World 3-6
**-Super Leaf-must be played
A scrolling level, 3-6 brings some Donut Lifts and precision jumping into play. There’s a Fire Flower in the first ? Block. In it is a Fire Flower, not a good item to grab here, because the tail-wagging will be needed. A Troopa will come next. Kick it to the right, making it bounce back and forth below for ten (well, technically, eleven) coins. Later on, after another similar setup, except no ten (or 11)-coin block below, there will come a couple of platforms with bricks on the end. The second has a Troopa, so beware of it. After those two platforms, go down and use some Ice Blocks or your tail to make a P Switch appear. Once you hit it, hit the bottom-left-corner of the single brick ahead to make a 1-Up Mushroom fall through the coins. A little later, jump on the Rotary Lift when it’s not spinning and then immediately onto and into the pipe for the exit of this stage!
World 3-7
*-Fire Flower-doesn’t have to be played, but it’s worth playing
This level introduces Spike, the green
guy that throws spiked balls at you. Fire will take him out easily. The
bunch of bricks contains a 1-Up in the brick to the right of the one in
the top-left corner. Continue to a bunch of overhead bricks and a couple
of platforms. Climb the platforms, hit the second row of bricks for a vine
to appear, and climb the vine. To the left are tons of coins, and eventually
a P Switch in case you didn’t get the
earlier 1-Up, which opens it up for
you to get it. Jumping from the top to the right, you’ll find a platform
of Lakitu clouds. In the middle, jump up to find an invisible Note Block.
Jump on it for a hidden Coin Heaven, a free Jugem’s Cloud, and the end
of the level!
World 3 Fortress #2
*-Frog Suit-doesn’t have to be played, so skip it
If you have a Frog Suit, you should have no trouble breezing by the Roto Discs and Cheep Cheeps early on, and Stretches later on in the level. With a Fire Flower, you can take out the Cheep Cheeps easily, but if you’re not small and don’t have a Frog Suit, the Stretch swim will be tricky. Swim down first, then up, then through the middle. It’s a pretty easy level, although beating Boom Boom (flying again) with a Frog Suit isn’t.
World 3-8
****-Fire Flower-must be played
This level is considered by many to be the hardest in the game. You’re chased by Boss Bass again, and the platforms sink super-low this time around. But there are several safety vines as the level unfolds. First is one that can come out from kicking a Troopa. Stay there until your best chance, and go ahead when the tide starts to come up again. Get above a brick above two Ice Blocks, and after that, run to the next vines, one needing to be kicked into, and the other needing a hit from below. Once you get to a log moving up, you can go up or down. Going up is the safe way, where you can run to the pipe with no trouble at all. Of course, there’s the gamblers out there who want the White Mushroom House and will go underneath for more coins and a P Switch. Once you’re experienced, this becomes easy, but it takes a long time to get used to winning it.
World 3-9
*1/2-Super Leaf-must be played
This level offers two chances at 99
lives. With a Super Leaf, break down the brick wall below an overhang.
Then go back, grab a Koopa Paratroopa’s shell, and kick it between the
two Bullet Bill cannons for tons of lives. You can also do it between the
pipe further on underneath the overhang and a cannon, but it’s much
harder. The strangest thing to do in
this level is become invisible. Duck down on the white block with that
brick wall broken down. Then run to that pipe under the overhang and go
down. You’ll be invisible underwater! Also, swim all the way left for a
Frog Suit (hold Right when going down the pipe) and swim all the way right
for the exit.
By the way, if you got a hammer from the wandering Hammer Brother, you can break the rock and go island-hopping for Spade Games and Toad Houses.
World 3 Doomship
***-Super Leaf-must be played
This level gets tougher as it goes on.
Avoiding the Bullet Bills early on is easy, but after going down you’ll
find a power-up on the left, which
is very hard to get, and then four cannons shooting at you. To get above
them all, jump on a cannonball, and hit A as it touches your feet. You’ll
spring over the cannons. If not, you’re in trouble, as you must sneak by
the cannons somehow. Also, take the Bolt Lift if you’re good at repetitive
jumping. If not, avoid the Rocket Engines carefully. There’s a wall high
up later on. You can jump over it. Then avoid the Rocky Wrenches for a
very tough battle. Wendy O. Koopa throws unexpected Candy Rings at you.
