Super Mario Advance 2 Game Guide

By Lord Seth

This Game Guide is devoted to Super Mario Advance 2. More specifically, it is a walkthrough of it.

Controls
Mario Bros.
FAQ

Yoshi's Island:
Yoshi's Island 1
Yellow Switch Palace
Yoshi's Island 2
Yoshi's Island 3
Yoshi's Island 4
Iggy's Castle

Donut Plains:
Donut Plains 1
Donut Plains 2
Green Switch Palace
Donut Ghost House
Donut Plains 3
Donut Plains 4
Donut Secret 1
Donut Secret 2
Donut Secret House
Morton's Castle

Vanilla Dome:
Vanilla Dome 1
Vanilla Dome 2
Red Switch Palace
Vanilla Ghost House
Vanilla Dome 3
Vanilla Dome 4
Vanilla Secret 1
Vanilla Secret 2
Vanilla Secret 3
Vanilla Fortress
Lemmy's Castle

Twin Bridges:
Cheese Bridge Area
Cookie Mountain
Butter Bridge 1
Butter Bridge 2
Soda Lake
Ludwig's Castle

Forest of Illusion:
Forest of Illusion 1
Forest of Illusion 2
Blue Switch Palace
Forest of Illusion 3
Forest Ghost House
Forest of Illusion 4
Forest Secret Area
Forest Fortress
Roy's Castle

Chocolate Island:
Chocolate Island 1
Chocolate Ghost House
Chocolate Island 2
Chocolate Secret
Chocolate Island 3
Chocolate Fortess
Chocolate Island 4
Chocolate Island 5
Wendy's Castle

Valley of Bowser:
Sunken Ghost Ship
Valley of Bowser 1
Valley of Bowser 2
Valley Ghost House
Valley of Bowser 3
Valley of Bowser 4
Valley Fortress
Larry's Castle
Front Door
Back Door

Star World:
Star World 1
Star World 2
Star World 3
Star World 4
Star World 5

Special World:
Gnarly
Tubular
Way Cool
Awesome
Groovy
Mondo
Outrageous
Funky

Controls

Controls for this game are fairly difficult to explain in only text. Your game manual will probably explain what does what much better than I can. Therefore, I strongly advise you to look in your game's manual, and THEN check this if you still don't know.

Note that these are the controls for Super Mario World, NOT Mario Bros.

A Button: This will cause you to jump. The longer you hold it down the higher you will jump. It will also make you swim, and other miscellanous things (such as starting a level, removing the text from Message Blocks, and so on).

B Button: Hold this down to run, and holding it down will also allow you to carry items. Also, if you have fire power it will throw fireballs, and if you have a cape you will cape spin. Finally, if you are on a wire fence, it will allow you to punch it.

L Button: Press up/down while holding this to scroll the screen up or down. If you simply press L, it will scroll the screen in the direction you are facing. Pressing L while you're on the world map will also allow you to see the entire thing by scrolling the screen right/left/down/up with the directional pad.

R Button: This will cause you to do a spin-jump, and also will make you jump off Yoshi. On the map screen, pressing this button will change between Mario and Luigi.

Start: During gameplay this will pause the game. On the overworld screen it will allow you to save.

Select: Pressing this during play will cause the "back-up" item on the top of the screen to fall. On the overworld it will let you see what levels you have completed on the "Results" screen. You can use the directional pad or the L and R buttons to change what world you are looking at on the Results screen.

Control Pad: Pressing left or right will make you move in that direction. Pressing up will make you enter doors, and you will use the directional pad to move across wire fenches. Finally, this will allow you to move from level to level on the map.

These are merely the basic controls. However, we should also discuss the controls while you have a Feather or Yoshi. Let's do the Feather first...

If you hold down B while moving and wait until Mario/Luigi's arms become straight and press A, you will fly into the air. After a short while, while holding down B, tap the arrow on the directional pad that is to the OPPOSITE of the direction you are flying (doing so before Mario/Luigi starts to actually "fly" will cause them to go in the direction you used). Tap the arrow of the directional pad, and this will cause Mario/Luigi to continue to fly. However, you need to do so with good timing so that you will continue to fly higher. It is easier to do so with Luigi, even though he is slower.

While you're in flight (in other words, when Mario/Luigi is not going directly upward and is moving to the left/right), holding down the direction you're flying on the direction pad will cause Mario (I'll just be saying Mario, though it could be Luigi) to descend very rapidly. When he lands, puffs of smoke will appear, destroying enemies within the vicinity. If you merely hold down B but do not use the directional pad, Mario will descend. When he lands, enemies he lands on will be defeated, but he will not cause any puffs of smoke to appear.

Flying is somewhat difficult to explain, but you'll probably get the hang of it soon. It's a "practice makes almost perfect" sort of thing... it's tough at first but after a while it won't be too hard.

Now, if you have Yoshi...

Pressing B will cause Yoshi to reach out with his tongue and swallow things within range, such as enemies, berries, and items. Pressing B again will cause Yoshi to spit certain things he eats out (if you have Luigi, Yoshi can spit out all enemies he can eat, but with Mario only Koopa shells). If Yoshi has wings, pressing A rapidly or holding it will cause Yoshi to fly.

Remember, I can't cover everything with the controls. Once again, if you need to know what the functions of the buttons are, CHECK YOUR MANUAL!

Mario Bros.

This in ANOTHER Super Mario Advance? Well, at least it lets me play Classic against someone with Super Mario Advance. Well, I'd better get to the information before I start ranting about it.

Controls:

Control Pad: You move with Left and Right (of course!), and pressing Down makes you duck  If you duck long enough you'll be able to do a Power Jump. I don't think Up does anything.

