who rides around in that cloud, so it makes perfect sence.
 Anyway, Jugem's Cloud will allow you to overpass any single level without
 actually playing it. It will NOT work on hammer brothers, Card Match Games,
 Tank Levels, or Hand Grab levels. Usually, I save them up for the last 3
 levels of world 8.

 MUSIC BOX
 ---------
 This item will put all Hammer Brothers/Pirahna Plants to sleep for 1-3 turns.
 Personally, I would just fight the Hammer Brothers/Pirahna Plants, because
 of the nifty items you receive for defeating them.

 WARP WHISTLE
 ------------
 One toot on this whistle will send you to a far away land. And that statement
 is true. Use the whistle, and you will be transferred to Warp Zone where you
 will select what world you would like to go to. There are only 3 in the
 entire game.




==============
POWER-UP ITEMS
==============

 1-UP MUSHROOM
 -------------
 If you find one of these beauties, you'll be rewarded with an additional
 life. You don't come across them often.

 FIRE FLOWER
 -----------
 Find a fire flower, and you will have the ability to magically shoot fire
 from your hand. This is quite useful for killing many enemies.

 FROG SUIT
 ---------
 This will turn your character into a frog! As a frog, you can swim extra
 fast underwater, but you can't play very well on ground. Use them while
 you can in world 3, aka Water Land.

 HAMMER SUIT
 -----------
 This will turn Mario into a hammer brother! It will give you the ability to
 throw hammers. You can control how far you throw the hammers by using the
 D-Pad as you throw. You can also block fire by pressing down. This is the
 rarist item of the game, so make good use of it when you get it.

 P-WING
 ------
 These are a pretty rare find. A P-Wing will give you unlimited amount of
 flight for one level. That means, that your P-Meter will always stay full,
 which will enable you to fly for as long as you'd like! However, when you
 finish a level, the P-Wing power will be revoked.

 RACCOON LEAF
 ------------
 This item is basically the trade mark of the original SMB3 game. If you get
 one, it will give you the ability to fly, provided that your P-Meter is
 filled up. It will also give you a tail that you can use to whip enemies
 by pressing B. In addition, you can glide slowly to the ground if you tap
 A in the air.

 STARMAN
 -------
 For a brief time, you will have invincibility! That means that you can do
 whatever you want (except jumping off cliffs or into lava) without harming
 yourself in the slightest bit. Unfortinately, they only last about 12
 seconds.

 SUPER MUSHROOM
 --------------
 These babies will appear from question mark blocks. They will transfer you
 from your tiny state into a bigger state. You can also break bricks with
 one.

 TANOOKI SUIT
 ------------
 This is basically the same exact thing as the Raccoon Leaf, except it will
 give you the ability to briefly turn into a statue. As a statue, any enemy
 will walk right by you. You can only use your statue for 5 seconds at a
 time, but as many times as you would like.




==============
SPECIAL BRICKS
==============

 BRICK
 -----
 This is an ordinary brick that contains nothing at all. They are mostly
 added to cause walls in your way. You can break them by bashing them from
 underneath, or by whipping them with your tail.

 ICE BRICK
 ---------
 These special bricks can be picked up by pressing B as you press yourself
 up against it. They can be used to be thrown at bricks, or kill enemies.
 Buster Beetles will throw them at you.

 NOTE BOX
 --------
 These babies are white, and if you jump on them, you will spring into the
 air. They can be troublesome, but mostly they are fine. You can reveal
 super secret pink note boxes that can be used to spring into the clouds!

 QUESTION MARK BLOCK
 -------------------
 A Question Mark Block can contian a number of good items. They cannot
 contain bad items, so hit them as often as you see them. They can contain
 powerups, vines, multi-coin boxes, but they usually just contain single
 coins.

 STEEL BLOCK
 -----------
 Sorry, but these things are permantly in a level, and cannot be bashed,
 removed or dealt with at all. They are made mostly for standing on.

 WOODEN SPRING BLOCK
 -------------------
 When you touch these things, they will cause you to bounce off of them in
 the opposite direction. Sometimes you will find secret powerups in them.






______________________________________________________________________________
\  _________   ___________________________________________________________   /
 \ \   4   /  / MISC. SECRETS                                            /  /
 / /_______\  \__________________________________________________________\  \
/____________________________________________________________________________\

______________________________________________________________________________
??????????????????????????????????????????????????????????????????????????????
[401]                              1-UP TRICKS
______________________________________________________________________________
??????????????????????????????????????????????????????????????????????????????
 This section will consist of cheap methods of gaining an unlimited supply of
 extra lives. You cheater!

 1-UP TRICK 1
 ------------
 This trick will allow you to get as many extra lives as you choose to desire.
 It happens a few times throughout the game, but it is most easily performed
 in world 1-2. The trick requires flying ability, so therefore, you must be
 raccoon Mario to successfully perform this trick. Go to world 1-2 and climb
 up the hill. Situate yourself to the right side of the green horizontal pipe
 and wait for a load of goombas to start barging out. Now, jump ontop of one
 of the goombas and use his head to bounce high in the air. Now, use your tail
 to slowly glide down onto another Goomba. Repeat this process over and over.
 Your points will start to rack up until instead of getting points, you will
 get extra lives. It will take a while to finally pull off for the first time,
 but once you get it down, it's easy!

 There is another variation of this trick that can be performed in world
 2-Fortress. As raccoon Mario, walk down the small staircase at the very
 beginning of the level. You should now meet up with three dry bones (skeleton
 turtle enemy). Bounce on one of the Dry Bones' heads, and bounce high in the
 air. Slowly, glide down onto another Dry Bones' head, and then another. There
 are only three different Dry Bones enemies, but they will get back up after
 about 10 seconds, so you can bounce on their heads over and over again.

 The third and final variation of this trick can be performed only in world
 7-5. You will need to browse the level until you find three green koopa
 paratroopas (turtle enemy) right next to each other. Bounce on one of the
 koopa paratroopa's head, and bounce high in the air. Slowly, with your
 raccoon tail, glide back down and land on another koopa paratroopas head,
 and then another. There are only three different koopa paratroopas, but they
 will get back out of their shells and start walking again after about 10
 seconds, so you can bounce on their heads over and over again.


 1-UP TRICK 2
 ------------
 This method of gaining extra lives is extremely time consuming; so therefore,
 you will only be able to collect a limited amount of extra lives before your
 time expires. It occurs in world 2-1. Go to the end of world 2-1 and you will
 see two pipes with a bunch of bricks in between them (one of the bricks being
 a fake Pile-Driver Goomba). Now enter the rightmost pipe. Inside the pipe,
 you will find a P-Switch; hit the P-Switch, and quickly exit via the pipe to
 the left. Now avoid the Pile-Driver Goomba, and collect the coins to the
 right. Now re-enter the pipe to the right, and you'll find that the P-Switch
 has reappeared! Repeat this process over and over again until time runs out!
 Usually, if I do this until time runs out, I'll end up with about 5-7 extra
 lives, IF I start out with good time.

 Recently, I have found another area in the game where this occurs, but you
 must have flying abilities (racoon mario). At the very end of world 1-1,
 there is a secret P-Switch that you can hit by knocking a shell into the
 bricks. Hit the P-Switch, and get the coins that appear. Now fly up to the
 pipe high in the sky. Now leave the pipe, and the P-Switch will reappear!
 Hit the P-Switch again and get the coins again. Repeat this process as many
 times as you can until time becomes scarce, then just touch the card
 roulette to the right to finish the level.


 1-UP TRICK 3
 ------------
 This one is stupid, but nonetheless, it is still a 1-up trick. It occurs in
 any level that has more than one 1-up mushroom, or over 200 coins. In any
 level where this occurs, get either the 200 coins or the 2 1-ups and
 purposely die. Now go back into the level and do the same thing. Repeat this
 process until you have enough lives to suit yourself.


 1-UP TRICK 4
 ------------
 This one is pretty good, and happens in world 7-fortress #1. To do it, you
 must know about the P-Switch hidden on the 3x5 set of bricks. Hit the
 P-Switch, then collect the MASSIVE amount of coins that will appear. When
 the P-Switch timer runs out, go into the door at the bottom right of the
 screen, and do the same thing again! Repeat this process until time runs
 out, then start the level again. You stop doing this whenever you decide
 to.





______________________________________________________________________________
??????????????????????????????????????????????????????????????????????????????
[402]                              WARP WHISTLES
______________________________________________________________________________
??????????????????????????????????????????????????????????????????????????????
 Want to know how to get the hidden Warp Whistles? Follow this section to find
 out how!


 WARP WHISTLE 1
 --------------
 Warp Whistle #1 is located in world 1-3. If you want to know how to get it,
 then listen up. Navigate your way through the level until you come to a
 second boomerang brother. Jump past the boomerang brother, and over the tiny
 hole that follows. You will now see a peach, green, and grey platform in the
 background. Jump ontop of the grey one and knock the koopa troopa off of it.
 Now, hold down for approximately 6 seconds, and you will become behind the
 scenery of the level, causing you to fall through the grey platform. Enemies
 can still hurt you, even though you are behind the scenery. Quickly run to
 the right as far as you can go. You will run behind the black area where you
 normally finish the level, which will (for some odd reason) send you to a
 mushroom house. Inside the mushroom house, there is a single Treasure Chest.
 Sure enough, the Treasure Chest is a Warp Whistle. Open the Treasure Chest
 to ontain Warp Whistle #1.


 WARP WHISTLE 2
 --------------
 Warp Whistle #2 is located in World 1-Fortress. To get it, you will need to
 have flying abilities, which means that you will need to be Raccoon Mario.
 Navigate your way to the second question mark block of the level. A dry bones
 enemy will be right near it. Smash the dry bones enemy and quickly run to the
 right, and then back to the left so that you have enough speed to fly. Fly up
 over the ceiling start running to the right (the screen should scroll to the
 right). When the screen stops scrolling, press up, and you will be
 transported to a small room with a single Treasure Chest. Sure enough, the
 Treasure Chest is a Warp Whistle. Open the Treasure Chest to get Warp Whistle
 #1.