You don’t know where they’ll go, so watch out for them. Three can be out
at a time. She’ll also blast at you with her wand. Winning this battle
is a matter of timing and a little good fortune. Make sure you’re fully
powered-up; you’ll need all the help you can get.
Princess’s Prize: Music Box
Giant Land
World 4-1
*-Super Leaf-must be played-
he first level of Giant Land is fairly easy. Grand Goombas, Giant Piranhas, and Huge Troopas aren’t that much of a challenge. Hold the first Paratroopa’s shell over a pipe and let go, making it go away for good. Then fly up the waterfall, swim over to the left, and enter the pipe for two 1-Ups in the water. After exiting, float slowly down to ground level. You’ll have to make it across several platforms to the exit.
World 4-2
*1/2-Super Leaf-must be played
This level contains rising and falling waters, but no Boss Bass, only Cheep Cheeps. The only trick here is the White Mushroom House. At the end of the level, skip the P Switch, collect the normal coins, then come back to the switch, hit it, and then collect all the new coins. The Starman in the first small ? Block should help immensely, as a swarm of Cheep Cheeps attacks at the end.
World 4-3
**1/2-Super Leaf-must be played
Use a Starman from your inventory at
the start to take out the two Sledge Brothers in a hurry. If not, you’ll
have to time your jumps so you don’t
get earthquaked by their jumps. The Buzzy Beetles and jumping
underground is a lot harder. Always
first take out any Buzzies and Spinies, then make your careful jump. With
a Raccoon Suit, it should be a lot
easier. Fly if possible. Make sure your jumps at the end of the level are
very precise and accurate, so you don’t bonk into the wooden blocks and
lose.
World 4 Fortress #1
*1/2-Fire Flower-must be played
This Fortress is your first real tackle with Thwomp Traps. This is when you must make a run or jump or combination in order to set off a Thwomp but not get hurt. I would suggest entering the middle of five pipes in the middle of the level for an underground stage featuring Boo Diddly and Dry Bones. It’s a ton easier than the Thwomp Traps. Take the Fire Flower down there to take out Boom Boom easier.
World 4-4
*1/2-Fire Flower-must be played
Lakitu will be dropping Spinies on your
swim in oversized coral, so be very careful and constantly fireball. From
the first ? Block, get on top of the giant block to the very right of it.
Then drift down to the left, getting
past the pipe’s current, right into
a secret coin and P Switch zone. After it, watch out that the current doesn’t
carry you into a Spiny, and swim slowly to avoid a sudden hit, because
you don’t want to lose your fireballs here.
World 4-5
**-Super Leaf-you must play here or 4-6 (or both), and although this one is harder, a Tanooki Suit is in the level
You’ll have an old-time Bullet Bill fest in this level. If you can carefully avoid them, get to two cannons close to each other to the left of a high cannon. Jump on a high Bullet Bill to hit an invisible block, then another to get on to the newly-created vine. Then jump into the pipe for a Tanooki Suit and P Switch, for more coins. Float down gently to avoid losing your newly-acquired Tanooki Suit.
World 4-6
*-Super Leaf-you must play here or 4-5 (or both), and this one is easier, although there is a Tanooki Suit in 4-5
This level contains magic doors, which make enemies bigger and smaller. I’d take smaller enemies if I were you. Fly up at the beginning for a 1-Up, then make things smaller in the first door. There should be a 1-Up in an invisible block later on. It’s a pretty simple level the rest of the way, as long as you don’t get trapped under any overhangs.
World 4 Fortress #2
**-Super Leaf-must be played
This place isn’t fun at first. It’s first precise jumping on Donut Lifts, then avoiding an overflow of Dry Bones. But jump off a Dry Bones on to the P Switch. Enter the invisible door surrounded by coins. Then have some pre-Pipe Land fun! The directional lifts change if they have a light bulb on them. If so, they change directions if you jump on and off it. They also disappear if you hit your head when standing on one. In the room after the pipes, hit a diagonal stack of invisible blocks to get to a 1-Up. In the next room, get three 1-Ups and fly up to the left corner for 30 more coins. Then enter the right pipe to find yourself back to a little bit past where you started. Make it carefully by the Roto Discs to beat up on Boom Boom.
