| PO ut SBSH 0 Lea) a a a
~— Table Of Contents
Power-Ups & Magical Items::--:---- 5
| Advanced Moves COE COCR ere acer 6 | Unlimited 1-Up Techniques-------- 7 Mario's Foes --:<:::ccc eee 8
| Matching Game & World Data Box::::: 10
World 1/ Grass Land s-ssssssssesssessees " World @/ Koopahari Desert:+-+++++++++++ 7 | World 3/ Island World --+++++++s+s+s+e+000 95 | (orld | / Land Of The Giants «--++++++++ 35 | World S/ Sky World -+-+++sssssesesssssee 43 | World 6/ Winter Wonderland +-++++++++++ 53
Wold 7/ Plow Mazessrssssessscesserisives 63 | World 8 / Castle Of Koopa sess: 73
STAFF
Publisher: M. Arakawa
Hiroyuki Kato Editor in Chiet: Gail Tilden Art Director: Yoshi Orimo Senior Editors: Pam Sather
Howard Phillips Copy Writer: Dan Owsen
Work House U.S.A. Work House Co., Ltd. Tommy Yazawa Seiji Sato
Kochan Yoshizu
Concept & Design:
Layout: Hiroshi Ohashi ‘Shuji Kurokawa
Mustrations: Makikazu Ohmori Hideaki Ito
Chiet Producer: Tsutomu Otsuka
Producer: Masayoshi Suzuki
Project Coordinators: — Yoshio Tsuboike
Hiroyuki Kurano
COPYRIGHT: © 1990 Nintendo of America © Tokuma Shoten
All rights reserved. No part of this book may be reproduced by any mechanical, photographic or electronic process, or in any form of a phono- graphic recording, nor may it be stored in a retrieval system, transmitted or otherwise copied for public or private use without written permission of the publisher.
Nintendo of America Inc. P.O. Box 957 Redmond, WA 98052
ARIO’S BASIC MOVES
Super Mario Bros. 3 gives Mario more moves to use than all of his past adventures put together! Some you may know already, some are brand new, but all will help Mario conquer Bowser and his Koopalings and save the Mushroom Worlds.
@
WALK
You might walk when you first 7 enter a world and are
unfamiliar with the terrain, but} 4 once you gain knowledge of rrr your surroundings, it's easier a Ud dd
to run! a
By holding down the B Button . and running, Mario can build
| up a lot of steam. Not only can - i) a he jump farther, but when his “ed |] a
P-Meter is charged, he can SQoa SSSss
take-off as Racoon Mario!
f ‘4
JUMP
The A Button controls Mario's famed leaping abilities. If you 7 tap A, Mario will make a short g ny jump, if you press and hold, he'll make a higher jump
SUPER JUMP
Jump on an enemy and hold down the A Button after you stomp him. Your momentum will carry you extra high. This is useful for reaching out-of- the-way places.
JUMP OUT OF THE WATER
When you're at the water's surface, jump and press Up on the Control Pad and you'll leap out of the water. This move is useful to get on top of floating blocks.
FLY OR FLOAT
Whether you're falling from the clouds or coming down from a jump off an enemy, by wagging your tail as Raccoon or Tanooki Mario, you can slow your descent to the ground.
SQUAT
Press Down on the Control Pad to duck. You can get
through tight gaps using this technique, or retrieve items from low i? Blocks.
Press Down on the Control Pad when you're on a slope, and you'll slide down and wipe out enemies in the way.
STOMP
This offensive technique is Mario's trademark. Jumping : a
and landing squarely on top of 7] an enemy will usually defeat it,
but be careful: some enemies ooo § toe
can't be stomped a
PICK UP AND KICK
Approach a stomped Koopa
from the side while holding
down the B Button to pick him
up and carry him wherever
you like. Release B to kick him a &
away.
TAIL ATTACK
Mario's Raccoon Tail is stylish and functional. To attack an enemy or hit a (Block with your tail, face your target and press the B Button.
Rapidly press the A Button to swim, using the Control Pad to change direction. Frog Mario can swim using the Control Pad alone; pressing the A ¥ a Button gives him extra speed.
SMASH_IT_UP
If you hit a block that an enemy is standing on, it will result in defeat for him. Hitting blocks from below will also reveal items they contain, or smash them
You probably already know a how to get into normal pipes—
just press Down on the Control
Pad. To get into upside down
pipes, jump directly under
them and press Up.
CLIMBING
Some '? Blocks contain magic vines that Mario can climb to reach bonus stages or secret
rooms in the clouds. In difficult stages, thése vines will also be
important safe spots.
Press Up on the Control Pad when you're in the doorway to open the various doors you'll encounter. Some doors are always visible, others are revealed by Switch Blocks.
A RIO’S POWER. UPS. 1 | What would a Mario adventure be
] without Power-Up items? Doubly difficult and half as fun! Not only do the Power-Up items in SMB3 make some super game play moves possible, they also make Mario look cool! Items in action scenes must be used right away, but those obtained in Toad’s House can be saved for later use.
Super Mushroom
Also known as Small or Regular Mario, this Is how you start.
SSS Collect a Super Mushroom to
become Super Mario!