 WARP WHISTLE 3
 --------------
 The third and final Warp Whistle is located in World 2. First, you will need
 to fight, and defeat the Wandering Hammer Brothers that give you the Hammer.
 There are two Wandering Hammer Brothers in World 2, One gives you a Music Box
 and the other gives you a Hammer. Fight them until you get the Hammer. Once
 you have the Hammer, navigate your way to the top right of the map screen.
 Press B to unveil your inventory, and use your hammer. The rock to your right
 will break unveiling a hidden third part of World 2 that not many people know
 about. In the third section of World 2, there is a Mushroom House which
 contains a frog suit, and third set of Wandering Hammer Brothers. If you
 defeat the Wandering Hammer Brothers, you will receive Warp Whistle #3.




______________________________________________________________________________
??????????????????????????????????????????????????????????????????????????????
[403]                              CARD PATTERNS
______________________________________________________________________________
??????????????????????????????????????????????????????????????????????????????
 You know that card space that shows up on your screen after every few levels
 you beat? That is a Matching Game space. Usually, you'll have no idea what
 cards go where, but this section will tell you how to get every card, every
 time! There are 8 possible patterns in which you can get, they are all listed
 below as well as some steps you can take to find out which of the 8 patterns
 you have!


 SO, WHICH PATTERN DO I HAVE?
 ----------------------------
 Good question. To find out, flip over the leftmost card of the middle row.

   - If that card is a 1-Up, you have Pattern 1.

   - If that card is a Starman, you have Pattern 2.

   - If that card is a Mushroom, you have Pattern 5.

   - If that card is a Fire Flower, you have Pattern 8.

   - If that card is 20 coins, then flip over the leftmost card of the bottom
     row. If that card is a Starman, then you have Pattern 3. If that card is
     also 20 coins, then you have Pattern 7.

   - If that card is 10 coins, then flip over second card of the bottom row.
     If that card is a Fire Flower, then you have Pattern 4. If that card is
     20 coins, then you have Pattern 6.


              Pattern #1                             Pattern #5
              ----------                             ----------
     FLR  20C  MSH  STR  1UP  FLR           1UP  MSH  10C  MSH  FLR  STR
     1UP  FLR  10C  MSH  20C  STR           MSH  10C  STR  20C  20C  FLR
     MSH  1OC  STR  MSH  FLR  STR           STR  1UP  FLR  MSH  FLR  STR

              Pattern #2                             Pattern #6
              ----------                             ----------
     FLR  1OC  1UP  FLR  1UP  MSH           FLR  STR  1UP  FLR  1UP  MSH
     STR  MSH  20C  STR  MSH  10C           10C  MSH  FLR  STR  MSH  10C
     STR  FLR  20C  MSH  FLR  STR           STR  20C  20C  MSH  FLR  STR

              Pattern #3                             Pattern #7
              ----------                             ----------
     MSH  FLR  20C  FLR  10C  STR           MSH  FLR  1UP  FLR  STR  STR
     2OC  1UP  MSH  1OC  1UP  FLR           20C  STR  MSH  10C  1UP  FLR
     STR  MSH  STR  MSH  FLR  STR           2OC  MSH  10C  MSH  FLR  STR

              Pattern #4                             Pattern #8
              ----------                             ----------
     FLR  STR  1UP  FLR  20C  MSH           MSH  FLR  20C  MSH  10C  STR
     1OC  MSH  20C  1UP  MSH  10C           FLR  1UP  MSH  1OC  1UP  2OC
     STR  FLR  STR  MSH  FLR  STR           STR  FLR  STR  MSH  FLR  STR





______________________________________________________________________________
??????????????????????????????????????????????????????????????????????????????
[404]                             THE COIN SHIP
______________________________________________________________________________
??????????????????????????????????????????????????????????????????????????????
 WHAT'S THE COIN SHIP?
 ---------------------
 A coin ship is something that doesn't happen very often, therefore, not many
 people even know about it, let alone what it does. What does it do, you ask?
 Well, it transforms the wandering hammer brother of whatever world you are on
 into a coin ship. It can only be done in worlds 1, 3, 5, & 6. The coin ship
 is simply a ship loaded with coins (enough to get two extra lives) where you
 fight 2 Hammer Brothers at the end. How do you get it you ask? Follow the
 directions below.

 TO GET THE COIN SHIP
 --------------------
 To get the coin ship, follow the directions below.

 1. Go to worlds 1, 3, 5, or 6. It will only work in those worlds. It will
    not work in 2, 4, 7, or 8.

 2. Get your coin total to be a multiple of 11. This includes 11, 22, 33, 44,
    55, 66, 77, 88, or 99. 00 does not count.

 3. Now that you have fixed the number of coins you have, you must fix the
    amount of points that you have too! You will need to make the number in
    the 10's spot of your points to be equal to the number in the 10's spot
    of your coins.
    Example 1:   22 Coins, 0005420 Points.
    Example 2:   66 Coins, 0032560 Points.

 4. Now that you did the previous two steps, it's time for the part that
    requires some timing. Get to the end of the level so that you are only a
    jump away to touching the card roulette to end the level. Look at the
    timer. Jump up so that you hit the card roulette with an EVEN amount of
    seconds left. If you do it with an odd amount, then this will not work.

 5. If you do the previous four steps correctly, then the wandering hammer
    brother of the level will magically change into a coin ship. This does
    not happen very often, and only a few people actually know how to make
    the coin ship appear without complete luck, so feel honored!




______________________________________________________________________________
??????????????????????????????????????????????????????????????????????????????
[405]                         WHITE MUSHROOM HOUSES
______________________________________________________________________________
??????????????????????????????????????????????????????????????????????????????
 A White Mushroom House is a secret in the game that not many people know
 about. There is only 1 White Mushroom House in a World. A White Mushroom
 House is almost the same as an ordinary Mushroom House, except it gives away
 much better prizes! To get to a White Mushroom House, you will need to
 collect a certain amount of coins for a certain World. For example, for World
 1's White Mushroom House, you will need to collect 44 coins in World 1-4, and
 your prize will be a P-Wing. Got it?

 World 1-4 . . . 44 Coins . . . P-Wing
 World 2-2 . . . 30 Coins . . . Anchor
 World 3-8 . . . 44 Coins . . . P-Wing
 World 4-2 . . . 22 Coins . . . Anchor
 World 5-5 . . . 28 Coins . . . P-Wing
 World 6-7 . . . 78 Coins . . . Anchor
 World 7-2 . . . 46 Coins . . . P-Wing




______________________________________________________________________________
??????????????????????????????????????????????????????????????????????????????
[406]                          OTHER MISC. SECRETS
______________________________________________________________________________
??????????????????????????????????????????????????????????????????????????????

 CHAIN CHOMP SURPRISE
 --------------------
 The Chain Chomps, first introduced in World 2-5, is an enemy that takes the
 look of a dog on a chain trying to break free. But, did you know that they
 can break away from their chain? It's true. If you keep the same exact Chain
 Chomp on the screen for 120 game seconds, he will break away from his chain
 to make one final desperate attack at you. After 110 game seconds, his chain
 will start flashing as sort of a "Danger! You better get away!" type thing.

 DIFFERENT GRATITUDE MESSAGES
 ----------------------------
 If you have equipped either a Frog Suit, Tanooki Suit, or Hammer Brother
 Suit, upon completion of an airship (castle) level, you will receive a
 different message of gratitude from the King. What are the messages, you
 ask? Well...here you go...

  FROG SUIT: Oh, me. Oh my! You've been transformed! Shall I change you back
             with this wand?
  HAMMER BROTHER SUIT: Hey, you! Can I borrow your clothes? No dice? What a
                       drag!
  TANOOKI SUIT: Thank you, kind Raccoon. Please, tell me your name.


 P-WING SURPRISE
 ---------------
 If you beat the game, wait for the credits to roll and the game to completely
 finish. Now start a new game. In the new game, your inventory will be full
 with P-Wings. That's 28 P-Wings in all!


 THE POWER OF FIRE
 -----------------
 This is something that most people don't know about: You can kill Boom-Boom
 by shooting him five times with fire. You can also defeat Castle bosses with
 10 fire shots. Did you know that?


 WORLD 8 IN 4 LEVELS
 -------------------
 It is possible to get to world 8 by only completing 4 levels. To do it, get
 the first Warp Whistle from 1-3, and the second from 1-Fortress. Then, use
 one of the whistles, and you'll be taken to the warp world. Before you choose
 what level you want to go in (while still in the warp world), use the second
 whistle. This will take you directly to World 8.







______________________________________________________________________________
\  _________   ___________________________________________________________   /
 \ \   5   /  / WALKTHROUGH                                              /  /
 / /_______\  \__________________________________________________________\  \
/____________________________________________________________________________\

______________________________________________________________________________
??????????????????????????????????????????????????????????????????????????????
[501]                        WORLD 1 - GRASS LAND
______________________________________________________________________________
??????????????????????????????????????????????????????????????????????????????
 =========
 WORLD 1-1
 =========
 Run to the right and jump over the Goomba. Hit the four question mark
 blocks. The rightmost of the four question mark blocks contains a mushroom,
 so be sure to grab that one. Now head to the right, and jump over the green
 pipe with a Pirahna Plant inside it, and hit the single question mark
 block that follows. Continue to the right until you come across a red Koopa
 Troopa. Jump on it, and then kick it to the right. The shell will slide
 to the right and hit a grounded question mark block and a powerup will
 appear; grab the powerup while you still have the oppurtunity. Now walk to
 the right and kill the two little goombas by jumping on their heads, and
 then do the same to the para-goomba that follows. This, is the first time
 in the game where you will have two options that you can go by.

  Option 1
  --------
  Keep going to the right and jump over the pit. Avoid the two bouncing
  Koopa Paratroopas on the platform above. Continue to the right and you'll
  come across a Wandering Koopa Troopa. Either kill him or leave him be, the
  choice is yours. There is are two question mark blocks to your right, the
  left one is a coin, and the right one is a powerup, which is a good way
  to make up for lost health. Now jump over the two pits that follow to
  the right.