Before you leave Giant Land, if you have a hammer, use it on the block next to the pipe nearest to 4-1. You’ll go to a Toad’s House with a Tanooki Suit in it.
World 4 Doomship
**1/2-Tanooki Suit-must be played
Prior to your battle with Iggy, you’ll
want that Tanooki Suit power, for destroying Rocket Engine flames. Simply
jump and turn into a statue (B + Down) on top of a Rocket Engine flame,
and you’ll destroy it just like a Goomba. Now you won’t be “Rocket Engine
stomping” anytime soon, because these are risky jumps, but this move does
help a lot. Do the Bolt Lift trick by repeatedly jumping on the Bolt Lift
to use it as a safe and easy shortcut. Most of this ship is waiting for
the best opportunity to jump, and then doing so in the safest possible
way. If you go below, you have to time when to jump between the three Rocket
Engines, with one usually turned off (it’s random). Then there’s another
jump, where you go up with a Rocket Engine coming down and another one
coming from your right, where you need to jump. After that, you’ll have
to make some jumps upward. At the end, there’s a double Rocket Engine.
They go off right after each other, so jump just as the top one turns off.
Iggy isn’t much harder than Larry, as he’s fast but has no special attack.
There’s even an extra ? Block outside his pipe, just in case you get hit
on that last double
Rocket Engine.
Princess’s Prize: P Wing
Sky Land
World 5-1
*1/2-Super Leaf-must be played
This is a level for a P Wing. If you
don’t use a P Wing, then you must avoid Chain Chomps, Buster Beetles, and
Nipper Plants as you climb over the large structure and to the finish.
There’s a Starman near the top to help a lot. If you do use a PWing, fly
at the very beginning and enter the pipe. Then go down and right into another
pipe. Come out and collect four 1-Ups, one by one. Then fly up and break
the three bricks overhead.
One is a P Block, which will make two
large 3’s of coins appear. Collect as many as you can and then re-enter
the pipe. Come back out and do the P Switch trick again, as many times
as you wish. When you want this madness to end, go back to the pipe down
by the four 1-Ups. Duck and fly, up through the narrow
passageway to the right, where you’ll
find a Music Box and the end of the level.
World 5-2
**1/2-Super Leaf-must be played
Here you’ll really want a Raccoon Tail.
Enter the pipe and start wagging it. Land on some blocks and start jumping
up the brick staircase very carefully, watching out for the Troopas. Then
enter that pipe overhead. If you make it up there, you’ll have an easy
time getting to a three 1-Up room and beating the level. If not, then you’re
in trouble! You’ll make one of the longest falls in Mario history into
a water pit. Go down the
middle pipe. Down there, you’ll go
down a waterfall into another water pit. Go right for an entire battle
of battling Buster Beetles! Fun, fun, fun! The key is to be patient and
grab an Ice Block right when the Buster Beetle grabs the second-to-last
one. Then you can smash him right away. If you make it, you’ll finish the
level, but no triple 1-Up Mushrooms for you.
World 5-3
*-Fire Flower-it’s here or the Fortress, so go here for your only chance at Kuribo’s Shoe
This is a fun level, known as “Kuribo’s
Shoe Level”. At least to me. To get the Shoe, find the Kuribo’s Goomba
at the first four bricks. Simply hit the brick underneath the Goomba to
kick off his Shoe. Then you can put on the Shoe, and stomp Spinies, Bob-ombs,
and Piranha Plants and walk on Munchers! Walking on Munchers will help
you get a 1-Up later on in the upper half of the level. Another Kuribo’s
Goomba awaits just in case you lost your Shoe. Once entering the pipe,
you go to the lower half of this level. A Kuribo’s Goomba is trapped inside
the brick structure. If you lost your Shoe or didn’t get one, get rid of
the Ice Blocks away from the Kuribo’s Goomba, then lure him outside the
structure and get underneath him. Then grab his Shoe. Later on, you’ll
have to time a jump to get over a Venus Fire Trap. Many Kuribo’s Shoes
have been lost here, so try using a big jump and a fireball to take him
out first if possible. The level should be fairly easy the rest of the
way as long as you have your Shoe on. It automatically disappears at the
end of the
level, and never appears again in any
Mario game. What a shame.