Start: Pauses the game.

Select: Nothing.

A: Jump, what else?

B: In Battle Mode, you use this to pick up players or items. Holding it down when moving will make you go faster.

L: Scrolls the screen up or down. You can only use this when you're in the middle, not at the very top or bottom.

R: Lets you run faster, just like B.

Okay, now let's explain MultiPlaying!

Single Pak: If only one person has a Game Pak, only Battle can be played. While Battle is the same with or without Multi-Pak, it does take longer to load if you only have one Game Pak.

Multi-Pak: To play Classic with someone else, you MUST have as many Game Paks as there are players. If there are three players, for example, two Game Paks are not enough, you need three.

Okay, now for a little description on Classic, then I'll move onto Battle.

I'll try to make this quick and simple. It's like this: Pests are crawling out of the pipes. To defeat them, you
must jump from underneath and hit the platform they're on, then jump up, run over, and kick them. However, with different enemies it's more complicated. Here they all are:

Spiny: Simple. You jump under to hit them, then kick them.

Crab: A little harder, you need to jump underneath them twice. They speed up after their first hit.

Bee: These only take one hit, but they jump. You can only hit them when they're on the platforms themselves.

Blizzard: You don't need to destroy these pesky icicles to beat a level, but it's advisible to. They can freeze platforms. However, it only takes one hit to disperse with them.

Fireball: These things bounce around a little, then disappear. You can hit them from underneath like the other enemies, but it's tricky to time it right. It might be best to just avoid them.

Icicle: These don't show up until later in the levels. They appear underneath a platform, then fall. However, if you touch them before they fall, usually you'll beat them.

Okay, now for the items!

Coins: These appear when you defeat an enemy.

POW Block: Hitting (or throwing) one of these will cause every enemy currently on a platform to be hit. For example, if a Bee is jumping, it won't be hit.

In Classic MultiPlayer, you'll need to work with your friends. Don't try to hurt them- THAT task belongs to Battle, which, incidentally, we are getting straight to.

Battle: The object in Battle is to defeat your opponent either by having them hurt twice or getting all five coins first. It's a lot the same as the normal Mario Bros, except that you and the opposing players all start out big. If you get hurt, you become small, and if you get hurt again, you lose. However, there are some additional items to help you out. You know about the POW Blocks and coins, so I'll just get to the others.

In the center of the bottom of the screen is a Trash Can.  When it is open, you can jump into it. Rapidly press A so that you can get out. By the way, if another player jumps on top of the Trash Can and seems to lock you in, don't worry. A Power Jump will knock them off. When you get an item, throwing it will cause it to take effect. Anyway, here are the items:

Egg: There are three possible items that can emerge from an egg when you throw it.  Here they are:

Coin: This will emerge from an Egg, and has the same effect as any coin.

Heart: Similar to the Coin, this can also come out of an Egg. This will upgrade you back to being Super Mario (if you were hurt).

Star: This also will emerge from an egg. It makes you invincible. By the way, if you touch another player while you're invincible, they'll get hurt!

Now for the items that do NOT come out of an Egg:

Shell: Throw this and it'll take out everything in its path, just like in Super Mario Bros.

POW Block: Does the exact same thing as if you picked up one of the POW Blocks and threw it.

Fish Bone: This does nothing and is useless. Just get rid of it.

Now, if you jump and hit a platform where a competitor is standing, they'll be momentarily stunned. If you jump on top of someone and press B, you can pick them up for a limited time. This is a good time to throw them at an enemy! You'll have to formulate your own strategy on this, but remember to watch out for the pests while you're at it.

Oh, and Bowser makes a few appearances. Hitting him knocks him out temporarily, but not for long. Just watch out for his fiery breath. Good luck!

FAQ

This is the FAQs section, or Frequently Asked Questions. The trouble is, no one's really asked me questions! If you want to ask me a question, Email me and I'll add it... if I know the answer. Well, here are some ones that might prove beneficial.

Q: What are the differences between Luigi and Mario?

A: Luigi's fireballs bounce higher than Mario's (not always a good thing), he can jump higher, his flying speed is slower but he's easier to control. Also, if he hits one of those multiple coin blocks, all the coins will come out at once.

Q: On Tubular I hit a block that was supposed to unleash a P Balloon, but it didn't. What's with that?

A: The blocks only yield P Balloons when you're using one. You must have just run out.

Q: What's the fastest that I can beat the game in?

A: Do it in this order: Yoshi's Island 2, Yoshi's Island 3, Yoshi's Island 4, Iggy's Castle, Donut Plains 1, Donut Secret 1, Donut Secret House, Star World 1, Star World 2, Star World 3, Star World 4, Front Door. Note that you need to take the secret exit to in Donut Plains 1 and all the levels after to do this.

Q: Why can't I play MultiPlayer on Mario Bros?

A: First, make sure you actually HAVE link cables. Just kidding! Okay, this is going to sound like a troubleshooting manual.

1. Make sure that the cables are in all the way on the Game Boy Advances.

2. If you are playing with only one cartridge, be sure that the purple side of the cable is in the Game Boy Advance with the game in it. The other Game Boy Advance(s) should have the WHITE side of the cable in them. Your instruction booklet should show you how to set it up right.

3. This is more of a fact than a help, but the Game Boy with the purple side sticking into it is Player 1, and is the only person who can set the configurations up.

4. To play Classic MultiPlayer, each player needs to have a Game Boy Advance. However, only one person needs a Cartridge to play Battle.

