Key:
- SM = Super
Mushroom
- FF = Fire
Flower
- SL = Super
Leaf
- St =
Starman
- FS = Frog
Suit
- TS =
Tanooki Suit
- HS =
Hammer Brother Suit
- PW =
P-Wing
- MB = Music
Box
- JC =
Jugem's Cloud
- Ha =
Hammer
- An =
Anchor
The Basics
- New
Suits
- Frog
Suit -
Gives Mario greater speed and control
while swimming. Not too great for running
on dry land though.
- Tanooki
Suit -
Press Down and then B to turn into a
statue. This statue form lasts 5 seconds.
During this time, Mario is invincible.
- Hammer
Brother Suit -
When you duck, your shell will protect
you from fireballs. Press B to throw
hammers! The hammers are powerful enough
to kill tougher enemies like Thwomps, Boo
Diddlys, Bowser....
The
ways of the Blocks
If you hit Blocks that contain a Super Mushroom,
a 1-Up Mushroom, or a Starman, the item will go
to the opposite side you hit the Block on. For
example, if you hit a Block on the lower-left
corner, the item will go to the right. If you hit
a Block on the lower-right corner, the item will
go to the left.
Unlimited 1-Up
Techniques
- The
Oscillating Shell Technique -
Go to a spot where an endless number of
enemies are coming at you (Bullet Bills,
Spinys from Lakitu, etc.). Kick a shell
so it goes back and forth between two
obstacles. The enemies will be killed by
the shell for points and eventually
1-Ups.
- The
Goomba Stomp Technique -
Stomp lots of enemies in a row without
touching the ground. This works best when
you are Racoon/Tanooki Mario, in areas
where there is an endless supply of
enemies (Goomba-generating pipes) or
where enemies get stomped and can recover
(Dry Bones, Koopa Troopas).
- The
Vine Method -
This is a variation of The Goomba Stomp
Technique. Stomp an enemy that can
recover (Dry Bones, Koopa Troopas) and
land on a Vine / Rotary Lift. When the
enemy recovers, stomp him again and land
back on the Vine / Rotary Lift. This
doesn't count as touching the ground!
- Multiple
1-Up / 200+ Coin Stages -
In stages that have more than 200 coins,
or that have more than two 1-Ups, collect
all the 1-Ups and/or coins and then kill
Mario intentionally. Re-enter the stage
and repeat.
White
Mushroom Houses
If you get a certain amount of coins in a certain
stage, a White Mushroom House will appear on the
Map Screen. Go in it, and Toad will either give
you a P-Wing or an Anchor. (P-Wings on
odd-numbered worlds; Anchors on even-numbered
worlds.)
World 1 Grass Land
- Items
Mushroom House #1: SM/FF/SL
Wandering Hammer Brother: St
Mushroom House #2: SM/FF/SL
White Mushroom House: PW (World 1-4: 44 Coins)
1-1
Kick the first Koopa Troopa you see into the ?
Block on the ground to release a SM/SL. If you
are now Racoon Mario, kill the next 3 Goombas,
get a good running start and fly over the first
pit, following the trail of coins upward. Jump
over to the cloud platforms for a ? Block
containing a 1-Up Mushroom. From the second cloud
platform, you can fly all the way over to a pipe
way up in the sky leading down to a secret coin
room.
1-2
Unlimited 1-Ups
Racoon Mario can get a lot of 1-Ups at the
Goomba-generating pipe. Wait 'til a few Goombas
are out, then stomp one and float down on another
Goomba. You'll get more and more points for each
Goomba you stomp without touching the ground, and
eventually you'll start getting 1-Ups.
1-3
Warp Whistle #1
Squat on the white block for 5 seconds, and you
will fall through the block and end up in the
background. Keep running to the right as far as
you can without getting hit by an enemy. You'll
run into Toad, who will give you the first Magic
Whistle.