World 5 Fortress #1
**1/2-Super Leaf-doesn’t have to be played, so skip it
This is a boring fortress. You’ll have to make it past a few hard Thwomp Traps, but an even harder trap is at the very beginning. A Roto Disc and Podoboo come out at the same time, making it a treacherous first jump over the lava. Time it perfectly, then duck. When the Roto Disc goes past you again, run past the Thwomp and fly up through the bricks. Fly up into a pipe, which will lead to a room with three invisible 1-Up Mushrooms. You must fly to get these Mushrooms. Once you exit, or if you didn’t enter the pipe, you’ll have lots of Roto Disc-Thwomp combinations to keep you busy. Boo Diddly also comes to make things interesting. At the final Thwomp Trap, I’d suggest jumping out and back again, triggering the Thwomp so you can jump on the small island and quickly on to the safe ground. Boom Boom should seem easy at the end.
World 5 Tower
**-Super Leaf-must be played
An interesting level, the World 5 Tower
connects the ground side of Sky Land with the sky side. As you take
to the air, get whatever you want back
on the ground side now, because if you want to come back once you’re in
the sky, you’ll have to go back through the tower on your way back up.
It’s a waste of time and maybe life, too. You’ll start off by having to
dodge Roto Discs. These can be tricky, so take your time, and get
that power-up if you need it, because
it’s the only one here. On the next floor, play the old Thwomp Trap
game: walk up, let him fall, then jump
and run by as he goes up, but be careful to jump lightly over the little
stump. On the next floor, you’re outside, so watch out for Pile-Driver
Micro-Goombas, and collect a 1-Up using your tail on the middle brick of
the second “tower”. There are also ten-coin blocks to the right of the
pipe to the next floor. On the next floor, you’re back inside, but the
Thwomp and Roto Disc, as well as the spikes, here are easily avoided. On
the next floor, simply go up to the next floor, which is outside again.
You’ll have to hit the brick between the ? Blocks to make a vine appear.
What’s up there? A pipe to the sky half of Sky Land!
World 5-4
**-Super Leaf-must be played
This level is super-easy if you simply fly from the start. It’s also super-hard if you don’t. You’ll have to time your jumps from Rotary Lift to Rotary Lift. As for those of you who flew, just keep that P-Meter up so you can fly to the finish. Not much else to say but if you go the hard and long way, you’d better be a precise jumper.
World 5-5
*1/2-Super Leaf-must be played
In this level you’ll get a Tanooki Suit, but the main goal is to get the White Mushroom House here. Avoid the Para-Goombas and Paratroopas so you can break away the bricks on top of the second pipe. Enter for a Tanooki Suit. Exit, and go left to find the coins above and below Donut Lifts. Ride the Donut Lifts down one by one to collect the coins, and then jump back up to the next one. Then go left, collect the three coins from the ? Blocks, and re-enter the Tanooki Suit pipe. Repeat for those three coins again and again until you rack up 28 coins. In the block structure later in the level, there is a coin in the highest brick to the left. That’s it, so you’ll have to be doing the same thing over and over if you want a P Wing. Of course, you can pass, and just play it safe with a Tanooki Suit. In either case, finish the level, which should be easy, even on Donut Lifts.
World 5-6
***1/2-Super Leaf-doesn’t have to be played, so skip it
The only time you’ll see Para-Beetles
in this game is this level, 5-6. If you want the Para-Beetle riding experience,
then play this level, although you don’t have to and shouldn’t. Jumping
off one Para-Beetle’s back to another isn’t easy. In fact, it’s very difficult,
because first of all, I always suggest the A + B jump. The trouble is,
if you have a tail, you may kill the Para-Beetle- and your stepstool. Also,
don’t wag your tail in mid-air, or you’ll get the same result. Also, hitting
a Para-Beetle from the side instead of on the back will
result in losing your Raccoon Suit,
or whatever you have on. This is a very dangerous level, and even if you
hit that P Switch near the end, giving you a safer route of bricks to the
finish, you still must be careful as you jump, as that A + B jump could
kill you, yet not using it may not give you enough power to make it to
your next platform. This level is difficult enough for you to not want
to ever see Para-Beetles again.