5. If you're playing Single-Pak, the cables MUST be inserted before you turn the games on.

6. Who knows? If you have tried all of the above, maybe your game or system has something screwy with it.

Q: What does a Fish Bone in Mario Brothers Battle do?

A: Absolutely nothing whatsoever, other than making you waste your time in the Trash Can.

Q: Is there any reason to beat all the Special World levels after you've beaten everything else in the game?

A: Other than the satisfaction that you've beaten all the levels? Well... if you beat all the levels AND FIND ALL THE EXITS, then some things will change. For example, the Goombas will wear sunglasses, the Pokies will turn gray (or is that grey?), and a bunch of other things. It doesn't change the way it's played, just how it looks. And wait until you see what the Koopas look like!

Q: Does the ending change if you beat Bowser twice?

A: Barely. The little message it displays at the end is smaller, but that's it. However, the credits, list of enemies, and the rest are the same.

Q: Is the Super Mario Bros. music in the game anywhere?

A: Actually, yes. While this might not be a "Frequently" Asked Question, that music does show up. If you wait long enough on the Special World without starting a level, it'll start playing! Oh, and it sounds more like the Mario All-Stars version than the original NES's music, at least in my opinion. You'll have to hear the Special World music play through about eight times to hear it.

Q: What if I find a mistake in your Game Guide?

A: By all means, Email me and tell me about it. I want to make sure this guide is correct! Just be sure that you're not the one making the mistake, okay?

Q: Why is the writing style a bit inconsistent in this?

A: This whole thing was written level-by-level over a period of about two years. I'd be surprised if anyone didn't change their writing style a little!

Yoshi's Island

Yoshi's Island 1

This is a good first level because it leads to the Yellow Switch Palace. Always hit those switches early, they'll come in handy! Now, for the level itself.

The Shelless Koopa Troopa will come sliding at you. Don't worry, it doesn't slide far enough to get to you, but don't charge recklessly ahead until it pauses. Jump over it or stomp on it and continue forward. Grab the Dragon Coin either by jumping up and grabbing it or by jumping onto the cliff then jumping down. Watch out for the Banzai Bill! You can try to jump on him, but the best idea is to just stay underneath him. Next you'll encounter a Rex. Spin-jump the creature or jump on it twice. Hit the flying ? Block to get a Mushroom (assuming this is the first level you're playing. This guide assumes you do the levels in the order it outlines, though it is usually not necessary.).  Defeat or avoid the next two Rexes. Walk forward onto the sloping pipe. You'll see ANOTHER Rex. Beneath the next three cliffs are two others (man, these guys appear a lot in this level). Get the Dragon Coin. A Mushroom will pop out from the bushes, get it, then watch out for the Piranha Plant and Rex.

If you are Super Mario, spin-jump to smash the blocks blocking your way to the blue pipe, then enter it. You'll get three coins and a Mushroom (assuming you don't already have one at the top of the screen). Get the third Dragon coin through spin-jumping. Enter the green pipe to go back to the surface. You'll fly out of the big pipe onto the Midway Gate. There's a Yellow outline of a box. That means that it'll become a Yellow ! Block when you beat the Yellow Switch Palace. All Yellow ! Blocks will produce a Mushroom when hit, regardless of your current status.

More Rexes await you. Get past them, then jump to the top of the hill to get the fourth Dragon Coin. Continue on, ducking in the depression to avoid the Banzai Bill, then finish off the next Rex. Grab the shell, then throw it while pushing up to yield the 1-Up (the full instructions are in the Message Block). While you're getting it, make sure the Banzai Bill doesn't hit you. If you are Super Mario, the ? Block will yield a Fire
Flower. This allows you to destroy some enemies. These enemies turn into coins when fireballed. Test this out on the next few Rexes, but be warned: Banzai Bills are immune.  You can fireball the Piranha Plant and Rex. The Chargin' Chuck near the goalpost, however, takes three fireballs to destroy (or you can jump on its head three times, take your pick).

Hit the tape at the Goalpost to earn stars. Unlike Super Mario World, it saves your stars if you stop playing. The higher the tape is when you hit it, the more stars you get.

Okay, now you've completed a level. Congratulations! At least now you know that you can play this game!

Yellow Switch Palace

This is almost too easy. Wait a minute... it is too easy!  This is probably the easiest and most simple level in the game. You'll see why quickly.

Hit the Blue P-Block to make coins appear. Run and jump to get as many as possible before the effect wear off. Enter the pipe and hit the Yellow Switch. Instantly, all those Yellow dotted squares become stepping stones and power-ups! See? I told you that level was easy!

Yoshi's Island 2

Note: The rest of this walkthrough assumes you have hit the Yellow Switch in the Yellow Switch Palace.

Grab the Koopa Shell and throw it at all the Koopas on the ledge. Run after it and you'll get a 1-Up.  Continue going left. Get two coins and a Mushroom from the ! Block (note: Skip the Mushroom if you both have a Fire Flower and also one at the top of the screen, because getting the Mushroom will turn the Fire Flower at the top to a Mushroom). Hit the next two ? Blocks and get Yoshi! He'll give you a "thank you".
You can hop on and ride him. If you're using Luigi, you can also spit the enemies you eat out.

Eat some of the berries you pass by. Enough will get you a Mushroom, though you can skip them if you want. Jump to get the Dragon Coin, then eat the Koopa Troopa. Yoshi can now fly for a limited time! You can eat the yellow Koopa Troopa to be able to stomp. Go left past the Koopa Troopas, then jump up to grab the Dragon Coin. Watch out for the Chargin' Chuck!

Jump off the platform to get the third Dragon Coin. You'll find the Midway Gate next. If you're small Mario, this will turn you into Super Mario. Neither of the next Yellow pipes can be entered. You'll find two coins and Yoshi in the three ? Blocks. If you already have Yoshi, the egg will hatch into a 1-Up.