RACOON MARIO The Tail Attack and the ability to fly are new powers you can gain by collecting a
Super Leaf and Fire e becoming Racoon Mario! flower
FIERY MARIO
There's nothing like good old firepower to get the enemies sizzlin’. This attack will affect almost every foe.
Hammer Tanooki suit Suit
FROG MARIO
Get ready for aquatic action with the Frog ‘Suit. It lets Mario swim like a frog and leap like one, too.
TANOOK! MARIO
This fuzzy brown suit gives Mario all the powers of Racoon Mario plus the ability to turn into Statue
The Hammer Bros. Suit is a crafty outfit; the Hammers he throws are powerful, and the shell is fireproof!
VY ARIO’S MAGICAL ITEMS
Unlike Power-Ups, which can be obtained items can only be found in White Mush- in many different places, some of these room Houses or other secret locations!
STARMAN
He grants temporary invincibility, and is usually
A high-powered Raccoon Suit, it lets Mario fly at will
Allows Mario to skip one stage of a world, it's
Use this to break boulders on the Map Screen in
found in i@ for an entire useful for Tt order to travel = oT Blocks. stage, or until passing @ to remote eS | iy he gets hit. problem levels. . stages of a ep
1 world, i f
f=) MUSIC BOX Zh) 1-UP MUSHROOM
The beautiful music of this magic tune box puts
The three Magic Whistles take Mario to World 9, the
Using the Anchor, Mario can keep the Koopaling
The key to success in SMB3 is collecting these
wandering Warp Zone. Airships from gears valuable Hammer Bros. They are well escaping. : mushrooms. to sleep. Not a hidden but read = 3 Another rather & They are particularly on to find out weak item but everywhere! useful item. where aS tough to find. |
Learn these advanced moves and you'll be able to explore new areas of the Mushroom Worlds. Plus, you'll be more likely to survive in dangerous situations.
Some blocks are in diffi- cult-to-reach places. Invis- ible Blocks that are diagonal to a visible block can only be made to appear if you stand on the corner of the visible block and jump up.
To get on top of a block from one that is directly below, stand on the corner of the lower block, jump up and bend your jump around (using the directional arrow on the Control Pad) so you come out on top.
To get into narrow pas- sages, get a running start and at the last second before you jump, press Down. You'll squat and jump into the passage. You
canalso fly while squatting §
if you time it right.
When you're on an over- hang and you need to get under, jump up and then use the Control Pad to change your trajectory mid-fall.
While running, press diag-
onally Down and Left on =
the Control Pad to slide through small gaps. In the Ice World, you need only press Down.
On slopes which have small ramps at the bottom, you can slide down and make a last-second leap at the bottom for an extra high jump.
If you accelerate (run while holding the B Button) over small pits and holes, you can make it over them without jumping. This can sometimes be faster and safer than jumping.
When you have a lot of blocks that need to be cleared quickly, some- times a well-placed Koopa will do the trick. In any event, kicked Koopas make excellent block removers.
THE OSCILLATING KOOPA TECHNIQUE
Have a Koopa do the dirty work of col- lecting points and 1-Ups for you. When an endless number of enemies, such as Spinys or Bullet Bills, are coming at you, kick a Koopa so it goes back and forth between two obstacles. Quickly find a safe spot to stand in. As the enemies attack, they'll be knocked out by the Koopa and you'll get points and eventually 1-Ups.
If you stomp several enemies in a row without touching the ground, you'll gain more points for each one. After the ninth enemy, you'll start getting 1-Ups. To accomplish this maneuver, you need to be Raccoon or Tanooki Mario and you must be in a place where there is an endless supply of enemies, such as a Goomba generating pipe.
MULTIPLE 1-UP/ In a variation of the Goomba Stomp WAIT V ES 0) |\\| STAGES
1-Ups. It's difficult but it works! extra life.).
. Technique, stomp an enemy and
. jump onto a vine or rotary lift. When the Some stages have multiple 1-Ups or hun- ™ enemy returns or recovers, stomp him again dreds of coins. In these worlds, you can collect and leap back onto the vine. Touching the vine all the 1-Ups or all the coins and then lose . doesn't count as touching the ground, so your life intentionally so you can go back and a you'll keep racking up points and eventually, do it again (You'll still have gained at least one H
.
‘VY ARIO’S FOES
Some are new and some are old, but all the bad guys in SMB3 spell trouble for Mario. Fortunately, there are usually multiple ways to defeat each enemy, but some enemies are totally invulnerable or suscep-
tible to only a few attacks. Enemies are worth various numbers of points—the tougher the enemy, the more points you get.
Red Koopa Troopas
These brainless sentries pace back and forth in a given patrol sector.
Similar to their wingless cousins, these Paratroopas charge directly at Mario.
Creatures this big shouldn't be able to fly, but in the Mushroom Worlds, anything goes.
Para-Beetles
Flying members of the Beetle family, these aviators can be used as stepping stones.
Blooper Nanny
Talk about adventures in baby- sitting! Watch out for this Blooper’s stinging kids!
Venus Fire Trap
A hot tempered variety of the usually laid-back Piranha Plants.