  Option 2
  --------
  This path is only if you are currently Raccoon Mario (with the tail). If
  you are not Raccoon Mario, then take Option 1. Make sure you have killed
  the two Little Goombas and the Para-Goomba. Run all the way back to the
  grounded question mark block where you got your Raccoon feather. Now, run
  as fast as you can to the right. Keep running, and right before the pit,
  make a jump. You will start to fly. Keep tapping A in the air, or you will
  fall. There is a pink-colored platform in the sky that you should land on.
  Get the three coins above the pink platform. There is a brick elevated
  above a platform comprised of four clouds. The brick contains a 1-up
  mushroom, so be sure to grab it. Now jump to the right onto another,
  larger platform comprised of only clouds. Get the coins on it, and jump
  off of the right side of the cloud platform.

 Rejoined
 --------
 Jump over two pipes to the right side of you that both contian Pirahna
 Plants. Keep heading right over a bunch of bricks. There will be a Koopa
 Troopa walking on a single brick. Kick him into his shell, and then kick
 his shell to the left so that it breaks a bunch of the bricks. The shells
 destruction will have created an over hanging brick. Hit the over hanging
 brick to reveal a P-Switch. Stomp on the P-Switch to turn the remaining
 bricks into coins. Try to get all the coins before your P-Switch timer
 fades away, and the coins turn back into bricks. Now walk to the right
 until you see a small, single brick legnth hole with a pipe-platform to
 the right of it. Now, if you are currently Raccoon Mario, you can choose
 to fly up to the top of this pipe, and go in it to get some extra coins,
 but you don't have to. Now run to your right, and touch the Card Roulette
 to finish World 1-1.




 =========
 WORLD 1-2
 =========
 Run up the hill and jump over the horizontal pipe. Avoid the Little Goombas,
 and continue until you come to two Question Mark Blocks. The left ? block is
 a coin, and the right ? block is a powerup. Get the powerup, then jump ontop
 of the two Question Mark Block, and over the T shaped pipe formation. Avoid
 the Goombas that originate from the right side of the T shaped pipe
 formation. Continue to the right and jump over a struggling Para-Goomba, and
 up a hill. Jump over the pipe, and descend down from the hill. Don't get any
 of those coins that you see in front of you, not yet at least. Continue to
 the right, and you should see a pipe elevated in the air with two blocks
 underneath of it. The leftmost block is a P-Switch, to get it as big Mario,
 you will have to duck-slide. Hit the P-Switch and the coins to the left turn
 into brick platforms. Jump on the newly created brick platforms to the left
 one by one until you are ontop of the pipe. Now, press down on the pipe to
 enter it. Once inside the pipe, drop down to the very bottom and grab the 20
 coins sitting there. If you have a tail, you can fly back to the top of the
 room and get 32 coins there. When you are done, enter the exit pipe at the
 bottom left of the room.

 Once back outside, run and hit the P-Switch again. Jump back up to the top
 of the pipe, but don't go in the pipe. Instead, stand on the right half of
 the pipe, and jump straight up to reveal a hidden 1-up mushroom! Now,
 finally, get those coins to the left of the P-Switch. Once you grab those
 coins, head in the rightward direction, and climb the steep hill. Once on
 the other side, you will see two note boxes, and a Para-Goomba. Bounce on
 the right note box to reveal a hidden powerup. Now look to the right and
 you will see a hill. If you press down on the top of the hill, you will
 slide down it, killing the two Little Goombas that are currently climbing
 up it in your direction. Now jump over a pipe with a Pirahna Plant inside
 and look to the right, you will see three more note boxes and a tiny hole
 below. Bounce on the Rightmost note box, you will reveal a hidden Starman.
 Grab the Starman and you will get temporary invicibility!

 Now continue to the right over another pipe, past a Little Goomba, and over
 a pipe with a Venus Fly Trap inside. Hit the question mark block for a
 single bloody coin, and continue up the hill. Jump over the horizontal pipe,
 and avoid all the Little Goombas that it will spit out to the right. Keep
 going in the rightward direction and a Para-Goomba will appear. Avoid the
 Para-Goomba and all the Micro-Goombas that will appear from the Para-Goomba.
 Continue to the right and touch the roulette card to finally finish the
 level.




 =========
 WORLD 1-3
 =========
 Jump ontop of the green Koopa Troopa to knock him into his shell. Now pick
 up his shell by pressing B and take it with you. Use the shell to kill the
 Boomerang Brother just ahead. Now you will find a rather odd looking brick
 formation with two visible note boxes, two question mark blocks, and a
 green Koopa Troopa walking back an forth ontop. Kick the green Koopa Troopa
 into his shell, and kick him to the left to break several bricks on the
 brick formation. The brick formation should have six blocks on the left, and
 ten blocks on the right. Now jump into the backwards C, and hit the second
 brick in to reveal a hidden coin box! There is also another hidden item
 here, also located in the backwards C; the hidden item is a powerup and it
 is in leftmost brick of the bottom row. Now, press yourself up against the
 rightside of the left platform, and jump up to reveal a hidden peach-colored
 note box! This,  my friend, is where your path splits into two different
 options.

  Option 1
  --------
  Jump ontop of the peach-colored note box and press A just as you bounce on
  it to bounce up into the clouds! The clouds are like a secret bonus room;
  there are no enemies and life threatening situations, just coins. In fact,
  there are 35 coins on the ground. However, you will encounter more coins if
  you fly up in the air exactly half way through the area (of course, you
  must be raccoon mario to fly). In the sky, there are a total of 24 more
  coins as well as a block that contains an extra life. When the screen
  scrolls all the way to the right, enter the pipe to be released back into
  World 1-3.

  Option 2
  --------
  Ignore the peach-colored note box, and just continue to the right. Jump
  over a green Koopa Troopa, or kill him if you choose to. Jump over a pillar
  comprised of four blocks, and kill the little goomba on the other side. Now
  jump over another pillar, this one comprised of three blocks instead of
  four. If you touch the top block of the three block pillar, a powerup will
  emerge. Now kill the jumping Para-Goomba, and collect the 3 coins there.
  Jump over another pillar and kill another Para-Goomba, and collect 3 more
  coins. Now jump over the last pillar. Continue and jump over a tiny pit,
  and you'll come into contact with Boomerang Brother. You can kill him if
  you choose to by bashing him on the head, but I recommend just jumping over
  him. Now go to the right and jump over a tiny hole, and two Little Goombas
  will meet you, kill them both. Continue past a few platforms above you, and
  past a green Koopa Troopa.

 Rejoined
 --------
 You will now find yourself in the vicinity of a Para-Goomba that is
 releasing tiny Micro-Goomba Clingers. Simply ignore it, and go to the right.
 Touch the card roulette to finish the level.




 =========
 WORLD 1-4
 =========
 This level is a sidescrolling level, if you go to the leftside of the
 screen, the screen will "push" you. If you get pushed into something, such
 as a block, or a pipe, then you will lose a life.

 Jump off of your green grassy platform and onto a platform comprised of 5
 bricks. Jump onto the moving platform and then onto another brick platform;
 be sure to get the three as you do this. Go farther right on this same
 platform and get the 3 coins directly above. Now there are three more moving
 platforms, use them to get onto the lower platform there. You should now be
 about where the X is in the diagram below. There is also an extra life you
 can get, to see where the extra life is, check my diagram below.

 .--.--.--.
 |  |  |1U|
 '--'--'--'
        ^
        '--------- 1-up Mushroom here.

        \/
        /\
 .--.--.--.--.--.--.
 |  |  |  |  |  |  |
 '--'--'--'--'--'--'


 Stand where the X is and jump up to reveal the 1-up. Now jump to the right
 onto another moving platform, and then onto a L shaped brick formation. Now
 grab the 3 coins, then jump onto another L shaped brick formation, and get
 the 3 coins above it. Now jump to the right onto a platform that looks like
 the diagram below.

 .--.
 |  |
 :--:--.     .--.--.--.--.--.
 |  |PU|     |CB|  |  |  |  |
 '--'--'     '--'--'--'--'--'
     ^         ^
     |         '---Coin box here
     '-------------Powerup here
    .--.--.--.--.
    |  |  |  |  |
    '--'--'--'--'

 In this wacky looking set of brick formations, hit the powerup first, and
 then hit the coin box. Now, go ontop of the 5 brick platform and you will
 see a red Koopa Troopa. Bash him into his shell, and then pick his shell up
 and carry it. Carry the shell to the next high platform and kick it at the
 brick that is sticking up to reveal a hidden 1-up! Now continue to the right
 and use 2 more moving platforms to jump to the next brick formation; get the
 3 coins in the air as you do this. To the right is a moving platform that
 will travel directly above 7 vertical coins. Jump on the moving platform and
 let it drop through the 7 vertical coins, right before the moving platform
 drops off the bottom of the screen, jump up onto the brick platform to your
 right. The upper brick in the set of two is a coin box, to get it you will
 need to be big, if you are big, smash the bottom brick and get the coin box.
 Now to the right, use the three moving platforms to get onto the next brick
 formation. To the right, jump across the pit, over the red Koopa Paratroopa,
 get the 4 coins, and go into the pipe. In the pipe, ignore the Boomerang
 Brother to the left, run to the right, and touch the card roulette to end
 the level.




 ================
 WORLD 1-FORTRESS
 ================
 Run to the right, jump up the mini staircase, and stop when you get to a
 lava pit. There are several lava pits ahead of you, each of which has a
 Podoboo jumping out of it. Safely, wait for the Podoboos to settle, and then
 jump over 3 consecuitive pits. You will now be on a platform with a question
 mark block above, hit the question mark block to reveal a powerup. Get the
 powerup, then jump over another pit to the right (watch out for the
 Podoboo). Walk down the small staircase, dodge the Rotodisc. Go up another
 staircase, and dodge the next Rotodisc. While watching out for the Podoboos,
 jump to the right over two more lava pits. You'll now be on a platform with
 a single Rotodisc. Dodge the Rotodisc, and jump to the right over another
 lava pit. Hit the question mark block for a powerup. Get the powerup, then
 jump over the Dry Bones, and go into the door.