Watch out for the Monty Mole that pops up! The easiest way to get rid of this pesky creature is to simply be above the opening he jumps out of. He'll hit your feet and be defeated.  r, you can jump on him afterward, or eat him. There are two, by the way.

Hit one of the blocks to make a vine appear. Jump off Yoshi and climb it. You'll get a Dragon Coin. Now climb back down and get back on Yoshi, then continue forward. Ahead is the final Dragon Coin. There is also a yellow ! Block. Also, there are two other Yellow Blocks that stop you from falling in the pit. There is a pink berry next. Eating two of these will make a cloud that spits out coins appear. You can enter the blue pipe. Either jump up high or take the Grab Blocks and throw them up to get the flying blocks. One contains a 1-Up. When you're done, exit via the blue pipe. Be careful of the Piranha Plant, then go forward. Finally, hit the P-Switch, then jump up on the newly-made bridge. You can use this to both avoid the Chargin' Chuck
and hit the tape when it's higher, and thus gain more stars.

Yoshi's Island 3

Luigi is best for this level, and I'm assuming you're using him. Just make sure that you're comforttable with Luigi. If you're a beginner, try Mario instead.

Jump up the ledges to get to the top, then jump to the next ledge, then to the spinning platform. You can stay on it while it twirls to get the coins. Then jump onto the next ledge. You can get a Mushroom from the !
Block, and then jump down and get another, assuming you went in the Yellow Switich Palace. Jump on the shifting platform to the next, then onto the ledge. Get  Yoshi from the block (though if you already have him, you'll get a  1-Up). You can eat one of the Red Koopa Troopas for firepower. Next,  jump from the moving platform to the next to get to the next ledge. Eat  the blue Koopa Troopa to be able to fly! It's not necessary for this  level, but it helps you avoid falling to your doom. Regardless, jump down to the pipe. You'll be supported by the Yellow ! Blocks. Enter the pipe, hit the P Switch, and run across the bricks. You'll get
a Dragon Coin. Exit the pipe. Continue onwards past the Midway Gate,  avoid or eat the Koopa Troopa, grab the Dragon Coin, then jump  underneath the Koopa Troopa on the blocks to knock him over. Hit the left-most block to get a coin, then jump onto the ledge from the bricks, then get a Mushroom/Fire Flower from the ? Block. Jump onto the next spinning platform. Navigate your way through the shifting platforms, and  pick up a Dragon Coin on the way. Jump on the moving platform then the spinning platform. Hit the Bonus  Block to get a 1-Up or a coin, then go through both platforms. You may start to run out of time, don't worry, the exit's near. Jump from the second platform, getting the Dragon Coin and landing on the ground. Hit the Goal and win!

Yoshi's Island 4

Watch out for the fish- they jump. You can get a Mushroom from the block, if you wish. The floating platforms sink if you're on them. Get off of them and they'll rise back up. Don't miss the Dragon Coin! Continue to get a Fire Flower, then jump to get the Dragon Coin. Continue going, and jump from the platform to platform. Don't stay on too long, or it'll sink. You can enter the pipe, but you'll find yourself in an area with Pokeys, which you can only defeat if you have Yoshi anyway. Continue right. Jump high above the second platform to nab the Dragon Coin (you should have three). The green pipe is where you'll emerge if you went into the area with the Pokeys. Get the shell and throw it upward to make the P Switch fall. Hit it, then grab the Star from the other block. Run across the bridge and jump to get the coins, and don't forget the Dragon Coin.

Keep going, jumping and avoiding the obstacles (whatever they're called). You should still have invincibility, so you don't have to worry about them too much. Get the last Dragon Coin. Finish going to the right, avoid the Cheep Cheep, and finish the level.

Iggy's Castle

The first castle level! Free Dinosaur Land from the Koopas by defeating Iggy, but first you'll have to navigate some nets with Koopas on them.

Climb on the nets and avoid the Koopa Troopas (if they're on the other side, directly opposite you, you can defeat them by pressing B).

Hit the blocks, then the P-Switch. The Fire Flower (assuming you're Super Mario) will fall down. Be sure to get the coins while you're at it! If you get a Mushroom instead, grab it and THEN hit the P-Switch.

Continue climbing to the right, where you'll get a Dragon Coin. Watch out for the Podoboo. You'll see a Dragon Coin, but you can't get it quite yet. Keep going right. When you see the small box on the net, go inside it, then press B. You'll be on the other side of the net. Go back to the left and get the Dragon Coin. Don't worry, the Podoboo can't hurt you now. Jump from this net to the next, getting the two coins. Watch out for the Koopas, which change the side they're on when they get to the edge. Go to the square again and press B. Now you can get the next Dragon Coin. Please remember if you jump off a net, to perhaps get the coins, you'll come back on the normal side.

Next up ahead is the Midway Gate. Go through it, then the door.

The screen will start scrolling to the left. Get the coins, but be sure to avoid the logs (or whatever they are) coming down from the ceiling. Either get behind or in front of them to avoid being squashed. Jump to get the coin, then duck when you're in the small depression so the falling log doesn't hit you. When it rises, jump to get the coins, then hit the flying ? Block to get a Fire Flower or a Mushroom, depending on your current status. Try to stay to the far left, because that way you'll usually avoid the falling logs. Just be sure to watch out for the pits!

There'll be blocks that keep spreading out then thinning back. Jump over them and take the final Dragon Coin, and make sure you're far to the left so that you aren't squashed. Enter the big red door quickly, or else another giant log will come down and squash you. Now you're up to Iggy Koopa!