Ptooie
A mobile species of Piranha, it juggles a deadly spiked ball with its over-sized lips.
Little Goomba
The traitorous mushroom tribe from Mario's original adventure comes back for more!
If one of these gets near you, you won't be able to jump high or run fast. Jump repeatedly to get away.
Found only in stage 5-3, he wears Kuribo's Shoe, a high- stepping item Mario can use too!
(QE Green Koopa Troopas io
Ferocious attacking Koopas that charge at Mario in a straight line.
Identical in action to normal Koopas, they can be dealt with in a like fashion.
Dry Bones
A mummified zombie Koopa which comes back to life after you stomp it.
Buster Beetle
He's not fireproof—he likes the cold and attacks by tossing Ice Blocks.
Lakitu’s pet is a familiar sight to Mario veterans. Don't try to stomp him!
Piranha Plants have truly overgrown some areas in SMB3, including upside down pipes!
Nipper Plant This walking Piranha is hungry for Mario, and will even jump to get at him!
Para-Goomba
Bowser's magic has given these rascals wings. Watch the skies!
These tiny terrors will try to trounce you with a block. Get the jump on them!
Flying fish that make the aquatic adventures more than a day at the beach.
=
Ses.
rae
By
Like Red Troopas, these winged Koopas go back and forth in a given area.
Bigger heads don't mean bigger brains for the giant Koopas; they're still easy.
Buzzy Beetle
This fireproof beetle from the original SMB returns with some new tricks.
Blooper
Another familiar foe from the past, Blooper is a squid that appears underwater.
Piranha Plant
Those dangerous carnivorous plants are really making a comeback! They're everywhere!
Piranhacus Giganticus
In the Land Of The Giants, giant Piranhas grow to their own beat, and ignore Mario.
Munchers
Indestructible Piranhas that are often found in huge clusters Starman, help!
Para-Goomba With Micro-Goombas
Look out for this flying pest. Avoid him and his kid brothers entirely.
&
Grand Goombas
Larger than life and twice as ugly, Grand Goombas are otherwise like Little Goombas.
Boss Bass
Even if Mario is Super, Boss Bass, the terror of the high seas, can swallow him whole.
Spiny Cheep-Cheep
Swift swimming and spiny, look out for these in later water worlds!
Hammer Bros.
These roving bandits from the original SMB game have brought along the family!
Sledge Bros.
Tubby turtles that really throw around their weight. Heavy stuff,
Thwomp Trap
A nasty block of blue stone that will try to mash Mario in the Fortresses,
Fire Snake
This flaming serpent inhabits arid areas. A tail attack or Koopa will defeat it.
The only enemy from SMB2 to appear in this adventure, Bob- omb explodes after being stomped.
Rocky Wrench
These turtles often serve as crew of Koopaling Airships and military vehicles.
Boo Diddly
Don't turn your back on this ghost. Face up to him until you're ready to run away!
Bullet Bill
Turtle Cannons relentlessly fire this living, deadly projectile at Mario.
BOOM-BOOM
This Koopa boss controls the Fortresses in each Mushroom
The only girl Koopaling, Wendy, has conquered the Island World, She's tough!
28 Se
Also known as the Clown Prince of Koopas, Lemmy would rather join the circus.
Big Bertha
This giant fish is a mouth breeder, so it spits babies out of its mouth at Mario.
Boomerang Bros.
G'day Mario! It's the Hammer Bros. from “Down Under,” the Boomerang Bros.!
Spiny Eggs
Lakitu tosses these around, trying to hit Mario. They turn into Spinys.
Podoboo
Living bubbles of magma that leap out of lava lakes and also drop off the ceilings.
|. Fire Chomp
Floating in the sky above the Mushroom Worlds, these fire- spitting orbs attack at inopportune moments.
Spike attacks by throwing a magical spiked ball at Mario. Duck and cover!
Lava Lotus
3S Piranha Plants, the Lotus spits fiery lava bits.
Hot Foot
Hot Foot haunts Fortresses and behaves like Boo Diddly, chasing you if you turn away.
Missile Bill
Bullet Bills with a red hue will travel back and forth in search of their target
Bowser's youngest Koopaling, Larry, has taken over the Grass Land.
Iggy’s fast but not too tough. He now controls the Land of the Giants.
Bowser's oldest Koopaling and second in command, he's a real monster!
Baby Cheep
They may be small, but their touch is as deadly as that of their giant mother!
Fire Bros.
These Twin Toasters want to start a Mario inferno. Give them . a taste of their own medicine.
Lakitu
Mario's high flying antagonist from the original SMB returns for more fun!
Jelectro
Avoid a shocking encounter with this unmoving and unbeatable aquatic enemy.
Chain Chomp
One of the most frustrated villains in video games, he'll bite if you get too close.
Roto-Disc
Unbreakable whirling traps which often bar the direct path through fortresses.
It's quite a shock when the Sun comes down in the Desert World. Don’t get sunburned!
Stretch
Another spooky inhabitant of Fortresses, Stretch lives inside weird white blocks,
The flame from these powerful rockets propels the Airships and burns intruders.
Grouchy old Morton waits for Mario in his Airship over the Desert Land
Big and burly, Roy is the master of the Sky World. He's a big boy!