 The first thing you will notice about this next room is that the ceiling
 is comprised of spikes, and will slowly drop towards you. Walk a little tiny
 bit to the right, and stand below the area of the ceiling where the spikes
 are higher up than the rest of the spikes on the ceiling. As of now, you are
 completely safe, because the ceiling will not drop all the way. Wait for the
 ceiling to drop all the way down, then it will start to rise again. As it
 rises, jump to the right over the pit; you should now be on an "island"
 platform. The spikes on the ceiling above the "island" platform are higher
 up than the rest of the ceiling, thus, you are safe standing on the "island"
 platform. Stay on the "island" platform and wait for the ceiling to drop all
 the way, then as it rises again, jump over the pit to your right. As you
 jump across the pit, the spikes will lower again. Quickly, run to the very
 right of the room and press yourself against the wall. You are safe against
 the wall, so stand there and wait for the spikes to reach their highest
 position. When they reach their highest position, a door will appear, go
 into the door. Inside the door, you will find yourself in a long hallway.
 Follow the hallway all the way to the right and you will find Boom-Boom.

 You will now be confronted with the fortress boss, a.k.a. Boom-Boom. You
 can kill Boom-Boom 1 of 2 different ways. The first way is to jump on his
 head 3 times. If you choose to jump on his head 3 times, you must know that
 Boom-Boom will get more difficult after each stomp. The second method of
 defeating Boom-Boom is to shoot him with 5 fireballs. If you do not have
 firepower, chances are you don't, then just use the first method of beating
 him. Once Boom-Boom has been defeated, grab the question mark ball to end
 the level.




 =========
 WORLD 1-5
 =========
 As soon as you start the level, immediately hold down and you will slide
 down the hill and knock the four buzzy beatles off of the stage! You will
 land in a water pit. Get the 5 coins, then go to the right and climb up the
 short hill. Dodge the Pirahna Plant coming out of the pipe from above. Jump
 ontop of the Buzzy Beatle there, and kick him to the right at the right time
 to knock out a second Pirahna Plant below. This, is where your path splits
 into 2 different options.

  Option 1
  --------
  Take the uppermost path! Take the top path that leads toward the surface.
  Follow this path, and stop when you get to the part of the path that goes
  straight up (when you can see the daylight). There is an invisible note box
  you can get. To find out where it is, use my diagram below.

  _____      __    ______________
       |    |     | KEY:         |
       |    |     | N = Location |
       |N   |     |     of hidden|
      /    /      |     note box |
  ___/    /       '--------------'
         /
  ______/

  If you would like a coin heaven, hit the invisible note box. Bounce ontop
  of it, and press A as you bounce to be sent to a coin heaven. If you
  choose to omit the coin heaven, then ignore the hidden note box, just
  jump ontop of the surface onto the flat land. To the right, climb the hill
  and avoid the two green Koopa Troopas. Now climb another hill and avoid the
  next Koopa Troopa. Go down the other side of the hill, and you'll see
  a hole in the ground exactly like one where the hidden note box was, except
  there isn't any hidden note box this time.


  Option 2
  --------
  Take the lower path! Take the lower path where the second pipe is. Drop
  down the hole in the ground and land on the pipe. Go to the right into a
  water pit and collect the 5 coins there. Continue to the right past two
  more tinyer water pits, and then you'll come to a fourth water pit that has
  a question mark block above it. For a powerup, go into this water pit and
  hit the question mark block. Get the powerup, then advance up the hill to
  the right. When you get to the top of the hill, jump up above the surface.


 Rejoined
 --------
 Go to the right and climb up the small hill there. Avoid the green Koopa
 Troopa, then go down the right side of the small hill, then drop into the
 hole in the ground. Advance down the hill in the ground, and past two pipes,
 one of which has a Pirahna in it. Continue past another pipe with a Pirahna
 in it hanging from the ceiling. Continue to the right as far as you can go,
 then jump into the final pipe at the very right of the room.

 In the new area, go to the right, and touch the shuffling card roulette to
 complete the level.



 =========
 WORLD 1-6
 =========
 Jump to the right from platform to platform until you come to a high up
 platform occupied by a red Koopa Troopa. Knock the red Koopa Troopa off,
 and grab the 3 coins there. Now drop off the platform you are currently on,
 and land on the lower right. Knock the red Koopa Troopa off of that
 platform, and hit the question mark block which contains a powerup. Get the
 powerup if you choose to, jump ontop of the used question mark block, and
 then ontop of the platform to your upper-right. To the right, jump onto a
 rail lift, then onto the two note boxes that follow. Use the two note boxes
 to bounce onto a platform to the right. There is a red Koopa Paratroopa to
 the right, but completely ignore him. Instead, jump over him and land on a
 large platform with two blocks on each side that are preventing a green
 Koopa Troopa from falling off the edge. There are several secret items in
 these bricks, use my diagram to locate them.

       .--.--.--.--.        .---------------------.
       |  |  |1U|  |        | KEY:                |
       '--'--'--'--'        | 1U = 1-UP           |
                            | SC = Single Coin    |
                            | MC = Multiple Coins |
                            '---------------------'

    .--.           .--.
    |SC|           |MC|
    :--:           :--:
    |  |           |  |
 ==='--'==========='--'===
 =========================

 To get the single coin and the multi-coin, jump on the green Koopa Troopa
 once, and kick his shell inside this area. His shell will break the two
 underneath bricks, which will enable you to go underneath the coin bricks
 and grab their treasure (if you are big, you will have to duck-slide).
 Once you have gotten the two coin bricks, you can hit the 1-up brick. Hit
 the 1-up brick from below, and hope it goes in a way that favors you.

 Once you are finished with the area with the bricks, jump to the right onto
 the single platform. Jump ontop of the hill on this single platform, and
 then onto the higher platform to the upper-right. Continue to the right and
 jump up when the platform increases in height. You will now see a small spot
 where the platform is missing. Drop through this missing block, and land on
 the small brick platform below, then jump onto the rail lift to the right.
 As soon as you jump on the rail lift, it will start moving. Grab the 2
 coins, avoid the red Koopa Paratroopa, and get the additional coin. Stay on
 the rail lift a bit more, and the line will end, causing the rail lift to
 end. When the rail lift ends, jump onto the platform to the right. Look to
 the right of where you are now and wait for a lift to glide your way. When
 you see the lift, jump onto it and ride it to the right. Now jump on another
 rail lift. As soon as you jump on it, it will start moving. Now jump to the
 right overtop a red Koopa Paratroopa, and land on the ground. Advance to the
 right and you'll come to the shuffling card roulette. Avoid the green Koopa
 Troopa directly infront of the shuffling card roulette, then touch it [the
 card roulette] to end the level.




 ==============
 WORLD 1-CASTLE
 ==============
 Hmm...the King has been transformed into a Cobrat from Super Mario Advance 1.
 Let's help him, shall we?

 Carefully head right over the two Ball Cannons and a Bullet Bill Cannon. Try
 not to let the cool lightning effect in the background distract you. The
 platform you are on will drop a bit, so drop down. Advance past another Ball
 Cannon, and then jump over the wooden pillar. This next part is the hardest
 part of the level: you will now be attacked from below, as well as from
 above. Continue past 2 more Ball Cannons located on the ceiling, and another
 Bullet Bill Cannon on the ground. Hit the question mark block for a powerup.
 Get the powerup, and continue to the right. Watch out for the Rotating Ball
 Launcher above, it will shoot two Balls at a time. Continue to the right and
 jump over a wooden pillar. Advance past another Ball Cannon, a Bullet Bill
 Cannon, and another Ball Cannon. Advance up the steps and you'll come to a
 small white pipe. Go into the white pipe for a confrontation with Larry
 Koopa.

 Larry Koopa is extremely easy, but he could give some trouble to those of
 you whom are n00bs to the game, no offense if you are. Larry Koopa can only
 harm you one of two ways. The first way he can harm you is if you get hit
 by the magic he will shoot from the wand. The second possible way he can
 harm you is by touching you. To defeat Larry Koopa, you will need to bash
 him on the head 3 times. Unlike some of the other bosses, Larry Koopa does
 not get any tougher when you stomp on him. You can also defeat him by
 blasting him with 10 fireballs, but I find that method to be extremely
 difficult, and I highly recommend the 3 bashes on the head method. However
 you defeat him, grab the wand that he will leave behind, and bring it back
 to the king.

 Once you restore the King, Toad will cry tears of joy, and the King will sit
 there blinking his eyes like a moron. The King will also give you a letter
 from the Princess containing a P-Wing, which is an extremely useful item
 to have.




______________________________________________________________________________
??????????????????????????????????????????????????????????????????????????????
[502]                        WORLD 2 - DESERT LAND
______________________________________________________________________________
??????????????????????????????????????????????????????????????????????????????
 =========
 WORLD 2-1
 =========
 Run to the right, and jump on the brick formation. In this huge brick
 formation, there are three Pile-Driver Goombas camoflauged with the bricks,
 so watch out for them. You will also come to a single question mark block
 which contains a powerup. If you want to attempt for the powerup, you will
 need to take caution of the Pile-Driver Goombas.

 Once you are done with the brick area with the question mark block, go to
 the right over 3 pillars with Pile-Driver Goombas ontop, and you will come
 to two consecuitive question mark blocks. The left question mark block is
 only a coin, but the right question mark block is a starman, so be sure to
 hit at least that one. Now continue to the right past a green Koopa Troopa,
 a Pile-Driver Goomba, and a Firesnake. Use the two note boxes there to
 bounce ontop of the platform to the upper-right. Go to the right past a
 Little Goomba, and then walk a bit farther down this platform and jump over
 another Little Goomba. When the platform you are on ends, drop down to the
 ground. You should see two wooden bricks in the air. There is an invisible
 note box in between these two wooden bricks, jump up to reveal it. Jump
 ontop of the note box, and touch the side of the leftmost wooden brick to
 make a powerup emerge, then grab the powerup. There is a secret here where
 you can get an extra life; if you would like an extra life, follow the next
 paragraph, but if you would rather skip the extra life, then skip the next
 paragraph.

 To get a 1-up, drop back onto the ground (you may have already done so) and
 go to the left. Walk underneath the caged in area and break the brick from
 below. Go into the caged area, walk to the left, and drop down the platform.
 You will now be in an area with a single brick surrounded by 4 coins guarded
 by a Firesnake. Avoid the Firesnake, grab the 4 coins, and hit the brick.
 Sure enough, the brick is a 1-up. Get the 1-up, then go back to the right
 to the area where you started from (where the two wooden blocks and the note
 box is). You will now have two different options.

  Option 1
  --------
  Jump ontop of the note box, and spring onto the right wooden brick. Jump
  off of the wooden brick and land on the upper-right platform.