Coin Heaven
On the first batch of Blocks, kick the Koopa
Shell left into the second Note Block. When all
the Blocks are cleared out, stand next to the
first ? Block and jump to reveal the Magic Note
Block.
1-4
White Mushroom House - 44 Coins
At the part with the vertical line of 8 coins,
the very top Block is a 10-Coins Block. Assuming
you collected every coin up until that point,
you're going to need at least 7 or 8 coins from
that 10-Coins Block to get the White Mushroom
House.
1-Fortress
Warp Whistle #2
Hit the first ? Block for a SM/FF, then hit the
second ? Block for a SL. Stomp the Dry Bones, get
a running start and fly up and right above the
ceiling. At this point, you should be on the
ceiling, but unable to see Mario. Keep walking to
the right until you stop. Press Up to enter the
hidden door, and you'll fall into a room with the
second Magic Whistle being kept in a box.
1-5
Coin Heaven
At the second pipe, take the upper path. Before
you go back out into the light, jump around to
reveal the Magic Note Block hidden up by the left
wall.
1-6
1-Airship
Stomp on Larry Koopa 3 times to get the Magic
Wand. Princess Toadstool will reward you with a
P-Wing.
World 2 Desert Land
- You'll get
a Hammer from one of the Wandering Hammer Bros.
on the map screen. Use it on the rock in the
upper-right corner to reveal more areas,
including a third Wandering Hammer Brother who
guards the third Warp Whistle.
Items
Mushroom House #1: SM/FF/SL
White Mushroom House: An (World 2-2: 30 Coins)
Wandering Hammer Brother #1: MB
Mushroom House #2: SM/FF/SL
Wandering Hammer Brother #2: Ha
Mushroom House #3: FS
Wandering Hammer Brother #3: Warp Whistle #3
2-1
2-2
White Mushroom House - 30 Coins
Ride the moving platform to the right, and duck
when you get to the first set of blocks. Hit the
second one to reveal a P-Switch. Jump on it and
quickly jump back onto the moving platform. Make
sure you get all the coins. Double back and
collect the rest of the coins.
2-Fortress
Unlimited 1-Ups
In the start of the scene there should be 3 Dry
Bones together. As Racoon Mario you can stomp
them repeatedly without touching the ground for
points and eventually 1-Ups.
2-3
Jump off the left corner of the first Note Block
to reveal a hidden block. Jump up from the left
corner of that block to reveal another hidden
block. Repeat. You now have a stairway to a bunch
of blocks. The first one on the top has a
P-Switch. Jump on it and immediately drop
straight down to collect a bunch of coins.
2-Desert
Jump in the center of the tornado, and it will
shoot you a long way. If you jump into the bottom
part, it'll spin you back a ways.
2-4
As Racoon Mario, fly up to the upper left corner,
breaking Blocks as you go. You have found a
veritable Coin Heaven.
2-5
2-Pyramid
2-Airship
Stomp on Morton Koopa Jr. three times to get the
Magic Wand. Princess Toadstool will reward you
with a Jugem's Cloud.
World 3 Water Land
- Use the
Hammer you get from the first Wandering Hammer
Brother on the rock that blocks the canoe. You
can ride the canoe to three more Mushroom Houses
and two more Matching Games.
Items
Mushroom House #1: FS
Wandering Hammer Brother #1: Ha
Mushroom House #2: FF/SL/FS
Wandering Hammer Brother #2: St
White Mushroom House: PW (World 3-8: 44 Coins)
Mushroom House #3: FF/SL/FS
Mushroom House #4: FF/SL/FS
Mushroom House #5: SM/FF/SL
3-1
Go straight down at the beginning to find a
power-up.
3-2
3-3
3-Fortress
The sixth door takes you to BOOM-BOOM. The last
door leads to a secret coin room.
3-4
Unlimited 1-Ups
When Lakitu appears, back track to the two Wood
Blocks under the upside-down pipe. Stand on the
two Blocks directly under the pipe and kick a
Koopa Shell. The shell will bounce back and
forth, killing the Spinys that Lakitu throws
down. For each Spiny the shell kills, you get
more and more points, and eventually 1-Ups.