World 5-7
*1/2-Super Leaf-it’s here or 5-6, so I’d go here, because it’s easier than 5-6
Use a Starman from your inventory before this level. Then tons of blocks will have Starmen pouring out of them, as long as you’re invincible when you hit them. Also, a P Wing comes in handy here. After surviving a slew of Pile-Driver Micro-Goombas, enter the first pipe. Down there, in an easier world, you can fly using your P Wing up to some bricks. There is a column of two bricks, so hit it for a P Switch. Fly over the brick formation to hit the P Switch and get some coins. You can also then fly over the rightmost wall for the end of the level. If you don’t have a P Wing or didn’t use one, stand on the white block and hold Down for five seconds. Then climb up to the pipe. You may want to get the Starman in one of the Note Blocks, but it won’t matter much. If you did the white block trick, you’ll be invincible! Enemies pass right through you! If you stayed above ground the whole time, you’ll have a hard time with Lakitu, so take the longcut and do the white block trick. It’s an easy win from there!
World 5 Fortress #2
***-Tanooki Suit-must be played
If you saved a Tanooki Suit from a Toad
House or are still wearing one, this is a good level for it. Podoboos can
get killed by your statue, and, more importantly, can’t hurt your statue.
Some Podoboos here will drop off the ceiling. Since there’s a lot of lava,
I suggest taking your time and doing some precise jumping. Get the Starman
in the sixth ? Block early on and try to get Boo Diddly killed in the process.
If he survives, draw him near by facing away from him, then look at him
and jump over him. From there, jump some more, to the end pipe, basically,
just following the same pattern, waiting for the Podoboos, and then jumping
at the right time. At the end pipe, don’t get squeezed between the pipe
and the end of the level by jumping to the right of the pipe. Then time
will run out on you or Boo Diddly will kill you. After exiting the pipe,
jump over the small lava
pit and beat up on Boom Boom!
World 5-8
**-Super Leaf-must be played
This is the infamous “Lakitu level”, the one level where you don’t try to avoid the enemies. You just keep running and jumping the whole way through. However, it helps a lot if you have a Super Leaf and make sure you land on every cloud. If you miss, then it’s over. Otherwise, as long as you take two hits or less (if you’re fully powered-up), then you’ll win.
World 5-9
****-Super Leaf-must be played
Use a P Wing here! I promise you, not until Dark Land is there another level that requires a P Wing like this one! If you don’t use one, you must make precise and quick jumps from one platform to the next. That includes a “bend” jump-one in which you have to jump from the left edge of one platform up and around to the one directly above it. Then there’s two Fire Chomps that cause major problems, because their fireballs mess up your jumps. The first one you should jump from one platform, on to the Fire Chomp, then immediately jump off it to the next platform. The other is easier to avoid and, if you stand on the next-to-last platform correctly, it will run into your feet. However, this is maybe the hardest level in the game outside of Dark Land, so it’s not easy at all. Only a couple of other levels (3-8, 6-5) match this one in difficulty, so good luck!
By the way, if you want to go back to
the first half of Sky Land, and collect a 1-Up along the way, simply
enter that pipe at the top of the screen,
and you can use your tail to hit the leftmost block on top of the
brick formation. If you want to go
back up, however, you must go through the tower again.
World 5 Doomship
****-Super Leaf-must be played
Ah, the doomship that makes me mad,
the only one in which I go through a really hard level only to lose in
the end. It starts out with a hard jump- over a cannonball and a Rocket
Engine at once. Once over it, you’ll want to slowly make it past everything
else until the power-up (a Fire Flower). Then comes the hard part.