  Option 2
  --------
  Path Number 2 is for only those of you that are Raccoon Mario, you will
  need to fly to do it. Start by jumping ontop of the note box, and using it
  to spring up above the top of the upper-left platform. Stand on the right
  edge of this platform and start running to the left. When your P-Meter
  fills all the way up, fly in the air and break bricks to gain access to a
  hidden pipe! Go in the pipe and hit the P-Switch. Get the 16 coins that
  will appear, then go down the pipe to the right.

 Rejoined
 --------
 Continue to head to the right until the platform you are on ends. At this
 time, drop off, and land on the ground. Advance to the right until you come
 to a pipe with a Pirahna in it. Jump over this pipe, and kill the
 Pile-Driver Goomba that blends in with the 8 other bricks there. Wait for
 the Pirahna in the second pipe to go into his pipe, at this time, jump ontop
 of the pipe and go in it. Hit the P-Switch, and quickly exit via the pipe to
 the left. Now all the bricks have turned into coins! Get the coins, and kill
 the Pile-Driver Goomba again. Advance to the right to where the Shuffling
 Card Roulette is. There is another Pile-Driver Goomba right infront of the
 Shuffling Card Roulette, so don't accidentily hit him. When you are ready,
 touch the Card Roulette to end the level.


 =========
 WORLD 2-2
 =========
 To the right, advance over the hill, and jump over the Little Goomba there.
 Jump over the sand pit, and be sure to watch out for the Venus Fly Trap who
 lives in there. On the right side of the sand pit, go up the hill and you
 will see a brick sitting on the ground. Touch the side of the brick to
 reveal a hidden powerup. Get the powerup, then get the three coins sitting
 there, but be sure not to fall in the hole. Advance to the right over the
 red pipe, and jump over a second quicksand pit with another Venus Fly Trap
 inside it. To the right of the second sand pit, climb up the hill to the top
 and you will see two vertical bricks with a long stationary wooden platform
 located just to the right. Jump over the two vertical wooden bricks and land
 on the long wooden platform. As soon as you land on it, the long wooden
 platform will begin to glide to the right.

 [NOTE: You will now have two different options to take. The 'dry' option is
 for those of you that are going to remain on the wooden platform. The 'wet'
 option is for those of you that will take the water route.]

  DRY Option
  ----------
  Stay on the wooden platform. Get the 6 coins you'll come across, then jump
  over the green Koopa Paratroopa. You will now come to 2 bricks lined up
  horizontally to each other. The left brick is a coin, the right brick is a
  P-Switch. You can hit the P-Switch if you want, but I am going to explain
  the rest of this guide as if you completely ignored it. To the right of the
  two bricks are 4 coins directly followed by 3 more coins. There is an
  invisible 1-up located one brick space to the left of the 3 coins; if that
  confused you (and it probably did), use my diagram to get the point across.


  .-..-..-..-.   .--..-..-..-.         .--------------------------.
  |C||C||C||C|   |1U||C||C||C|         | KEY:                     |
  '-''-''-''-'   '--''-''-''-'         | .-.          .--.        |
                                       | |C| = COIN   |1U| = 1-UP |
                                       | '-'          '--'        |
                                       '--------------------------'

  Get the 4 coins, then quickly hit the 1-up block. The 1-up will soon fall
  into the water, so concentrate on grabbing the 1-up rather than the 3 coins
  that follow it. Moving on, jump over a 3 sets of 2 bricks, 1 set of 3
  bricks, and another 2 sets of 2 bricks. Advance past two green Koopa
  Paratroopas, and a set of 4 bricks. Now jump off the wooden platform and
  land on the ground below.


  WET Option
  ----------
  Drop into the water. Swim past a Cheep-Cheep. Start swimming a bit to the
  right, and then swim past another Cheep-Cheep. Now swim into the cluster of
  blocks. Swim past 2 more Cheep-Cheeps within the cluster of blocks. Once
  you clear the cluster of bricks, swim past another Cheep-Cheep. Continue
  swimming to the right until the lake ends, then swim out of the water.


 Options REJOINED
 ----------------
 Once you finish the wet/dry option (whichever one you took). Go to the right
 and go into the horizontal pipe at the very right. In the new room, advance
 to the right and touch the Shuffling Card Roulette to end the level.




 ================
 WORLD 2-FORTRESS
 ================
 Go to the right down the tiny staircase, and jump over the three Dry Bones.
 Continue to the right past a Thwomp and two more Dry Bones. Navigate past
 another Thwomp, and you will come in contact with a Boo Diddly. Due to his
 shyness, the Boo Diddly will not attack you unless you look away; watch him
 at all times. Jump over another Dry Bones, and up a vertical Green Pipe.

 Head right and jump onto a two block length platform just before the spike
 pit. Jump across the spikes and land on the wooden bricks. Run past the
 Thwomp, and jump across the second spike pit. There is a lone brick pressed
 next to a block here, which contains a powerup. I only recommend you get it
 if you are small. Yes, you can get it if you are big by using a duck-slide,
 but sometimes you'll accidentily slide too far and land in the spikes, which
 is why I don't recommend that. Anyway, get the powerup if you choose to, and
 be careful of the Boo Diddly. Run as fast as you can to the right, don't
 stop under any circumstances. You will charge by four Thwomps and collide
 into a wall. Go in the door at the very right of the room.

 You will arrive in a room with sets of spikes that are going up and down.
 You will need to go past the spikes when they are up while avoiding the Boo
 Diddlys. Run under the first set of spikes when it is up, and then the
 second. Wait for the spikes to rise, then quickly run under them before they
 fall on you. Now get past the next set of spikes the same way you got past
 the previous three. Now wait for the spikes to rise again and enter the
 door.

 Go to the right, and you will find yourself in a room with Boom-Boom! The
 wall will now close in, and you will be trapped! Looks like you gotta fight
 him, eh? Kill him by jumping on his head three times, but watch out, because
 he gets more and more difficult after each time you hit him! Once you have
 killed him, he will drop a question mark ball. Touch the question mark ball
 to finish the level.




 =========
 WORLD 2-3
 =========
 There are two question mark blocks sitting ontop of the first piramid, but
 you have to break the bricks below them first. To break the bricks below,
 you must be big and hit them from underneath, but if you are small, you
 can use the red Koopa Troopas shell to break the bricks. Now, get the two
 question mark blocks, the right block contains a powerup, so be sure to
 get at least that one. Now go to the right and jump over the pit, you will
 now be at a second piramid. There are two firesnakes on this pyramid, so
 don't mess with them. The two question mark blocks at the top contain a
 coin, and a star (the right question mark block is a star). To get them,
 do the same thing that you did for the previous piramid. Now go to the right
 and jump over another pit; you will arrive at a third piramid that has a
 single firesnake and two Koopa Troopas on it. As in the previous two
 piramids, there are also two question mark blocks at the top. The left
 question mark block contains a powerup while the right block contains a
 coin; get them the same way you got them for the previous two piramids.

 Jump over the next pit to your right and you will arrive at another
 piramid. This piramid, however, is different from the rest. This pyramid is
 made out of bricks. Avoid the Koopa Troopa that will walk down the piramid,
 and climb to the top. Be aware that the top brick is a fake Pile-Driver
 Goomba ready for an attack. Once at the top, use the wooden bricks to jump
 across to a second piramid made completely of bricks; be sure to avoid the
 two Pile-Driver Goombas that will make an attack. Climb the top of the
 second piramid. The paragraph below is optional, but it will lead you to
 some benefitial resources. If you would like a secret to get a bunch of
 coins and an extra life, follow the paragraph below. If you would rather
 beat the level quicker, then skip the next paragraph.

 To get the extra stuff, you will need to stand on the very top of this
 pyramid. There is a secret hidden note box that you will need to hit. To
 get it, stand two bricks away from the top of the piramid (on the left) and
 jump up. Jump ontop of your newly found note box and bounce on the right
 side to reveal another note box! Now bounce on the second note box, and
 bounce up to a platform made of 7 bricks and collect the 11 coins. Now jump
 back ontop of the first note box, and bounce to the left side to reveal a
 hidden coin. There are two more hidden coins above this one and to the left
 that you will need to hit. Now jump ontop of the highest coin block and jump
 to the left ontop of a platform. Jump up to reveal a hidden P-Switch. Hit
 the P-Switch, and quickly drop down to the 2 brick piramids,  which are now
 completely coins. In the left pyramid, you will notice one brick that hasn't
 turned to a coin. If you go under it and hit it, an extra life will emerge.
 Collect the 1-up, and continue to grab as many coins as you can. Now go to
 the spot where the second, rightmost, pyramid used to sit.

 Now go to the right past three platforms, 2 of which have Pile-Driver
 Goombas on them. Climb up a messed up piramid that has several missing
 bricks. Now drop down ontop of one of the green Koopa Troopas to knock him
 into his shell. Quickly, jump down and kick his shell, and quickly, before
 the shell can richochet back at you, jump to the top of the pyramid. Wait
 for the richocheting shell to work its way down to the left side of the
 pipe. When it does this, drop down into the area that was cleared due to
 the bricks being broken by the shell, and go into the pipe.

 In the new area, walk to the right and touch the Shuffling Card Roulette.
 Doing so will end the level, which is good.


 =======================
 WORLD 2-ANGRY SUN STAGE
 =======================
 Notice the angry looking sun in the top left of the level? Although he does
 not attack at the beginning of the level, he will half way through, so be
 prepared.

 Go to the right and jump over the sand pit, and advance to the right even
 farther. Jump over another sand pit (watch out for the Venus Fly Trap) and
 avoid the red Koopa Paratroopa. Go to the right some more and jump over a
 third quicksand pit with two different Venus Fly Traps in it. Jump over the
 green Koopa Troopa, and start running to the right at full speed. You will
 run straight into a mini-whirlpool. To get past the mini-whirlpool, you will
 need to jump right before the whirlpool. If you don't jump, you will get
 caught up in the hurricane and you'll need to do it all over again.

 Once past the mini-whirlpool, the Angry Sun in the top left corner will
 suddenly start attacking you! He will continue attacking you until either
 you kill him, or you finish the level.