You're both on a tilting platform. Fireball him or jump on him to make him fall slightly in the direction the platform is sloping downward. When it slopes the other way, avoid him or else he'll fall back in the middle. While this is happening, avoid his fireballs.

Keep jumping on him (or fireballing him, though jumping is more effective) to make him fall more.  Spin-jumping him makes him move more. Just make sure that YOU don't fall in the lava. Repeat this enough until he slides into the lava.

Congratulations! Iggy Koopa is defeated, and Yoshi's Island is free again. But it's not over. Now you'll have to go on to the Donut Plains, where you'll be introduced to a new power-up.

Donut Plains

Donut Plains 1

Here you'll discover a new power-up, the Feather, which gives you the cape! This is an all-new world, which is actually shaped like a donut, but it's not for eating! Okay, now for the level.

Go to the right, and jump on the Super Koopa to release a Feather. Grab it. Now you have the cape! Remember, only Super Koopas with a flashing red cape will give you the Feather, so try not to defeat them utterly. If you don't, you can come back and get another Feather.

Here's how it works: Run (holding down the B button) in a certain direction. When Mario's arms move into a different position, jump! You'll be able to jump VERY high, and then fly. Hold down B and tap the directional pad in the OPPOSITE direction of the direction you wish to fly. Although Luigi flies slower, he's easier to control. Okay, enough about flying, let's go onto the level.

Get onto the top of the ledges. Grab the Dragon Coin, then keep going right, avoiding the Super Koopas unless you want a Feather. When you get to the Lava Lotus, spin the cape next to it to defeat it. Oh, and on the way, watch out for the Chargin' Chuck.

Jump up to the higher platform (above the flying Koopa Troopas) and jump to get the Dragon Coin. Enter the blue pipe and get to a bonus level. This is how it goes: There are 3 ? Blocks. One contains a 1-Up, the other two contain coins. Hit the two with coins, then the one with the 1-Up. This way, you'll get two coins and a 1-Up. But, if you hit the 1-Up block too early, then you'll get nothing! Good luck! Don't worry, you'll have several chances. Just be careful that you don't jump up to the next level too soon! You'd be surprised how often this happens.

When you emerge from the pipe, head to the left and hit the Midway Gate. Go back and enter the other blue pipe. Get the Feather, then run up the pipe (yes, the little smiley thingy allows you to do that). Get the coin, and it'll display the number of coins left in the area. You can run and jump off the pipe and fly to collect some coins. You can try to get them all, but you'll run out of time quickly. Anyway, when you're all done, go the right, then enter the green pipe.

Head to the right, past the Super Koopa. Defeat the Lava Lotus with the cape like before. Get Yoshi from the block. Hit one of the blocks in the left part of the sections with the Chargin' Chucks (but defeat them first). Climb the newly-sprouted vine to get a Dragon Coin, then come back down.

Eat the Lava Lotus, then get the Dragon Coin above it. Avoid the Super Koopas and get the final Dragon Coin to the left of the green pipe. If the green blocks are there (if you've visited the Green Switch Palace), you can run up then to get to the secret exit. Grab hold of the Key, then take it to the Keyhole. However, if you haven't visited the Green Switch Palace, you can use the cape to fly up there, and then get to Donut Secret 1. If you decide not to, continue right to the exit. Dodge the Chargin' Chuck and finish the level. On to Donut Plains 2! (Or Donut Secret 1, as the case may be.)

Donut Plains 2

This is the first underground level, and also the first forced-scrolling. This is going to be tricky, especially with all of the yellow "platforms" going up and down. When you start, run to the right so you can hit all three ? Blocks, though you can skip the middle one, which produces more than one coin. Why skip it? Because it'll delay you, and delaying isn't great when you're on a forced scrolling level. If you need it, be absolutely sure to hit the Yellow ! Block to get a Mushroom. Watch out for the Buzzy Beetle and Swooper while you're at it.

To the right you'll find a rising yellow "platform" with a Buzzy Beetle on it. Go to it and jump up to get the Dragon Coin. If you can't reach it, you'll have to wait a little while. The platform will start rising, but don't panic! Once you've gotten the Dragon Coin, stay to the right end of it until it goes down enough for you to continue. Hit the ? Block for a power-up. Scurry under the yellow platform (I don't know what else to call it) to avoid being squashed. The next ? Block contains multiple coins.

Be careful going to the right. Buzzy Beetles and Swoopers. You'll find a Green ! Block. Unless you're repeating this level, you shouldn't be able to use it. Just before the Dragon Coin is a green pipe, which will lead you to the secret exit. I'll get to that once I finish the rest of this level.

If you're continuing, pick up the Dragon Coin and jump over the platform to the right. Hopefully you've gone fast enough and won't be stuck behind the platform. Anyway, you'll find three coins followed by a Dragon Coin, then another three coins. Oh, and yes, there ARE Buzzy Beetles and Swoopers launching assaults at you. You can hit the flying ? Block for a Feather (or Mushroom, as the case may be).

Some yellow platforms will start falling down. Don't worry, they won't squash you, but they'll make it hard to jump to avoid enemies. Continue to the right. Jump onto the yellow platform, grabbing the Dragon Coin alongn the way. Just be sure that the platform isn't going upwards... it'll squash you if you stay on it then. Wait until the screen shifts enough to the right, then jump onto it when it's on its way down.

When you're on the far right of the platform, wait for it to go up a little, then jump to the right, grabbing the coins (and the Dragon Coin). Now just continue to the right, enter the green pipe, and finish! Oh, and don't get hit by the Spike Tops... you may not notice them in time to dodge.