First, wait for the turning cannon
to turn away from you, then jump past it. Then get on top of the Bullet
Bill Cannon. Wait for a cannonball, then jump on it, then immediately hit
A to jump off it and on top of the whole mess of cannonballs and Bullet
Bills. If you don’t make it up there, then you’ll have to walk through
the mess and hope you don’t get killed as you do. Then enter Roy Koopa’s
cabin. The way Roy jumps is that he shakes the entire floor when he hits
the ground. That means you must jump anytime he moves. You’ll also have
to get on top of him, then immediately jump to avoid being caught on the
ground. It takes three times to do it, and it’s not easy! In my mind Roy
is the hardest Koopaling to beat.
Princess’s Prize: Jugem’s Cloud
Ice Land
World 6-1
*-Fire Flower-must be played
This level is only a challenge if you
don’t have fireballs or a tail. If you can fly, then fly immediately for
a coin
room in the sky. You must slide (by
pressing Down and Right) under big blocks of ice and hit a P Switch,
then turn around and do it again. Finally,
you can go run through the coin room. Since that’s so hard to do
for real, though, it’s easier just
to go fireballing through the level. You can also collect a Starman along
the way in a ? Block if you used one entering the level and still are invincible.
World 6-2
**1/2-Super Leaf-you must play here or 6-3, and this is easier, but no Tanooki Suit here
Here you’ll have to jump from moving
cloud to moving cloud to platform to icy platform, while racing against
the scrolling screen. It starts off pretty easy, but watch out for that
brick wall! Either smash it or hop over
it. The next part is fairly easy; just
jump from platform to platform to make sure you’re safe. Then comes the
hard part. You must jump on four clouds, progressively higher, to make
it past this unbreakable wall. Jump quickly although safely, making sure
you get on each cloud while doing it faster than the screen scrolls. After
here, the hardest part is a time when you must jump down, and the screen
starts scrolling fast down. Be careful here. Also, you can jump up onto
the overhead wooden platform here, and jump up to hit an unseen block for
a 1-Up, but I warn you, you may get stuck if you don’t hurry. After that,
just pay attention to your jumps the rest of the way.
World 6-3
***-Super Leaf-you must play here or 6-2, and this has a Tanooki Suit, but is much harder
If you don’t come into this level with
at least a Super Mushroom, you’ll be in trouble early on. Duck while
standing on the moving platform to
get underneath the ice column. Then do the B Button run on the thin ice
columns, getting over the pits, but
immediately jump to avoid getting nailed by the Troopa. Then you could
grab the Troopa’s shell, run back,
and let go with one block between you and the ? Block, and you will get
a power-up without getting hit, but it’s better to do the following. Grab
the next Troopa’s shell. Then jump, and while in mid-air, release the shell
and kick it towards the brick to your right. You will get a vine to appear.
Climb it to get to a Tanooki Suit room and 30 coins! Then get your P Meter
going in here by running around, and fly out of here to the end of the
level! Of course, you could take the long way, one of the hardest non-scrolling
jumping levels, which is a fun challenge when you master the game the way
I have. I can’t offer more help than just telling you to take your time,
judge to make sure any moving platform or Rotary Lift is just right before
jumping on it, and be careful. It’s stuff that can’t be read and followed;
it’s your own jumping skills that are put to the test. So either take the
cheap route out by either going to 6-2 or getting the Tanooki Suit, or
practice a lot to get by this hard jumping test.
World 6 Fortress #1
*1/2-Tanooki Suit-must be played
This fortress in no way resembles Ice Land at all. In fact, there’s a big lava pool at the very beginning. If you wear the Tanooki Suit you could have picked up in 6-3, you can just become a Statue while riding the lift so Podoboos get killed when hitting you, or, if you don’t have one, you must jump anytime you see a Podoboo coming at you while staying on the lift. Now ride the lift over some spikes and get off it. Turn away from the Hot Foot and let him fall into the spikes way below to your right. Then jump down, hugging the right wall, and if you jump right as the Roto Disc on the right goes past its lowest point, simply fall down to the bottom. If not, you may need to use your tail, if you have one, to stop a collision with the Roto Disc. Then comes part two. You can fully power-up with the ? Block if you reenter the original door. Then fly from the right side of the small wall and get on top of the big platform. From there, wag your tail at the block to get a 1-Up, then watch the Roto Discs on your way down. Also, there’s a Starman underneath that platform between those Roto Discs, and a power-up in the other ? Block. You may be able to kill the Boom Boom with your invincibility if you run as fast as you can with that Starman. It’s nearly impossible to do, however. Anyway, beat Boom Boom and move on!