 Anyway, continue past two sets of 8 bricks on the ground. Continue, and
 go onto another set of 8 bricks, and you'll come to a green Koopa
 Paratroopa. You can kill the Angry Sun by kicking the Koopa Paratroopa into
 his shell and throwing the shell at him. Anyway, continue past another set
 of 8 grounded bricks, then jump onto a set of 7 grounded bricks. You'll now
 come to another green Koopa Paratroopa. Avoid the green Koopa Paratroopa,
 then jump over the small sand pit that follows. Advance to the right some
 more, and then jump over another, larger sand pit. Advance down the next
 hill, and go to the right. When you get to the Shuffling Card Roulette,
 touch it to end the level.




 =========
 WORLD 2-4
 =========
 Right at the beginning of the level, there are two options you can take.
 Option 2 is highly recommended, but is only available to those of you that
 currently have flying abilities.

  Option 1
  --------
  Go to the right and jump over the Para-Goomba. Hit the question mark block
  for a coin. Jump onto the pillar and knock the red Koopa Troopa off the
  edge. Now jump on the second pillar to the right and knock the second red
  Koopa Troopa into his shell, then pick up the shell. Carry the shell ontop
  of the question mark block to the left, then throw the shell to the left
  side of you. The shell will richochet off the pillar and hit the question
  mark block. The question mark block will reveal a powerup, so get it. Now
  advance farther to the right and you'll come across another red Koopa
  Troopa. Kick the Koopa Troopa into his shell, then carry the shell to the
  right over a pit, and throw the shell at the grounded question mark block
  to reveal a powerup. Get the powerup, and kill the Boomerang Brother just
  to the right. Advance to the right past a green Koopa Paratroopa, and then
  jump onto a platform with a red Koopa Troopa. Ignore the red Koopa Troopa
  and jump to the right over the pit area, try to get the 4 coins during your
  jump. Now you'll be faced with another Boomerang Brother. Kill this next
  Boomerang Brother, then go to the right, and jump over the pit that
  follows. Hit the question mark block to reveal the third powerup of the
  level. Jump up the platform, and over the pipe (careful of the Venus Fly
  Trap). Continue to the right past another Boomerang Brother Continue to the
  right and get the 3 sets of 4 coins.

  Option 2
  --------
  This path only pertains to those of you that are Raccoon Mario, as you must
  be able to fly. Go to the right and kill the Para-Goomba. Now run at full
  speed to the left and start flying. Look to the top left of the screen and
  you will see some bricks that you will be able to break. Fly up and bash
  the bricks to reveal the path that you will take.

  Go to the right, getting the coins that are in the area, then jump into the
  water. Avoid the single Cheep-Cheep located in the water. Hit the third
  brick to the left on the rightmost set of bricks for a P-Switch. Jump out
  of the water and hit the P-Switch, this will turn all of the bricks above
  the water into coins, get as many of the new coins as you can before your
  P-Switch time runs out. Now leave the water area and get the 9 pairs of
  coins (18 coins in all) located inbetween the palm trees. Now go to the
  right ontop of the long brick platform that has 5 more pairs of coins on
  it, 10 in all. Get these 10 coins, then go underneath the platform that you
  are now on and hit every single brick from underneath to reveal 18 more
  coins. Proceed to the right past two flying red Koopa Paratroopas. Continue
  until you arrive at an area with scattered coins with bricks above. Try not
  to collect many of the coins at this point. The last brick in the middle
  row of bricks is a P-Switch. Hit the P-Switch, and quickly get all the
  newly created coins. When your P-Switch time expires, collect the remaining
  coins. Now go to the right, and bounce on the note boxes. If you bounce on
  the rightmost note box, you will reveal a powerup. Once you have gotten the
  powerup, drop down to the ground.

 Rejoined
 --------
 Advance to the right and go into the dark area. There will be a Boomerang
 Brother just before the Shuffling Card Roulette, watch out for him. Finally,
 touch the Card Roulette to end the level.



 =========
 WORLD 2-5
 =========
 To get past the first chain chomp to your right, you will need to jump on
 top of the two brick pillar and make a lunge over his head. The rightmost of
 the two question mark blocks is a powerup. If you are brave enough to risk
 getting hit by the Chain-Chomp, go for the powerup. Advance to the right
 past a few platforms and past another Chain-Chomp. You will now be at a
 platform made of bricks with a red Koopa Troopa ontop. Knock the red Koopa
 Troopa into his shell, and then kick his shell to the left to break the
 brick higher than the others. Drop down the hole that was created by the
 broken brick and touch the side of the grounded wooden brick to reveal a
 hidden powerup. Get the powerup.

 Proceed to the right over a pit, and then start climbing the platforms.
 There is a Chain-Chomp below the platforms, so stay away from him. A
 Little Goomba will be walking down the platforms, so stomp on him to kill
 him. Continue climbing the platform until you get to the top, then follow
 the platform to the right. Jump over, or stomp a Little Goomba, then
 continue to the right and jump over a small spot of water, and you will
 find yourself with 2 red Koopa Troopas. Jump on one of them and kick him to
 the right so that he hits a block for a coin, avoid the other one. Now
 continue to the right and you will see five bricks below you. The lower
 left brick contains a vine. To get the vine, go to the right and hit the
 red Koopa Troopa into his shell, and then knock him to the left. The shell
 will break every brick, including the one that will make the vine appear.
 Now this is where you have two options. Choose wisely.

  Option 1
  --------
  Climb the vine high into the sky. Once you can't climb any higher, drop
  onto the left onto the platform made of 6 clouds. Get the four coins on
  this cloud platform, then jump to the left onto another cloud platform,
  and then get the coins there. Repeat this process until you come to a pipe,
  then go down the pipe. Inside the pipe, try not to get the 8 coins just
  yet. Stand on the lowest brick and jump up to reveal a P-Switch. Break a
  minimal amount of bricks, and then grab the P-Switch. Now get all the coins
  that appear until the P-Switch time runs out. When the P-Switch time
  expires, get the remaining amount of coins. Also, before you leave the
  room, there is a powerup that you should get located inside the lowest
  right brick. Get the powerup, and leave the room via the pipe. You will be
  deposited into a cluster of platforms high in the air. There are 4 question
  mark blocks located here, too. The three leftmost question mark blocks are
  coins, but the rightmost question mark block is a powerup. Grab the
  powerup and drop from the cluster of platforms, so that you land safely on
  the ground.

  Option 2
  --------
  Ignore the vine. Go to the right and you will come across a red Koopa
  Troopa. Kick the red Koopa Troopa into his shell and kick his shell to the
  right so that he knocks out a second Koopa Troopa. Advance to the right
  and avoid the richocheting shell, and jump over the grounded wooden block.

 Rejoined
 --------
 Now go to the right into the dark area where the Shuffling Card Roulette is
 located. There is a Chain-Chomp positioned very precisely infront of the
 Card Roulette, so watch out for him. Jump over the Chain-Chomp and touch the
 Shuffling Card Roulette to finish the level.




 =========
 2-Pyramid
 =========
 Upon starting this level, you will be in an outside area with some stone
 platforms to your right. One of the platforms looks a little different from
 all the others. You can walk through this platform. Walk through it and
 enter the door to the piramid.

 Go to the right and climb up the staircase and jump over the Buzzy Beetle
 that is going down the staircase. At the top of the steps, there will be
 another Buzzy Beetle guarding a question mark block. The question mark block
 contains a powerup. To get the powerup, you will have to knock the Buzzy
 Beetle into his shell, and pick his shell up and throw it out of the area.
 Then, you can safely get the powerup.

 Now go to the right and go halfway down the slope, then jump into the middle
 tunnel. You will come to a wall of breakable bricks. You can whip them with
 your tail if you are Raccoon Mario, but if you are not Raccoon Mario, you
 will have to use the shells of the Buzzy Beetles'. However you do it, break
 the wall, and move on.

 You will come to a pipe with a Pirahna in it. Jump ontop of the pipe, and
 jump ontop of the platform to the upper-left. Follow this tunnel to the
 left, and when it ends, jump to the upper-right. Jump over the Buzzy Beetle
 in the area, then continue to the right. There is another wall here made of
 bricks, get past it the same way you did the previous wall. This is where
 your paths split, but I recommend you take option 1.

  Option 1
  --------
  You should see an upside down pipe surrounded by wooden bricks. To get into
  this area to go into the pipe, you will need to reveal a hidden coin block
  located three coin spaces to the right of the wooden bricks. Observe my
  diagram:

        ||    |
        ||    |   .--.
        ||    |   |  |
        ||    |   :--:
        ||    |   |  |
        ||____|   :--:     .--.
        |'____'   |  |     |IB| <---Invisible Block
        |         :--:     '--'
  ______|         |  |
      .--.--.--.--:--:
      |  |  |  |  |  |
      '--'--'--'--'--'



  ___________________________________________________________________________


  Jump up and hit the invisible block. Jump ontop of the invisible block,
  then go into the pipe. Inside the pipe, you will see two rows of coins, two
  rows of bricks, and a single brick on the ground. Hit the brick on the
  ground to reveal a P-Switch. Jump on the P-Switch, and collect all the
  coins. When the P-Switch time runs out, get the remaining amount of coins,
  and then leave via the pipe to the right.


  Option 2
  --------
  Ignore the pipe above you. Go to the right and slide down the hill to kill
  two Buzzy Beetles. At the base of the hill, there is a hole; make sure you
  jump over it.


 Rejoined
 --------
 Climb up the hill to your right. You will see a Buzzy Beetle walking on the
 ceiling. This Buzzy Beetle will drop down at you when you get close, so be
 ready for his attack. Proceed to the right past a normal Buzzy Beetle, then
 past another Buzzy Beetle on the ceiling. You will now be at another wall
 comprised of all bricks. Get past this wall by whipping the bricks with your
 tail, if you have one. If you don't have a tail, you will have to use the
 shells of the Buzzy Beetles. Once through the wall, go past the pipe with
 the Pirahna in it. Continue to the right until you can't go any farther, at
 this time, go up the upside down pipe pressed up against the wall. The pipe
 will lead you outside. Once outside, look to the left and you will see the
 other side of the pyramid. Climb the pyramid as high as you can, and you'll
 see a P-Switch hidden in the top-left corner. Hit the P-Switch, and 20 blue
 coins will appear along the side of the pyramid. Collect as many of the 20
 coins as you can before the P-Switch timer runs out. Then, advance back to
 the right over the Boomerang Brother and touch the Shuffling Card Roulette
 to end the level.