Bowser is back and at the bottom of Mario's troubles. Can Mario defeat him again?
The Matching Game Panel will appear on the Map Screen every time you score 80,000 points. If you clear the board, you'll get lots of items and coins! Turn over two cards, if they match you get the item. If not, they turn back over. Miss again, and you're out!
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There are only eight boards In the matching game. Don't worry about matching on your first try, but use the info you [ofofefopopey uncover to try and figure fofofofo| ope] out which board you're
playing. The key is oheho hohe Eeh concentration!
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Use these symbols to decode the info on each world’s title page and on the maps. You can tell what will be in each Toad’s House, what the Wandering Hammer Bros. will give you, and in which stages you can make a White Mushroom House appear. (Note that symbols used in the World Data Box and on the World Maps may be slightly different.)
Weering Hanmer Bros. — i ESE |
ide E some stages, if you collect over a certain
number of coins, a White Mushroom House will appear on the Map Screen. The World Data Box tells which stage and how many coins you need. If you're in an odd-numbered world, there will be a P-Wing inside the House, in even-numbered worlds, an Anchor will be your reward.
| nside the Mushroom Houses, Toad will offer you a choice of three chests. Look in the World Data Box to
eat the wandering Hammer find out what's inside each one. Bros, for an item. The World Choose the most useful one for the Data box will tell you what you'll point you're at in the game, or for use get. later. (Exact order of items may vary.) WS : ja Super Leaf @} 10 Coins Block Super Mushroom Frog Suit Music Box = eee bel Mad Fire Flower Q | switch Block ~ Fire Flower ?% Tanooki Suit Jugem’s Cloud Fi ® Super Leat ® Hammer Suit % Hammer -| Starman (B)| Magic Note Block “> Starman P.Wing fii Magic Whistle Le Mushioon
AN
®) ® Kick This = © Up, Up And Away! = = This Sky Pipe Leads To A Secret Coin Room!
Crazy Koopa After you defeat the three Use the Switch Block to turn the blocks into coins. P Goombas, get a running start Collect all the coins
Boot the Koopa so as Racoon Mario so you can = and you'll have runwa it hits the block; fly, then follow the coins into ¥ , # a) be ee
room to fly to the sk; then get the item the sky. pipe ee
Tricks and techniques learned in the J . = first world will come in handy later. ae f . e aa : i tae
Master them all!
= Score Points And 1-Ups If You ©
Stomp Without Landing! ® 1-Up
Mushroom Going Down Pipes Resets 3 If you hit al Block
if you can squash nine Goombas without touching @ Blocks!
E oz]
ae a
the ground between stomps, you'll earn more and Above this Sky Pipe and 7 sere vee from below, a mushroom om a 5 ‘ s,
more points for each one until the ninth, when to the right is a 1-Up you collect a Power-Up item may a ar. If hit i adie = |
you'll get a 1-Up. Then, for each Goomba after the Mushroom! Score it! oe from a fi Block and then go y appe: you hit it down a pipe into a secret on the bottom left side, saa aaa.
ninth, you'll get another 1-Up. Use the endless spill ls e of Goombas here to score unlimited 1-Ups! room, when you come back the mushroom will fall to out the item will be back in the
a a Tt | @ Block. Get it again! the right, and vice versa.
Although the technique is tricky at
ne : : ! : F jee ee fi You can make it go any gy gl f 5 first, you'll do well to learn it. You're Bec as : way you want! | ma ft. sure to need a few extra Marios for 4 aaa 3 aos =
this adventure! TET TTI Ti Titi
re = : i i 0 Each of the well-hidden This Magic Note Block Launches Mario Into CoinHeaven! @ How To Find
Whistles will take Mario Kick the Koopa left so he clears away some of the The First Whistle! L) to World 9, the Warp blocks, then jump into this space to make a Magic g%.,09 If you get on top of this block and oh a j Zone. The first is located Note Block appear. Jump on it and press Up to j f , squat for 5 seconds, you fall — 7 C
Pt get to Coin Heaven. Once there, run back and Py +5 in World 1-3, and it's dif- la behind” the background scenery. forth to get the speed you need to fly. In the sky, Once there, go to
ficult to find by chance. at the middle of the stage, is a 1-Up! the end of the
—_d AAA nachan You'll have to take advan- stage and you'll tage of the background ‘els ‘ ° r go to a secret *P, : "| Toad House & scenery... : he : aff : : 2 : : i where the first cas a - . ~ = Whistle is kept! 4 = ie e
Remember Your Physics You can collect this
1-Up only if it falls
towards the right,
‘so hit the block on
® Frenzied Hopping @ Pays Off! The only way you'll get all 4
10 coins here =
@ Use A Koopa Or Your Tail!
Try to get both the 1-Ups. Even if you lose a life, you'll still come
out ahead!
= Make The White Mushroom &
House Appear!
Be sure to net these 10 coins. Score 44 or more coins in 1-4, and
the bottom left. the White House will appear on the
Map—inside is a P-Wing!
Ae
= Automatic Scrolling Makes For A Frantic Situation!