3-5
Frog Mario can go down the second pipe on the sea
floor. After you go down the pipe, hold Right so
you can reach the Giant ? Block which contains
three 1-Up Mushrooms.
3-6
3-7
Coin Heaven
Sprout the Vine, climb up and get on the Wood
Block at the top of the Vine. Jump off to the
Right, and you'll land on a cloud platform. Stand
in the middle of it and jump to reveal the Magic
Note Block. At the end of this particular Coin
Heaven there is a Jugem's Cloud!
3-Fortress
#2
3-8
White Mushroom House - 44 Coins
3-9
Unlimited 1-Ups
Kick a Koopa Shell between the second and third
Bullet Bill Cannons for points and eventually
1-Ups.
3-Airship
Stomp on Wendy O. Koopa three times to get the
Magic Wand. Princess Toadstool will reward you
with a Music Box.
World 4 Giant Land
- Items
Mushroom House #1: TS
White Mushroom House: An (World 4-2: 22 Coins)
Wandering Hammer Brother #1: St
Mushroom House #2: SM/FF/SL
Wandering Hammer Brother #2: JC
Mushroom House #3: SM/SL/FF
Wandering Hammer Brother #3: PW
Wandering Hammer Brother #4: St
Mushroom House #4: FF/SL/TS
4-1
Unlimited 1-Ups
Racoon Mario can use the Goomba Stomp Technique
on the three Red Giant Koopa Troopas at the end
of the stage.
4-2
White Mushroom House - 22 Coins
4-3
4-Fortress
4-4
4-5
At the part where two Bullet Bill cannons are
right next to each other, stand on the tallest
one. Wait for a Bullet Bill to shoot out of the
cannon to your right, stomp on it and hold A. You
should bounce off the Bullet Bill and hit a
hidden Vine Block. Climb the vine to a secret
room which has a Tanooki Suit!
4-6
The doors will change giant-sized enemies to
regular size, and vice-versa. You'll get
different items from ? Blocks depending on which
side you're on (regular or giant).
4-Fortress
#2
4-Airship
At the very end of the Airship, there is a hidden
Block that contains a power-up. Stomp on Iggy
Koopa three times to get the Magic Wand. Princess
Toadstool will reward you with a P-Wing.
World 5 Sky Land
- Items
Mushroom House #1: TS
Wandering Hammer Brother #1: St
Wandering Hammer Brother #2: PW
White Mushroom House: PW (World 5-5: 28 Coins)
Mushroom House #2: FF/SL/TS
Mushroom House #3: SM/FF/SL
Wandering Hammer Brother #3: MB
5-1
5-2
5-3
Hit Kuribo's Goomba from underneath, and you'll
be able to jump in the shoe! Kuribo's Shoe can
jump high and stomp Spinys and Piranha Plants.
5-Fortress
5-Tower
After you beat the Tower, you can go down the
pipe in the sky part to return to the land part
of World 5. If you want to return to the sky
part, you'll have to complete the Tower again.
5-4
5-5
White Mushroom House - 28 Coins
5-6
5-7
5-Fortress
#2
5-8
5-9
5-Airship
Stomp on Roy Koopa three times to get the Magic
Wand. Princess Toadstool will reward you with a
Jugem's Cloud.
World 6 Ice Land
- Items
Mushroom House #1: SM/FF/SL
Wandering Hammer Brother #1: Ha
Mushroom House #2: HS
Wandering Hammer Brother #2: JC
Wandering Hammer Brother #3: St
White Mushroom House: An (World 6-7: 78 Coins)
6-1
This stage is a lot easier if you're Fiery....
6-2
6-3
In the secret room, max out your P-Meter, then
quickly exit the room. When you emerge from the
pipe you can fly to the end of the stage.