 ========
 2-CASTLE
 ========
 The king has been transformed into a Hoopstar, an enemy from Super Mario
 Advance 1. Let's go aboard the airship to change him back!

 When you gain control of your character, go to the right down the steps,
 then over a Bullet Bill Cannon. There is another taller Bullet Bill Cannon
 to the right, jump ONTOP of it. From the top of the second Bullet Bill
 Cannon, jump onto the platform to the upper-right. Go to the right past a
 Ball Cannon, and continue to the right. Advance farther to the right past
 four more Bullet Bill Cannons, you will arrive at a ledge. When you pass the
 fourth Bullet Bill Cannon, jump onto the ledge to the upper-right, then hit
 the question mark block there for a powerup. Grab the powerup, then advance
 farther to the right. You will come to four large wooden crates with three
 tiny Bullet Bill Cannons to the left of them. Fall to the bottom of the
 wooden crates and walk to the right until you come to another set of wooden
 crates with three more Bullet Bill Cannons to the right. Use the crates to
 jump to the top of them, then jump onto the platform to the upper-right and
 proceed to the right. When the platform lowers, drop down. Continue to the
 right, then you'll come to a set of Rocky Wrenches. Ignore the Rocky
 Wrenches; they are dangerous. Proceed with caution past the Rocky Wrenches,
 then continue to the right past two more Bullet Bill Cannons. You will now
 come across a small white pipe sticking out of the ship. Enter this white
 pipe, and you will find yourself in a single room with Morton Koopa Jr.

 Morton Koopa Jr. is a simple boss, almost as simple as Larry Koopa, the
 World 1 boss, but not that simple. The only actual power that he has is to
 hit you with the magical beams of power that will shoot from his wand. Also,
 if he touches you it will hurt you. The terrain of his room is completely
 uneven, which gives him a slight advantage. His enormous body weight makes
 him a bigger target, which means easier to hit! To kill Morton Koopa Jr.,
 you will need to bash him on the head three times. You can also kill him by
 blasting him with 10 fireballs, but that method is much harder. One you
 defeat him, he will drop the wand and shrivel up into a ball and fly toward
 the top of the screen. Grab the wand, then bring it back to the King.

 Toad is very happy for your good deads, but the King doesn't show any
 emotions toward your bravery at all. If you ask me it should be the other
 way around. Anyway, you'll receive a letter from the Princess. In the
 letter, you will receive a Jugem's Cloud! You can use a Jugem's Cloud to
 skip over any level you choose to. I recommend saving it for the last
 few levels of the game.




______________________________________________________________________________
??????????????????????????????????????????????????????????????????????????????
[503]                        WORLD 3 - WATER LAND
______________________________________________________________________________
??????????????????????????????????????????????????????????????????????????????
 =========
 WORLD 3-1
 =========
 Welcome to the first underwater stage of the game. First of all, look to the
 bottom left and you will see sort of a gap in the ground. Fall down the gap
 to find a hidden question mark block, which contains a powerup. Get the
 powerup, and swim back to the top; back to where you started.

 Go to the right past a pipe exerting bubbles and you'll come across a
 Blooper. Pass a second pipe exerting bubbles, and swim as far to the
 right as you can so that you are pressed up against the side of a large pipe
 which makes a wall. Start swiming deeper and deeper toward the sea floor.
 Watch out for the Blooper and swim over the next pipe. Swim over a Lava
 Lotus, and grab the 8 coins if you decide to be daring. Swim to the right
 over another pipe and you will come to another Lava Lotus surrounded with
 six coins and two question mark blocks. The left question mark block
 contains a powerup, but it is very hard to get without accidentily getting
 hit by one of the Lava Lotus's petals. Get the powerup if you choose to be
 a daring lad, and then swim back to the sea surface. Now press yourself
 against the wall to the left and swim as close to the surface as you can.
 Now jump up so that you soar off of the top of the screen, and hold left.
 If done correctly, you should be ontop of the wall! Go to the left and you
 will access a little secret room with a question mark block. Go into the
 secret room and hit the question mark block for a powerup. Jump back to the
 top of the ceiling and run back to the right. Start swimming to the right
 until you come to a yellow platform. This is where you have two options.

  Option 1
  --------
  Avoid the Blooper Nanny and swim to the right past a yellow platform.
  Avoid the Blooper which will be in the vicinity, and go up the pipe.

  Option 2
  --------
  There is a small hole below you. Go down the hole to discover a secret
  area. There is a whole bunch of note boxes here, but none of them contain
  anything special (I already tried). Swim past the Lava Lotus and past the
  remaining note boxes, and you will see a single block that has 20 coins
  surrounding it. Grab the 20 coins and hit the brick to reveal a 1-Up. Get
  the 1-Up, then swim above the blue pipe to the right, the bubbles will
  push you up. Avoid the Blooper in this area, then go up the pipe.

 Rejoined
 --------
 Advance to the rightward direction and touch the Shuffling Card Roulette to
 finish the first underwater based level of the game.



 =========
 WORLD 3-2
 =========
 This level is relatively easy, but if you fall into the water and your
 wooden platform gets away from you, it will become immensily harder, so do
 not let the wooden platform get too far away if you fall in.

 Head to the right and use the two rail lifts to gain access to the following
 ledge. There is a powerup in the question mark block sitting next to the
 donut lifts. It contains a powerup, so get it. Now look to the right and you
 will see a motionless wooden rail lift connected to a wire. Jump on it and
 it will immediately start moving to the right.

 If you choose, you can jump onto the L shaped wooden block structure and
 touch the middle left block for a hidden star. If you choose to get the
 star, quickly jump back on the rail lift. Grab the three coins there. Hit
 the question mark block for a single coin, then grab the six other loose
 coins in the area. Go past the red Koopa Paratroopa and hit the question
 mark block for a single coin (it will contain a star if you still have the
 power from the first star). Watch out for the jumping fish. Get the three
 coins that you will pass. When the rail lift ends, jump onto the pair of
 donut lifts. If you choose, you can get the question mark block, which will
 contain a coin, or a star if you got the previous two stars. Now jump onto
 the next rail lift and get the three coins. Watch out for the jumping fish,
 and jump over the red Koopa Paratroopa. When you come across six horizontal
 bricks, the third to the left is a P-Switch. Hit the P-Switch from
 underneath, and when the rail lift ends, jump back and hit it. Get the coins
 that will appear and jump to the left past the pipe. Hit the lower question
 mark block for a powerup, and the higher brick for a coin. Now jump into the
 pipe.

 Avoid the jumping Cheep-Cheep fish, and proceed to the right into the dark
 area. Touch the Shuffling Card Roulette to finish the level.



 =========
 WORLD 3-3
 =========
 This entire level consists of a constantly moving platform with a Boss Bass
 constantly trying to eat you whole! Stay clear of the water!

 Jump over the first big gap, and then jump over the three little gaps. Get
 the three coins above the three little gaps, and then go to the right and
 jump over the huge gap. Proceed past the note box and jump ontop of the
 Koopa Troopa. Pick up his shell and carry it to the right where the bricks
 lower by one level, and throw it to the right. Now jump down and hit the
 brick next to the one you broke for a P-Switch. Use the diagram to farther
 understand what I mean.

  __ __ __ __ __ __                         __ __ __
 |  |  |  |  |PS|  |                       |  |  |  |
 '--'--'--'--'--'--:--.--.--.--.--.--.--.--:--'--'--'
               ^   |  |  |  |  |  |  |  |  |
 Hidden        |    ?? ?? ?? ?? ?? ?? ?? ??
 P-Switch here-'


 Hit the P-Switch, then go back and hit the note box to reveal a powerup.
 Get the powerup, then continue to the right, and jump over two huge pits,
 and then a tiny single block pit. Use the rotating platform to jump across
 the huge pit. You will now be at an area where there are two ice bricks to
 the right, a brick in the air, and a brick to the left. Hit the brick in the
 air for a powerup, and then take an ice brick and throw it at the brick to
 the left for a P-Switch. Jump on the P-Switch and then quickly run to the
 right over two tiny pits and a red Koopa Troopa. Now, use the many brick
 platforms to run to the right. Continue running to the right until you
 pass a platform shaped like an L. Jump on the top of the L, and jump onto
 the brick platform. Now jump onto the top of the rotating platform, and
 quickly make a big leap to the right ontop of a skinnier L shaped platform
 with a pipe on it. Now, you have two choices.

 Your first choice is to play it safe and go into the pipe, and that is what
 I recommend to you if you aren't very good. If you decide to go in the pipe,
 skip down to the next paragraph. If you decide to be daring, there is a way
 to get an extra life. Make a running jump to the right, and you will land in
 the water. Jump out of the water in the rightward direction, and by this
 time you should see a single block; jump onto that. Now jump to the right
 onto the platform, and hit the single brick and out will emerge a 1-up
 mushroom! Grab the 1-up mushroom, and go back to the left and go into the
 pipe.

 Jump over the water to the right and go into the darkness. Touch the
 Shuffling Card Roulette to end the level.



 ====================
 WORLD 3-FORTRESS (1)
 ====================
 This one is simple. This fortress consists only of several doorways, you
 just need to know the right ones to enter, or you will get lost.

 Firstly, I will tell you how to get a bunch of coins. If you don't want the
 coins, then just skip this paragraph. To get the coins, head to the right
 over two Rotodiscs and a Dry Bones. Go up the stairs and past the Thwomp.
 Now you will be in a huge hallway with multiple doorways and enemies. You
 will need to follow this halway to the very end. You will pass 7 Dry Bones
 enemies, 2 Thwomps, 2 Boo Diddlies, and 8 doorways. Finally, when you come
 to the doorway at the end, enter it. You will see a bunch of coins in a U
 shaped block structure with 3 holes below it. Jump through the 3 holes and
 you  will reveal 3 hidden coin blocks. To get the coins inside the U, stand
 where the doorway is and jump up to reveal a hidden coin. Jump ontop of the
 hidden coin, and then jump to the right to reveal another hidden coin. Now
 get the 14 coins inside the U and leave the room.