In this world, you have no choice but to move fast, but be sure to look befor ( you leap! It takes skill! x
is by jumping fast and a = = furious =
@ The Ceiling Is Falling!
Make for the safe spots and move right
= Beating Bombastic BOOM-BOOM
The key to beating BOOM-BOOM is tak- ing him out quickly. If you delay, he gets really excited, and then you're in trouble! Stomp him, jump away, stomp, jump, stomp. It's easy if you're quick!
There's enough room here to fly after you get rid of > Dry Bones. Fly left and up, off the screen, then fly when the i - right. The screen will scroll right. When you can't go ceiling further, stop flying and press Up! A Boom-Boom Has A sli : ii Second Whistle In
This Fortress!
BOOM-BOOM, a big Koopa bully, guards a danger filled fortress in the middle of this world.
= Use A Koopa! @
Wilt this Fire Flower with a well-timed Koopa or a few fire balls.
Jump around in this tunnel to reveal the Magic Note Block. It .
will take
you to Coin
Heaven.
Another Trip To Coin Heaven! This odd grayish world offers another chance to go to Coin Heaven. It also gives you a chance to practice your Slide Attack.
Slide Attack!
Press Down while on the hill to eliminate enemies on the slope.
@ This Rail Lift Is Safe You can stand here and wait until the time is right before jumping.
® Use Your Head @ Squat underneath game this block and use your head to collect
& the coins
= A Short Runway To fly here, start running at the edge of the platform
and make a short
jump in the middle.
Stomp the Koopa and then toss him out of the
te way before you go for this 000 000 000
Perilous Platforms And
A Short Runway
Rail Lifts with motors are safe to stay on, but those without will fall
off the screen upon reaching the end of the line.
” 0
* Cannon Ball Capers! © Point-Blank Range Is
Bowser’s seven bratty kids, If you stand on top of a cannon, the Safe! E cannon balls will harmlessly hit your feet also known as_ Koopalings, and give you 100 points a pop! As long as
have each taken the magic : youre.nont next : ullet Bill, wand from a King of a Mush- : won't fire at you room World. Larry, the young- ‘4 ‘ od But step away, est Koopaling, turned the King and watch out! of Grasslands into a dog. It’s
Mario to the rescue!
~ “Yo Mario-you made it dis = A Lone Power-Up Item!
far! Well, I'm gonna make This is your only sure you don't get past chance to Power-Up me! (Mario'll never think dat on the airship, so be he has to stomp me on da sure to grab it! head three times ta knock . me out! With my quick jumping skills, he won't have any room to leap himself! And da easiest way to avoid me, running underneath when | jump—he'll never figure that out)”.
Distinguished by his royal tur- ban, the King of the Grass Land is relieved to be normal If you don't beat Larry the first again. A dog's life is, well, for the dogs! And time, you can try again. However, it looks like the king’s Mushroom Retainer the airship will flee to another has a note for Mario from the Princess, spot on the Map Screen. It will try along with a free Powered Racoon Suit. to take a position beyond unfin- — ished sec- tions of the world. But the Anchor — will prevent the airship from getting away.
Ruins Of The Mushroom Pharaohs m
o : In these ancient ruins, Mario plays archaeologist and leaves no As Racoon Mario, fly up to the Sky Pipe. Hit the Switc stone unturned in search of coins and Power-Ups! Block inside to reveal coins. 7 The last pipe in the world Although the tall won't leads to a room with a Switch
defeat every enemy, it will Block. Hit it, leave quickly and work on Fire Snakes. Be collect the coins here.
sure to get the 1-Up this one guards.
Pick up the Koopa at the beginning of the world and hit You'll see the this block with it for an item. Micro-Goomba's feet right before he leaps at you. Try to get the
7] Collect the visible coins and make the Switch Block appear. Jump off the platform and swim left. The platform will be there; get on, hit the Switch Block and get all the coins that were blocks. Make a running, Koopa assisted leap
= ff the platform to get the last four!
=
It's easy to make jumps like this ‘one if you hold down the B Button P as you leap. :
U A Challenging Oasis! House will appear on the Map
Collect 30 or more coins in this Screen. It's a tough feat and level, and the White Mushroom takes practice!
Your reward is the Anchor! Use it to keep the Airship from moving
e Use Dry Bones To Get Unlimited 1-Ups! a ee ES DER aU ei SY EGE ESD POD RY TE AM i i As Racoon Mario, you can use a similar technique to the one you used with s Pie eas Seana Sn Ra
PO on
i! Bip ermescass eR HERE
Goombas in World 1-2 here with ADOY Bones.
soe st areas anne ame ae ene za se nm mamas ED Auasusasinaisten taation boon cnet hoe sane toes anaes aa Sei ats enone AA AML aht Atceresewuscntn maesinemonanra so anaimas cron eR aR
FRG ATOR
am are save very See eee ree te
if you turn your back on a
bad Boo Diddly, he'll chase f rs Trigger the Thwomp ee ey eon : s r’% LN ‘ and run through as e b The Whistles let you it's going back up. <a y travel to any world you a V ) want to visit. Once you (1) 7) have found a Whistle, a SP
Another BOOM-BOOM waits for you here. use it when you're;on He’s pretty similar to the last one—so stomp the Map Screen, and
him quick and you won't have any problems. you'll be transported to World 9, the Warp WORLD 1
Zone. Use this chart to WORLD 2~6 plan your trip. WORLD 7~9
it you get three Dry Bones together, as Racoon Mario you can stomp them repeatedly without touching the ground, gaining more and more points and eventually, 1-Ups.