SECRET EXIT: If you entered that pipe like I told you, you should come into an area with a Yellow ! Block. If you're small, be sure to get it. Now go to the right and defeat the Chargin' Chuck. Be careful, you still want to at least be Super Mario. Climb up the stairs to the right and continue going right until
you see the Koopa shell. Spin-jump the yellow blocks to gain access to the shell.

If you have Yoshi, you can simply eat the shell and fly up to the secret exit, but you still can even if you don't have him. Pick it up and carry it up the yellow blocks. Stay on the second-to-highest yellow block, facing to the right. Release the shell. It will hit the highest yellow block, causing a vine to appear. Climb up the vine to the Key and Keyhole.

Note: You can try to fly up there, but it is very difficult. Also, instead of throwing the shell to the
right, you can instead toss it upwards if you are underneath the highest yellow block.  Still, no matter which way you went about it, you've still found the secret exit. Grab the Key and put it into the
Keyhole.

By the way, if you went through the pipe and do NOT want to take the secret exit, just go to the right and enter the green pipe for a shortcut to the end!

Green Switch Palace

This one's harder than the Yellow Switch Palace, because you can actually get hurt! Grab the shell and hit the switch, then kick the shell and run after it to gain a 1-Up. Go back and enter the pipe. Jump on the switch to make all those green outlines into blocks! Better yet, all of these will yield a Feather if hit!

Donut Ghost House

The first Ghost House (unless, of course, you made it to the Donut Secret House already). It's easy to get lost here, but there's also a super-secret that not too many people find.  Oh, and remember that the Boos only attack when you're not facing them.

If you have the Cape, you can enter the secret exit. Run over to the right edge of the platform, then run back to the left, then jump. You'll enter a crack on the ceiling.  Remember, you need the Cape to do this.  Run above the ceiling to the right, then fall. You can collect the 1-Ups in the blocks if you wish, but watch out for the ghosts! Enter the yellow door, then exit to enter the Top Secret Area, which is so secret that it doesn't even show up in the list of levels you've completed!

Normal exit: When you enter, run to the right, jumping to get the coins (including one Dragon Coin), and of course to avoid the pits. Don't stay in one place too long or the ghosts will get you. Enter the Yellow Door. Go to the left and enter the next Yellow Door, and don't get hit by the ghosts. You'll appear underneath the yellow block. Get the Dragon Coin, then hit the block and jump on the P-Switch.

You can get the coins in the arrow, if you wish. Enter the blue door that has just appeared. Now hit the ? Block to make a trail of coins appear, which you can control with the directional pad. After you've got the coins, hit the Bonus Block, which will yield a 1-Up if you got at least 30 coins in the Donut Ghost House. Jump on top of that block to get another Dragon Coin. Now enter the yellow door. Re-enter the yellow door to the right.

WARNING: This is an easy place to get lost. You can hit the block again and get the P-Switch, then collect the coins, but IGNORE THE BLUE DOOR. Now enter the yellow door AGAIN, and hit the block one more time (but get the Dragon Coin first!).

A vine appears. Climb up it, get the Dragon Coin, and then enter the door to the left. Note: You can get up there using the Cape, but if you do you'll miss the Dragon Coins and the Bonus Block. Anyway, after entering the final door, hit the Goal and finish the level.

Donut Plains 3

This level has some tricky jumps, so if you're used to him, Luigi is recommended. Capes are also good.

Go to the right and jump onto one of the three revolving platforms. Jump onto the higher ledge and hit the Green ! Block to get a Feather (if you've already visited the Green Switch Palace. Now you can continue to the right and jump to the brown moving platform. Jump from that to the next three revolving platforms, and try to land on the one with the Dragon Coin. If you land on a different one, you can still jump onto it and grab the Dragon Coin anyway.

Now you can jump to the right and get some of the coins. Keep jumping to the right and avoid the flying Koopa Troopa. There are two flying Koopas to the right, so watch out for them. The two ? Blocks contain coins. If you're Super, Fire, or Cape Mario then you can spin-jump to break some of the yellow blocks. Drop down to the green platform, and then hit the right-most yellow block to sprout a vine. Climb up it and grab some coins and, more importantly, a Dragon Coin.

Now jump down at about where the coins are. You'll land safely on the ground, where there is a Message Block and a Koopa Troopa. Jump to the platform to the platform to the right, and hit the On/Off Switch. I shouldn't need to say this, but watch out for the flying Koopa Troopa. Stay on the platform, and be sure to hit the other On/Off Switch. Duck to avoid the Fuzzie (or whatever it's called), and then grab the Dragon Coin. When the platform falls, you can enter the Midway Gate.

Jump to the next platform, and be careful of the Fuzzy. Jump onto the next set of three revolving platforms and hit the ? Block to release a Feather or Mushroom. Now jump to the UPPER platform (the brown one). Stay on it, but be sure to jump to avoid the flying Koopa Troopas. Also, collect the Dragon Coin, then jump to enter the pipe to find a bonus stage. After you exit the Bonus Stage (and hopefully with more 1-Ups) go back to the left and get the Dragon Coin on one of the three revolving platforms. Now go back to the pipe, then jump to the right onto the three revolving platforms, and get the fifth Dragon Coin on them.

Jump onto the brown platform and hit the Bonus Block to (hopefuly) get a 1-Up. Now jump into the Goalpost and you've finished the level.

Donut Plains 4

There's nothing too special about this level, so I won't bother with another of my infamous introductions. Whoops, just did.

Start off by going to the right (as usual) and jumping over the Koopa and its shell onto the pipe before it gets into its shell and starts homing in on you. After you're on the pipe, jump onto the ledge to the right to grab the Dragon Coin.