 Secondly, I will tell you how to get an extra life. If you don't want the
 extra life, then just skip down to the next paragraph. Go into the fifth
 door of the hallway (or 4 doorways to the left if you followed the
 previous paragraph). You will arrive on a small platform with water below
 you and a brick to the right. Carefully, walk under the brick, and hit the
 brick on the LEFT side. A 1-up mushroom will come out and go to the right.
 Get the 1-up mushroom, and go back into the door.

 Thirdly, and most importantly, I will tell you how to finish this fortress.
 Go into the sixth doorway (or 1 doorway to the right if you followed the
 previous paragraph). You will arrive on a small platform with water below.
 Look to the upper left of where you are now and you will see another door.
 Jump up to it, and enter it. You will arrive in a short room with a checker
 board floor. Follow the room to the right and you will find Boom-Boom.
 Defeat Boom-Boom the way you normally do; stomp on his head three times.
 Remember that he gets harder and harder after each stomp. Once he is done,
 grab the ? ball that he'll leave behind to finish the level.


 =========
 WORLD 3-4
 =========
 Go to the right past the two little goombas and past the pirahna plant. Jump
 over the water pit, and past the pipe with the venus fly trap inside. The
 question mark brick contains a powerup. If you choose to get it, carefully
 avoid the fire shots from the Venus Fly Trap. Get the powerup, and jump
 ontop of the question mark brick, and over the hill. Slide down the hill and
 knock out the three Goombas. You will land in a water area that has a
 Cheep-Cheep swimming in it. To get over the huge hill to your right, you
 will need to reveal two hidden coin bricks. To reveal the first hidden coin
 brick, press yourself up against the hill, and jump out of the water, this
 will reveal the first hidden coin brick. Now jump ontop of the first hidden
 coin brick, stand on the left edge of it, and jump up to reveal a second
 hidden coin brick. Jump ontop of the second coin brick, and make your way
 over the hill.

 Slide down the right side of the hill and you will knock out three green
 Koopa Troopas. Hit the three question mark blocks that you will pass and you
 will come to a Para-Goomba that will release Micro-Goombas. Do your best to
 avoid the annoying Micro-Goombas, and kill the annoying Para-Goomba. Now go
 to the right and kill a second Para-Goomba that can't fly. Look up and you
 will see a vertical pipe. You should see two more bricks below the pipe. Hit
 the rightmost brick to reveal a hidden P-Switch. Hit the P-Switch for a
 brief moment of coins. Get as many of the coins as you can until the
 P-Switch time runs out. Now preceed to the right and hit the question mark
 for a powerup. Continue to the right and hit the pair of question mark
 blocks for two additional coins.

 Go to the right until you get to a row of six bricks. A Lakitu will appear
 and start hurling eggs at you. Jump under the set of six bricks, and hit
 every brick, particularly the second brick to the left for a 1-up mushroom.
 Jump over the huge gap to your right and then the three tiny gaps that
 follow. Hit the two question mark blocks for a coin and another powerup,
 and then proceed down the hill to your right and touch the Shuffling Card
 Roulette for a levels end.



 =========
 WORLD 3-5
 =========
 If you have one, a Frog Suit would help greatly in this level.

 Jump off the pipe that you start on into the water and swim to the sea floor.
 While keeping an eye out for the Cheep-Cheep, gather the 3 coins inbetween
 the white coral rings. Swim to the right past a grey platform and you will
 come to a Big Bertha. Do your best to ignore Big Bertha. Now hit the three
 question mark blocks for a powerup and two coins, and then hit the three
 other blocks for three more coins. Now swim above the pipe and the air
 bubbles will blow you up. Now get the powerup that you hit from the question
 mark block. Ignore the Jelectro jellyfish and the Blooper, and swim to the
 right on the sea floor. Get the six coins and avoid the Cheep-Cheep. Swim
 past a grey platform that has white coral rings on it, and get the four coins
 as the pipe's air bubbles pushes you down. Continue to follow the sea floor
 to the right, and get the seven horizontal coins. Now swim overtop of the
 pipe and let the air bubbles push you up. Avoid the Cheep-Cheep, swim past
 the Jelectro's, and hit the three horizontal question mark blocks for a
 powerup and two additional coins. Ignore the Cheep-Cheep and continue toward
 the right. You should now see a vertical pipe shooting bubbles out. There is
 an invisible 1-up mushroom here, but it is hard to get due to the bubbles
 pushing you down. Check my diagram to see where it is.

 |     |
 |     | <---That's the pipe.
 |     |
 |_____|
 :_____:
    . o
  o
   . o
     __
   o|  | <---Invisible 1-up mushroom here.
    '--'

 After getting the 1-up, continue past the vertical pipe, and you will come to
 a small maze of Jelectro jellyfish. The best way to get by them is to ignore
 the three coins that are there, and swim underneath them. A grey platform
 will block you from doing this, but if you swim over the grey platform, there
 is just enough room to sneak underneath them. You will come to a Blooper
 Nanny, which you should completely avoid. Continue to swim along the sea
 floor, get the three coins, and avoid the Big Bertha. Now swim up and look
 for a pipe; enter it.

 You will be deposited above the sea that you were just in. Swim to the right
 past the water area; use the platform lift if you need to. Enter the darkness
 and touch the Shuffling Card Roulette to end 3-5.



 =========
 WORLD 3-6
 =========
 Move right and jump onto the pair of donut lifts (falling bricks). Jump onto
 the set of four donut lifts there, then hit the question mark block above
 for a powerup. Jump to the right so that you land on the wooden platform.
 When the rotating platform is in its flat state, jump to the right and land
 on the rotating platform. Quickly jump to the right onto the two donut lifts
 and then onto the platform to the upper-right.

 Jump ontop of the red Koopa Troopa and kick his shell to the right; if it
 bounces off the wall at the right time, it will hit a coin box for extra
 coins. Ignore the three coins below you, because they could result in
 getting smushed against the wall and losing a life. Jump across the tiny
 hole in the ground. Pick up the ice brick that is resting on a single donut
 lift, and (with the ice brick in your hands) stand on the donut lift until
 it drops to get to the lower platform. Now, throw the ice brick at the
 grounded brick for either a Power Mushroom or a Raccoon Leaf. And, of
 course, grab the powerup. Now stand ontop of the brick that just released
 the powerup and jump straight up, you will break the brick. Now jump again
 and land on the high platform. Jump over the red Koopa Paratroopa and across
 the pit so that you land on a tiny platform with a grounded brick. If you
 have a Raccoon Tail, whip the brick for a coin. Now jump to the right across
 another pit. Jump on the red Koopa Troopa and kick him at the brick to the
 right for a coin. Now jump across the pit to your right and land on the two
 donut lifts. Now, there is an extra life that you can get.

 The extra life is in the single brick ledged in between two wooden
 platforms. Before you hit this, grab one of the ice bricks. Throw the ice
 brick at the brick to the right, and you will reveal a P-Switch. Now, hit
 the P-Switch and (quickly) hit the left side of the 1-up brick. The 1-up
 mushroom will sail to the right and will go right through the coins. Grab
 the 1-up mushroom before it falls off the screen, and get as many coins as
 you can before your P-Switch time expires.

 Proceed to the right onto the three donut lifts and collect the three coins
 above. When the time is right, jump over the Koopa Paratroopa and onto the
 rotating platform. Quickly jump off the rotating platform and onto the green
 pipe. Go into the green pipe.

 You will be deposited into a new area ontop of a wooden platform. Go to the
 right past another wooden platform and a green Koopa Paratroopa. Run into
 the dark area and touch the Shuffling Card Roulette to end the level.




 =========
 World 3-7
 =========
 Immediately jump up and hit the question mark block for a coin. Now fall off
 the pillar, and touch the top brick of the pillar for a powerup. Run to the
 right and you will see three grassy platforms above up, but just ignore
 them. Proceed to the right and jump over the tiny pit. Two spikes will fall
 from two more grassy platforms; do your best to ignore them. Just ahead you
 will find a wooden block with 15 bricks above it. The second brick to the
 left of the top row is a 1-up mushroom, but you must be super mario (big)
 to get it. Just ahead to the right there is two more grassy platforms with
 two more spikes on it. Just run past them, and jump over the medium sized
 pit. You will land on a platform with two wooden bricks, a spike, and a
 green Koopa Paratroopa. Kill the enemies if you will, and then jump to the
 right across the pit. You will come to a platform with a pipe. Ignore the
 pipe, because it doesn't do anything special, and jump across the pit to
 your right. You will come to an area with several more spikes, a Koopa
 Troopa, and some more platforms. Jump on the Koopa Troopa and kick his
 shell. It will kill all the spikes on the ground, and then richochet off
 the wooden bricks. When the shell hits the wooden brick to the left, it
 will reveal a powerup. Get the powerup. You should also see two sets of
 brick formations that look like weird shaped U's. The upper left brick of
 the higher U contains a tree of beans. Hit that brick, and then climb the
 vine. At the top of the vine, there are several cloud platforms, all with
 multiple coins on them. Get all the coins, then jump onto the longest
 cloud platform and hit the only brick there for a P-Switch. The P-Switch
 was added to this level for those of you that did not get the extra life
 earlier on in this level due to you being too small to hit the bricks. If
 that applies to you, then hit the P-Switch, fall off the cloud platform,
 and get the 1-up mushroom. However, if you did get the 1-up earlier on in
 this level, then ignore the P-Switch.

 Go back to the area where you hit the block and got the tree of beans. You
 now have two paths that you may take. I highly recommend option 1.

  Option 1
  --------
  This path is a super secret that not many people know about. To do it,
  climb the tree of beans (vine) to the very top. Stand on the brick that
  the tree of beans ends at, and jump to the right. You will (hopefully)
  land on a secret cloud platform. If you didn't land on the secret cloud
  platform the first time, try again until you get it. Once you are ontop
  of the cloud platform, stand in the exact center, and jump up. You will
  reveal a hidden note box! Now jump on the note box and press A as you
  bounce, and you will be sent to a coin heaven! There are 56 total coins
  in the coin heaven. Get as many coins as you can, and when the coin heaven
  ends, you will get to a treasure chest! Open the treasure chest for a
  Jugem's cloud! This will end the level.

  Option 2