Take the high road or the low one, it's up to you;
3 Ba Pe ay just watch out for Boo vererereyy we ' " Diddly.
REARS RSET SI 2 BOOM-BOOM'S ROOM \
> >» CMM TTT T Tt ame T Torti ry ty PATE bao
We
) o Don't pass up the Switch To clear the blocks away from the Block in the sky. Drop exit pipe, stomp one of the Koopas @ ‘wice and get out of the way! rT
straight down after you hit it Riches Of The = for a big load of coins and a Pyramids tpt
The pyramids of the Once again, use a Mushroom Pharaohs PS ey hd aa loom ahead. Although you're not Super. filled with coins, they are daunting obsta-
cles.
S : 3)
Run towards the right with your captured Koopa, and when you get to the tornado, jump directly into its center. If you time your jump correctly, it will carry you a long way. When you land, the sun will try to set on your head. Let him have it with the Koopa!
= You can collect up to 28 items from the Hammer Bros. and Toad’s House. If you get a 29th, it will erase the last one in the box. So make timely use of your items!
Evil Elements!
Natural forces will work to halt Mario’s progress through this world—a sinister sun and terrible tornado.
Don't kick this character after you stomp him, but pick him up and take him with you. You'll need him later, trust us
o
Not only are many coins to be had here, , but two Switch
Get a running start and fly, pals Wait until the Underneath this platform, a _—_ Don't break these blocks, Boomerang Brother
veritable shower of wealth will » but find the Switch Block throws two boomerangs, then rush him.
As a Racoon, fly up to gag the upper left corner, s Blocks can turn all
breaking bricks as ay the blocks into extra you go. coins!
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Take The High Road For a Big Load! You have your choice of ways to go here, but we definitely recommend the upper path, becauseit’s guarded by fewer enemies and offers chances at many more coins!
fill Mario's pockets! , and turn them into coins.
Grab a Koopa, get on the ground to the left of the floating block and let the Koopa go. Jump for the item!
Climb A Vine To A Secret Room SB Just like in the original Super Mario Bros., some blocks have vines inside of them. The vine in this world leads to a path of clouds that will take Mario to a sky pipe and to a bonus coin room.
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Talk about getting no respect! Because of their chain, these Chain Chomps can't get at Mario—or can they? If you stand there and watch one for 160 timer seconds, his chain will break and he'll have one chance to get you
Yet again, a Koopa Troopa can unwittingly help Mario retrieve a Power- Up item by clearing away the blocks
from around the Wood Block it’s hidden © in - as a»
& Raid The Lost Pyramid Of Mushroomkhamen
Walls seal off portions of the pyra- mid. You must either use Buzzy
Beetle to break these down, or your
Racoon Tail. Since you can reset the ? Blocks near the entrance door, you
= YTART iD should be able to fully Power-Up.
Collect the Power- Bg
Up item, leave the
pyramid and come back. It will
be there for you i]
In a later world, a letter from the Princess will tell you that bandits have taken a Whistle beyond the Sand Dunes. Well, to get beyond the dunes and bring those bandits to justice, you'll need to get the Hammer from the wander- ing Hammer Bros. Break the rock in the upper_right hand corner of the Map to reveal the path.
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Break just enough blocks to clear your way to the Switch Block. Then activate it and collect!
Kick a Koopa into one of these small pits and it will break the block so the vine can sprout. Climb it to the clouds,
Make the invisible block appear and use it to enter the pipe. Inside, there's a chance to get a lot of coins, and a 1- Up that's hidden off the top of the screen, fifth block from the right
tactic to ambush Mario. He'll fall off the ceiling when you get close. Be
toward you.
Special Turtle Techniques
Release a turtle one block away from a pipe or wall, and it won't hit you as it bounces back.
Release a Koopa as you hold it over a pipe or
block, and it won't return if you back track.
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Holding a turtle in front of
you as you run will .
Protect you from a frontal a “aaaa attack.
That tricky beetle, Buzzy, has a new
ready to jump over him as he spins
ail increase Your “ey 0s: Chances Of 3B. Collecting 5-Up!
You get 5-Up for three Star Cards. To collect a Star Card at the end of every world, run towards the goal while holding down the B Button, and jump at the card at a 45 degree angle.
It’s The Morton Koopa Jr. Show!
C4 a e = =
Mean old Morton has turned the King of the Koopahari
Grab this item; He's not a mutant or a teenager, but
. . . it's your only Rocky is a turtle and he does toss Desert into a spider. Being one Ghanae i ninja throwing of the older Koopalings, Power-Up on wrenches! Morton’s ship is more advanced Meroe ae 1 irship, an than Larry's, and more danger- you'll need It nuisance in
ous! There are a couple of World 8.
places to use extra caution.