6-Fortress
On the ground after the spikes, wait until the
Roto-Disc goes down and right. Jump into the pit
and hold Right so you don't land on more spikes
at the bottom. If you're a real pro, it's
possible to get the Starman and make it to
BOOM-BOOM while you're still invincible. Once
touch and he's down for the count!
6-4
Coin Heaven
Jump on the first Rail Lift to get it moving,
then jump onto the blocks of ice on your right.
When the Rail Lift comes under the blocks of ice
you're standing on, quickly jump on the platform
and jump up the right side of the ice blocks to
reveal the Magic Note Block.
6-5
Fly up the fourth gap in the ceiling with a Koopa
Shell. Kick it into the Munchers, then proceed up
the pipe to the goal.
6-6
6-7
White Mushroom House - 78 Coins
6-Fortress
#2
After the sixth Thwomp, hold B as you run. As
soon as you see a gap in the ceiling, jump and
you should get past the last Thwomp unscathed.
When fighting BOOM-BOOM, try to avoid getting
trapped under the ledge in the right corner.
6-8
Hit the P-Switch then fly straight up for 88
coins!
6-9
Frog Mario can go down the first pipe in the
water.
6-10
Climb the Vine to a P-Switch. Jump on it, then go
to the pipe with the frozen Munchers. Unfreeze
them with Fireballs, and if the P-Switch is still
activated, they'll turn into coins. Go down the
pipe for a Hammer Brother Suit!
6-Fortress
#3
6-Airship
Stomp on Lemmy Koopa three times to get the Magic
Wand. Princess Toadstool will reward you with a
P-Wing.
World 7 Pipe Land
- Items
Mushroom House #1: SM/FF/SL
White Mushroom House: PW (World 7-2: 46 Coins)
Mushroom House #2: FS/TS/HS
Mushroom House #3: FS/TS/HS
7-1
7-2
White Mushroom House - 46 Coins
7-3
7-4
Racoon or Tanooki Mario can fly over the first
wall for two 1-Up Mushrooms.
7-5
7-Giant
Piranha Plant
Use a Starman from your Item Inventory before you
start this course. If you make it to the end,
you'll get a P-Wing.
7-Giant
Piranha Plant #2
Use a Starman from your Item Inventory before you
start this course. If you make it to the end,
you'll get a Super Mushroom.
7-Fortress
Get the Tanooki Suit in the fortress, and fly up
above the second candlestick to find a pipe that
leads to BOOM-BOOM.
7-6
7-7
7-8
A Walking Ptooie guards a secret room containing
a Hammer Brother Suit. When he moves out of the
way, go down the first pipe. Coin Heaven
On the White Block, jump up the right side of the
pipe to reveal a Magic Note Block.
7-9
Running around the outside of this giant maze
will do you no good....
7-Fortress
#2
7-Airship
Stomp Ludwig Von Koopa three times to get the
Magic Wand.
World 8 Dark Land
- 8-Big
Tanks
8-Battleships
With practice, you can swim under the
Battleships! You can jump out of the lava when
you reach the end and go down the pipe to
BOOM-BOOM.
8-Hand
Trap
Every type of Hammer Brother is here. Your prize:
Super Leaf.
8-Hand
Trap #2
Your prize: Super Leaf.
8-Hand
Trap #3
Your prize: Super Leaf.
8-Airships
8-1
Fly straight up from the start, and hit the
P-Switch. Go down to find lots of silver coins!
8-2
Let the first quicksand pit take you down below.
Both pipes underneath the quicksand will
eventually take you to a place near the goal.
8-Fortress
If you have a Jugem's Cloud in your Item
Inventory, use it now! This stage is a pain in
the butt. Basically what you're trying to do is:
Find the P-Switch on the gray side. After you hit
it, go right and enter the last door you see.
8-Super
Tank
8-Castle
of Koopa
At the part with the Donut Lifts, try to get as
high up as you can. When you fight Bowser, avoid
his fireballs, and when he jumps, move out of the
way! He will eventually break through the brick
floor and fall to his demise.
World 9 Warp Zone
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