Fall off the ledge and onto the ground, then knock the Koopa out of its shell and grab the shell, then continue right past the pipes and Koopas. When you get to the Hammer Brother, knock it off its ledge, then jump onto it and get onto the ledge. Toss the shell you're holding at the Koopas and watch them all be knocked off, then go down and hit the ? Blocks to get a power-up and two coins (if you get a Mushroom, hit one of the yellow blocks above you and it'll fall onto you). Hit one of the yellow blocks, jump onto the other ones, then grab the Dragon Coin and enter the pipe. Go past the flying Koopas and grab the Dragon Coin, then go through the pipe. You'll be thrust outward and will go through the Midway Gate. Go right, spin-jump the Goomba, then get Yoshi from the ? Block. You can use him to stomp on or eat the Goombas in the next pit so you can get the Dragon Coin.

Continue to the right, get to the Roulette Block, and get whatever you want from it (preferably a Starman). If you got the Starman, you can easily jump onto the platform with the Hammer Brother to defeat it, then run to the right, beating all the enemies along the way. Be sure to get the final Dragon Coin! If you go fast enough, you can jump onto the final Hammer Brother's ledge while you STILL have invincibility, then go through the Goal. Onto Morton's castle!

Donut Secret 1

Um... I can't think of anything important to say beforehand, so let's get straight to the level.

Start swimming to the right, and watch out for the annoying Rip Van Fish. These guys keep snoozing until you get close enough to them, then they chase you until you get far enough away, so avoid them as best as
you possibly can. Take the upper path, grabbing the coins while dodging the Cheep Cheeps (or whatever they're called in this game). Go downward and underneath the ledge, then go up again. Stay up to avoid waking the Rip Van Fish, then go undreneath the ? Blocks and hit them, beating the Rip Van Fish above it, then collect your Fire Flower and Dragon Coin. The Fire Flower'll be useful for eliminating enemies and collecting coins. Now continue to the right and enter the blue pipe that's upward. Grab the P Balloon and float upward, but tbe sure to avoid the enemies. Stay to the left and hit the ? Block to get another P Balloon. Keep floating up to the upper area to get two Dragon Coins. You can also get a 1-Up if you're quick enough. When you fall, stay to the right and you'll get a Fire Flower from the ? Block, then fall down again and enter the orange pipe. Destroy or avoid the Cheep Cheep, then go below it to nab a Dragon Coin. Hopefully, when you rise up and go left, you can tackle the Rip Van Fish with a Fire Flower (if you have one) or a cape. Otherwise, quickly get underneath the ? Block and hit it to defeat the Rip van Fish, which should be above it. Collect the Fire Flower (or Mushroom).

Hopefully you can defeat the Rip van Fish and then pick up one of the blocks to collect the Dragon Coin. Next, go underneath where you are to pass the Midway Gate. Now go right and make sure you don't get hit by the Cheep Cheeps. If you hit the P Switch, be prepared to paddle extremely quickly to the right. It's easier to pick up the P Switch and continue swimming in that direction. After swimming downward to clear the ledge, swim highly upward to get the Dragon Coin. Eliminate the Rip Van Fish (somehow) and go to the right where blocks are stopping you from accessing the ? Block. Hit the switch, grab the newly-created coins, hit the block, and grab the Key, then insert it into the Key Hole. If you want the normal exit, just keep going to the right and avoid the enemies as you go.

Donut Secret 2

This level is overlooking the dreaded Valley of Bowser itself, even though you're not quite there... YET. This is an icy level, so be careful not to slip on its very slippery surfaces.

Take the Koopa Troopa's shell and throw it at the ? Block to yield one of those coin thingies... you know, the ones that trail those coins out. You should know how to handle them. Go up to the ledge where the Koopa Troopa was, and jump to the right to take the Dragon Coin.

Go right again. Use the Trampoline to hit the ? Block and yield a vine. If you're on Yoshi, jump off him and climb the vine. Get the Star, then go and get the Dragon Coin to the right. IF you had Yoshi, now jump back on him. Now QUICKLY run to the right. Since you are invincible, you don't need to worry about the Spike Tops at all. Grab the Dragon Coin on your way up. When you go down, get the next Dragon Coin. Go back to the right again. It's tough to avoid slipping onto the Munchers, but if you have Yoshi, you don't need to worry at all, because he can jump on them safely.

Get over the pipe and hit the block to yield a Feather. You can go into the pipe, but you'll only get a few coins, so you might want to skip it. Go to the right and grab the final Dragon Coin. Keep going to the right, past the Koopa Troopas and Spike Tops. Jump on the flying Koopa Troopas one by one (stay in place) to get a 1-Up. Finally, complete your mission by going to the right and hitting the goal!

Donut Secret House

This level is tricky, in more ways than one. Finding the exit isn't too hard, but I can't say so much for the secret exit. It's going to be hard to grab all the Dragon Coins while you're at it, too. Therefore, you may need to not follow this guide completely, or in the exact order describes. This level is complicated, and this guide is only one way of going about it.

Go over to the right, but be sure to jump over the circling Boo Buddies. Wait for the gap in the circle to appear, then run left. Get the Dragon Coin to the left when the Boos let up, and then quickly run back right
before they close in again. When the opening appears again, scramble right. Jump or duck to avoid the incoming Eerie. Hit the P Block to make the Trampoline fall. Jump on it and jump over the Boo (or you can face away from him while jumping, face back, then scamper underneath him). To the right is a yellow door. Enter it.