This is the most hazardous part of the Airship. Once you see the floor of the ship scroll into
view, run like a
madman through
the maze of crates! ~
Although the Airship's layout seems chaotic, this cannon is placed to be particularly menacing to intruders.
Morton Koopa Jr. Is A Real Grouch!
“Grrr... Mario, | ain't feelin’ too good today. My hair looks terrible and | can't be bothered wit’ you. So come over here where | can blast you wit’ dis here wand. (We'll just see if you can stomp me on the head three times. | may be slower than little Larry, but I'm faster on the draw.)"
Morton’s Show \@ aa\ Is Cancelled! 48 Taking Off On A Short Runway
By running back and forth while holding down the B Button, you can ‘get up the speed to lift off in a smaller area than you normally need. Start flying as soon as you hear the whistle.
Mario has done it again and the King of the Koopahari is back to his handsome self. The Princess has also left Jugem’s Cloud behind for Mario to use, a magical item that lets him
skip an action scene.
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ISLAND WORLD . | a oe ee |
Don’t Lose Control Blooper Alert!” A strong current flows out of many of the underwater pipes. Don't let the flow make you lose control, but swim through it as quickly as possible
Bloopers are a constant underwater hazard. Swim with care when you see one.
The critters in the sea are mean, lean and hungry! Since water is the primary element in this world, we recommend the Frog Suit or Firepower as the choice of gear.
A Power-Up In The Deep
Go straight down at the beginning of the world to find a
Power-Up. You
should always
collect Power-Ups,
because they're
worth 1,000 points.
Get Three Starmen In A Row If you get the first Starman and then hit the two indicated '7
Dropping Donut Lifts
Donut Lifts flicker and fall if you stand
on them for a few Blocks while you're invincible
seconds. Look out Some c} there will be Starmen instead of
below! ‘ coins inside! It's a tricky maneuver, but worth the effort for triple invincibility!
Those pesky flying fish, the Cheep-Cheeps, are back and more bothersome than ever! It’s best to use fire-}) power to fry them, but you F can also stomp them.
Use The Koopa To Hit The Switch Block Once you hit this Switch Block, you can collect some extra coins, gsi and try for the Power-Up in the naa, Note Block. But keep an eye on Boss Bass! _
We think you'll dislike Boss Bass. He
can swallow you whole even if you're fully powered-up! Plus, the land in this world rises and sinks, putting you right within his reach!
(@ Go Over The Top For A Power-Up
By jumping at the water's surface, you can get on top of this island. Once there, you'll find a
A Switch Block Makes A 1-Up Accessible DO Hit the Switch Block and while its magic is in effect, it's easy | to get the 1-Up in | this invisible block.
A Tricky 1-Up To Collect The 1-Up in this block will
drop into the pit below if you're not careful.
Go Racoon Mario! As Racoon * Mario, you can Yow fly up to this area and score a few extra coins!
tozThe Goal
@® Another Helpful Switch Block
a the Switch Block appear: BB activate it, and the coins will
turn into a bridge to the goal a Boogie across the bridge
(holding the B Button as you
run) and Boss Bass won't be
able to catch you
Use an Ice Block to make
@
Not For The Faint At Heart If you're feeling brave, go for this
1-Up. But first get rid of Boss Bass with a fireball if you can.
To The Goal
Ride The Current
A current boost will carry you past this Blooper at high speeds. Go for the goal!
The doors in the fortress lead to a flooded “back” stage. Most of the doors will just waste your time if you take them, so follow the map carefully.
@ Boo Diddly Sandwich!?
Be sure to give both ghosts a look as you wait for Thwomp to reset, or one of them will get you.
This BOOM-BOOM Can Fly!@
You'd better stomp this guy three times as fast as you can,
otherwise, he'll
sprout wings
and fly about
the room. Then
he's really
tough to defeat.
Warp To BOOM-BOOM
Although it’s difficult to do, if you enter the third door and press Up
again fast,
you can go
straight to
@ Repeated Item Collection @ Is Possible
Going back and forth between the Front
and Back of this stage will reset the Power-
Up items in the Back Stage, so you can collect them again.
Most methods for getting unlimited 1-Ups involve skill and practice. In this world, the technique works automatically.
BOOM- ee BOOM i s 0 = °
The Jet Coaster Jump
Slide down the hill and wipe out the Goombas At the last second, jump and you should make it over the pond.
@ Racoon Mario Can Make It @
On top of these islands, there are T-shaped struc- tures that contain 10-Coin Blocks.
By now, you know that the Frog Suit makes it much easier to swim in the water worlds. Also, certain underwater pipes can be entered only if you're wearing the Frog Suit.
The secret rooms
you reach usually
have valuable things
inside, like 1-Ups.
® Big Bertha And ® Her Babies
Big Bertha won't
try to eat you, but
she'll send her
baby Cheep-
Cheeps after you
Take This Door To BOOM-BOOM ) If you're in a hurry to get through the Fortress, head for this door and go straight to BOOM-BOOM's Room.
The Last Door Leads Td A Secret Coin Room
An invisible block directly above the door in this room will allow
you to
collect all
the coins
here.
BOOM BOOM’s Room
© An Easy 1-Up ®
This 1-Up is easy to get to if you take the correct door. Hit the ? Block so the 1-Up falls to the right.