World 6-4
**1/2-Super Leaf-must be played
Here’s another level of precise jumping.
You start off having to make a pretty big jump, and you’ll continue making
jumps from ice platform to ice platform. There’s a 1-Up in the next brick.
To get it, get on the block
underneath it, and hit the 1-Up on
the bottom right side to make it go to the left. Then jump left to collect
it. This is tricky because it is very easy to slip and fall. Then get to
the Rail Lift. Start it up, then wait on the ice platform, then jump on
the lift and jump up to the very right of the ice platform you were just
on. A Note Block appears. If you jump on it, you’ll go to Coin Heaven.
If not, you can continue on, going on the Rail Lift until another one comes,
then another, and another! Occasionally one of the two lifts will be non-existent.
Why that is, I don’t know. What I do know is that there’s a P Switch on
top of some bricks. Hit it, and then start running, and duck underneath
the Rotary Lift and ice. Keep on running after it and take off, and you’ll
find a 1-Up in the sky. The rest of the way, just watch out for the Fire
Chomp and make sure the Rotary Lift doesn’t
dump you into the final pit at the
end.
World 6-5
****-Super Leaf-you must play here or 6-6, so play 6-6
This is easily the hardest puzzle in
this game. Sure, you may have puzzles in games now, but this was one of
the hardest ever to figure out. First, enter the first pipe you come to
after you exit the original pipe. You’ll come to an icy room with a ? Block.
Get the power-up and exit to your left. Now if you didn’t get a Super Leaf
yet, get yourself fully-powered up. Then make it past the Venus Fire Trap
and on top of the hill. Try to jump and land on the Buster Beetle, eliminating
him. Then get rid of everything except for the Troopa’s shell. Now here’s
the hard part. You must grab the Troopa and fly up to the center hole in
the ceiling. The easiest way to do this is to put the controller flat,
use your left thumb for the Control Pad, your right index finger for
the B Button, which you must hold down,
and your right middle finger to hit the A Button repeatedly. Why the
change in holding the controller? Most
people use their thumb to hit the A and B Buttons. The B Button must be
held down and the A Button must be hit repeatedly, which is why you can’t
use just one finger
to do it. Anyway, flying up into that
center hole above the valley you’re in will lead you to two Nipper Plants.
Release the shell to make the Nippers get killed and the bricks break to
let you in the pipe. One other way to win: you can also fly up, get on
top of the bricks, and fall into the two Nippers’ place and start wagging
your tail furiously. With some luck, you can kill one of them as you lose
your Raccoon Tail. Now you must go back downstairs, travel to the left
and collect the power-up in the ? Block back there. If you can get your
Raccoon Tail back, you can fly back up, fall into the safe spot between
the bricks and the Nipper and wag your tail to knock it out. Then you can
break the bricks and escape! Does that second way sound impossible? I’ve
done it that way at least twice, including the first time I ever won this
level. It takes a lot of practice to get this one right. If you want a
1-Up Mushroom, go towards the beginning of the level and fly up to find
one there. Since it’s hard to win this level, that 1-Up will make up for
a loss on this level.
World 6-6
*-Fire Flower-you must play here or 6-5, so play here
This is an easy underground swimming level. After entering the first pipe, there’s a Starman in one of the first wooden blocks on the bottom. Going up will get you to a power-up (Fire Flower). Once you go down and get that Starman, you can easily make it past the first part. Then once you’re swimming, just take out Cheep Cheeps with fireballs. Also there is a 1-Up if you swim way up to the top, and jump out of the water for an invisible block. You’ll find another power-up along the way. Watch out for the Piranhas later, and then wait for the first Spike to be directly underneath you when you drop down on top of him (this is out of the water). Only more Spikes and a Cheep Cheep are in your way to the goal.
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