Okay, here's the complicated part. There's a lot of ground to cover here. To the right is a Fire Flower... you can get it if you want. Go through the circling Boos, and you can pick up a few of the coins in the block. Continue to the left and collect the coins blocking what WILL become a door, then go right. Keep going, then jump onto the platform. I'm not sure if Mario can do it, but you can try. Luigi's best, however. Anyway, jump up from each platform (jump to the right, then upward, then back to the left). Continue going on to get a Dragon Coin. Luigi is best for this.

The yellow door at the bottom (underneath the P Block) leads back to near the beginning of the whole level, so don't enter it unless you used up the P Switch. Pick it up and carry it to the left. Jump on it, then enter the yellow door that is now supported by the Yyllow ? Blocks.You can fill up the next room with coins from the block. If you are't sure how to control them, hit the Message Block, which'll inform you. Now go to the LEFT and enter the yellow door (the yellow door on the right brings you back to where the P Switch is). Don't forget the Dragon Coin!

Now you'll be in a room near the beginning, but don't worry! Grab the Dragon Coin and get a 1-Up from the block. Jump up and re-enter the yellow door.

You know the routine. Go back to the left and grab the P Switch, then bring it to the right, but before jumping on it, collect the coins (if you haven't already). Next, jump onto the P Switch. If you're trying to enter the normal exit, it's probably best to forget  the Dragon Coins altogether and collect them when you're trying to get  to the Secret Exit. The door that WOULD have been blocked if you hadn't  collected the coins leads to the normal exit.

Now for the secret one. You know that yellow door that you could now enter, and did so earlier? Well, go there, but instead of entering it, jump! Climb up the vine that  appears. Quickly run to the right, and duck to enter the small chamber with the Dragon Coin, then, before time runs out, enter the blue door. Now for Big Boo.. He has two Boo Buddies with him; avoid him. Here's how you beat him. Grab one of the blocks and wait for him to become "solid". Throw the block directly up at him (holding Up and then throwing it) to hit
him. He'll become transparent again. Repeat the process when he comes after you once again. Hit him three times and he drops. Now you have access to Star Road. Wait, that's Super Mario RPG. My mistake, it's Star
WORLD.

Morton's Castle

There's a super-secret hidden in this level. If you have the cape, try it. Go over to the right, then run left
(somehow avoiding the Thwimps), then jump! Go up the little chute, then go to the right and enter the pipe to enter a bonus level! When you come out, you'll be at the Midway Gate. BUT, if you do this, as usual, you'll miss some Dragon Coins. Okay, now for the main level.

Because of all the jumping, Luigi is best for this level. This is the second castle, and it gets off in a hurry! Duck or jump over the Thwimps, then CAREFULLY maneuver yourself past the Ball 'n' Chains. You can get a Mushroom, if you wish, from the Yellow ! Block. Oh, and don't forget about the Dragon Coin! Enter the Yellow Door.

Some Thwomps will fall. To see where they are, press Up and L. Go close to them, then run past when they start coming back up after they land with a Thwomp! Dodge the Podaboo while you're at it. Get past the next Thwomp, then wait on the other side of it. Wait until  it falls down again, then jump above it to grab the Dragon Coin, then quickly come back to the left. Either avoid, jump on, or Cape Spin the Dry Bones, then enter the yellow door.

Hit the Midway Gate, then go to the right. Wait for the blocks to move the farthest to the left that they can. Then jump up on them and get to the top. Wait until they retract, then jump on the opposite moving ledge, then jump up another level. Jump onto the right side of the ledge below the three ? Blocks. Wait for it to move all the way to the left, then hit the blocks for a Feather/Mushroom and two coins. Jump onto the next moving ledge, then to the left. Don't let yourself get squashed by the next two, but get the Dragon Coin from the upper one, then get out of the way to avoid being squashed. You'll be underneath the Dry Bones. You can jump directly to the ledge  on the right, or wait until the platform extends enough for you to jump onto that, then the next platform. Defeat or destroy the Dry Bones, then jump on the trampoline when the the opening is there. You can use the trampoline to get the coins, but there aren't too many. When you jump above the platforms using the  trampoline, jump to the left.

Jump on the half-pyramid of the moving ledges. Jump underneath the Dry Bones to knock it out, then hit the second-most right block to make a vine appear. Climb up the vine. Beat the Dry Bones (at least temporarily) and wait for the Dragon Coin to show up, then jump back down. Oh, and be sure to hit the hidden block
for the 1-Up, okay?

Either quickly jump up the blocks on the right to avoid the platforms. There's a spot where you can stop and not be squashed. You can avoid the Dry Bones. Go to the left and jump up to the ledge with the Dry Bones, then hit the three blocks to get coins. Use the blocks as stepping stones to get up to the top when the opening is clear.

When the platform with the spikes is to the left, jump up and then above the spikes. It'll be easier if you've visited the Green Switch Palace. Stand on the second-most left block tower and jump to grab the final Dragon Coin. Get onto the moving ledge, then jump to where the Dry Bones is. Hit the Green ! Block for a feather, then go into Morton's room. Morton isn't too hard. When he comes at you, get at least one jump on him. If you do it quickly enough, you can hit him three times. However, if you don't...

Morton will climb up the wall onto the ceiling. Wait on the right edge, then when he's close, run to the left. He'll fall down, momentarily dazing you. QUICKLY get to the left, then stomp him again. He'll go onto the ceiling again (unless you've hit him enough already). Repeat the procedure. Hit on his head three times total to finish him! Fortunately, someone put invisible duct tape on his mouth, so he won't say a thing!

Read on!

Do you want to help other gamers? Email me!
Go back to Lemmy's Game Guides.
Go back to my main page.