A 1-Up Factory, Courtesy Of Lakitu And His Spiny Eggs!
Get rid of the two Para-Goombas. Go right until Lakitu appears, then back track left. Capture a Koopa, and j kick him so he oscillates under the Piranha Plant, then stand under it on the platform. The Koopa will hit Spinys for points and then 1-Ups!
a
x 1 a he ; ,
l ® A Frog Suit Exclusive!
Wearing the Frog Suit, you can get into this pipe. Hold Left as you enter so you can get to the giant 7 Block.
S Go Against The Flow % For A 1-Up! Swim against the
current here and you'll reveal a 1-Up in an
invisible block.
Make the Switch Block appear
Don't Just Stand There, Jump! Wait until the last second to jump onto . these Donut Lifts, and fips, move along quickly.
In this stage, there are times that dangerous Donut Lifts are your only stepping stones, making for some pre- carious spots!
Use A Kooy Collect Coins
Kick the first Koopa you sagas
meet so it goes right and it'll score 10 coins for you.
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with an Ice Block, then cause the 1-Up to appear and fall right Be ready to catch it when it falls through the coins after you activate the Switch Block
A Switch Block In The Sky
if you already have the 1-Up, don't bother going towards the left, but head right to the smaller cloud island and get
the Magic Note Block.
A spacious stage with big, grassy blocks, this area is the home of a new enemy, Spike. It also features a Cloud
World and a way to finish off the stage in Coin Heaven.
Meet Spike
Spike attacks by magically producing a spiked ball and tossing it at you. Avoid the ball and stomp him. He's not too tough if you're careful.
This water-filled fortress is the home of another new enemy, Stretch, a ghost who hides under the floor, ready to ooze out and scare you. He can’t be defeated, so you have to sneak by him with care.
GEESE EELEL
Make the Magic Note Block appear and launch yourself
to Coin Heaven. You'll get bonus coins, a free Jugem's
Cloud and finish off a | | the stage there!
Neat!
EEEL
pur ¢
Grab it, especially if you're only Super. Firepower will help you take out the Cheep- Cheeps here.
Look Out For
ve Rotary Lift
Time your jump to the lift so you land when it stops spinning. Then
get to the goal pipe fast!
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Make The Vine Grow And Climb It
Hit this block from underneath and then
jump up onto the vine.
Bouncing Wood @
Blocks
You can use the bouncing Wood Block here to attack the enemies when they're next to the
block. One
contains a
Power-Up
item, also.
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(@ Heeeceeeeees
Stretch! We recommend the indicated path if you're Super, but if you're Small | you can take any way you want.
4 BOOM-BOOM Is Flighty
A flying BOOM-BOOM controls this Fortress and there are floating blocks that will get in your way if you try normal tactics. Fight him in the center of the room
BOOM BOOM's Room
@ Life Saving Vines a “ Use A Koopa
Hit the block with a Koopa, an Ice Get This 1-Uj
Block, or your Racoon Tail to make Be sure to pick 4 More Switch Block Magic! @ t's Slow, But It Works the vine grow. Take a 7: up this 1-Up; = : Kick a Koopa so it bounces
rest at the top until | 4 : Hitting the Switch Block will make it possible to :
thats poss down ee to a collect the 1-Up, and to get the 44 coins in this en the Switch Block and the then run for it! } world you'll need to make the White Mushroom berets bali it will
“a 3 House appesr! points and 1-Uns,
This is one of the toughest stages in the game. Boss Bass is back, the tides go deeper and leave you nothing to stand on, and the islands are smaller. You have to get to the safety vines fast!
% How To Make Mario Invisible (That's Right, Invisible!) % Take Along
Clear the way to the first pipe leading to the aqua‘ic portion of this stage. Kneel on the white An Ice Block % Get Rid Of That Para-Goomba = block until you drop into the background; then make a run for the pipe. If you're still in the <i vrepe rapa Aalasiel lee if you're Regular Mario, hit the sixth brick 4 background when you go You pani : a from the left and a Mushroom will come i down, when you come Se leat -.. 7 oa! ve cope dow a _ ‘out. If you bump the Mushroom from EE ast out you'll be'invieiblel car sara ane : i avs eiiepon uae i ' = 8 against enemies you encounter there
There are a couple of neat tricks you can
try in this world, but be warned: they are below again, the Para~Goomba will bite somewhat difficult to pull off! the dust Baa acl
A %
t@ & Free Frog Suit—What A Bargain!
Go down this pipe and hold Right. You'll enter a secret room with . coins and a Frog Suit! E
Two Ways To Get Unlimited 1-Ups In One World
In the first method, The second method is capture the Koopa ‘ similar, but involves a /} 4 Batti
je the Paratroopa at the different positioning of pa =< = bil Aster your patra Boomerang beginning of the world, Mario. You also need to a am armas > those ‘colna, Brothera in the then kick him so he : go back and get the r 5 S Beatie tris eanin ot tas goes back and forth Koopa Paratroopa again, |
— — Treasure Shi between the two which might be a Collect a number of coins that is a multiple of 11 Medcibabdal cannons. You'll need to Be ’ hazardous