Forest of Illusion
Forest of Illusion 1
Difficulty: *
This level is pretty easy. A Dragon Coin is behind the first tree, and a Pink Berry is high up next to it. The ? Block has a Fire Flower. The next ? Block has Yoshi. The second Pink Berry is over a Dragon Coin. A Dragon Coin is next to the Note Blocks forming an L. To get the 1-Up in the non-Note Block, simply hit the 1-Up and catch it before it falls into the pit. In the next part, a Dragon Coin is high up between two thick trees. A Midway Gate is past the Wigglers. A Roulette Block is after the Midway Gate. Get the Starman in it, get the Dragon Coin behind the thick tree, then run into as many enemies as you can for some 1-Ups. Also, there is another Pink Berry before the thick tree. The last Dragon Coin is on the log bridge. The ? Block has a P Balloon. Use it to float under the log bridge to the small island with the Key and Keyhole. A sixth Dragon Coin is near the Amazing Flyin' Hammer Brother. Knock the Hammer Brother off his platform and use that to get to the goal.
Forest of Illusion 2
Difficulty: *1/2
Forest of Illusion 2 is an underwater maze-like area, which means that a Fire Flower is a good item to use. The main worry of this level is the time. A Feather is at the start, not a good item to use. You have to get past some Urchins. With Yoshi, Luigi can eat the Cheep Cheeps and spit them at the Urchins to get rid of them. After getting past some Urchins, you find a Dragon Coin. If you don't have Yoshi, smash the blue block at him. Next are Urchins going around squares. Go down then across. Then go up past the Blurps. A Fire Flower is in the ? Block. Now you come to three paths. Take the bottom one. With Yoshi, spit the Rip Van Fish at the Urchin and move on. Kill the next Rip Van Fish and get a Dragon Coin. Now swim up next to the right wall in the hole of the ceiling. You'll hit an invisible block. The invisible block next to it has a 1-Up Mushroom. It needs two spaces to get out. After getting it, go to the top path for a Dragon Coin. Spit the Rip Van Fish at the Urchin. Swim through the Midway Gate, and continue for more Urchin madness. A Dragon Coin is in an Urchin's path. After passing the last Urchin, you find the secret exit. Get past the Rip Van Fish to get to the Key and Keyhole, which takes you to the Blue Switch Palace. If you didn't take the secret exit, swim past all the Rip Van Fishes and get the last Dragon Coin. If you have five enemies on the screen when you pass the goal, you get a 1-Up.
Forest of Illusion 3
Difficulty: **1/2
This is a great level to have a Yoshi because there are many Berries in this level, and two Pink Berries. In this level, you have to dodge Goombas and Bob-ombs in bubbles. A Dragon Coin is between the first two pipes. A Yoshi is in the ? Block between the next two. Entering the fourth pipe takes you to a bonus room. A Pink Berry is next to the first staircase of blocks. You can get a Mushroom here too. After the next pit, if you have a Yoshi, you can eat the blue shell to fly. Otherwise, just hit the bottom block so the shell will hit the top, which has a Trampoline that you can use to get across the pipe. A Dragon coin is past the pipe. A Midway Gate is a little after that. After the Midway Gate, jump between the two pipes and grab the Dragon Coin. A little later on, there's another Pink Berry that is half on the screen. Past the green pipe, the ? Block with three more ? Blocks below it is a multi-coin block. There's a third Pink Berry and a Dragon Coin right after it. Near the end of the level, the tall green pipe next to some Chargin' Chucks takes you to the secret exit to Roy's Castle. You MUST take this secret exit to get there. The last Dragon Coin is resting next to the pipe. The goal is near.
Forest Ghost House
Difficulty: **
In the first part, you have to make it past an enclosed area. Run at the start and drop in the hole, face left to the Boos, and duck to avoid the Eerie. Next is a Big Boo blocking the passage. Turn away from him and then face him so you can get out. Dodging some more Boos, get out of the tiny passage. Avoid Eeries and get a Dragon Coin on the way. The right ? Block has a Feather. A Midway Gate is next to the door.
In the next room, just go right, avoiding any Boos. The winged ? Block has a Fire Flower, and the next one has a Feather. Get the three Dragon Coins in this room, all of which are easy to find. After getting the third one, duck slide through the tiny hole. Then duck slide again into the tiny passage. The block holds a 1-Up. If you're standing here, you will get pushed out of the passage, but not crushed. Carry the P Switch into the second hole, then hit it. Enter the blue door. You end up on the roof of the first room. Go left to the door. This takes you to Forest of Illusion 4. But wait, you don't have all the Dragon Coins! Don't worry; just go left and you find it. If you keep going left, you'll find a Big Boo. Turn away from him and he'll fly away from another door. It takes you back to Forest of Illusion 1, though you can also get a 3-Up Moon.
Forest of Illusion 4
Difficulty: ***
Forest of Illusion 4 is the "Lakitu level" of Super Mario Advance 2. You're being chased by Fishin' Lakitu, who dangles a 1-Up Mushroom from his fishing pole. Getting it means he'll turn into a normal Lakitu, though. So what's your decision?
You might want a Fire Flower for this level so you can fireball Fishin' Lakitu out of his cloud. A Dragon Coin is after the blocks with a Mushroom on it. You then see a Roulette Block. Get it when it has a Starman and move on. A Dragon Coin is between two Pipe Lakitus. A Fire Flower is in one of the ? Blocks. You'll eventually find a Midway Gate on a high hill. Go down the stairs. The blue pipe with the Lakitu takes you to the secret exit to Forest Secret Area. If you go there, first hit the P Switch for 20 coins. If you go on, go up the staircase and watch out for the Paratroopa. Now, if you still have Lakitu's cloud, it disappears and another Lakitu appears. Fireball him! With Lakitu's cloud underneathe you again, go right until you see coins leading upwards. A Dragon Coin is at the top. You can also eat the blue shell with Yoshi and fly up. Past the Grab Blocks forming pyramids, a Dragon Coin is between two Piranha Plant pipes. The goal is up ahead!
Blue Switch Palace
Difficulty: no stars
The last Switch Palace in the game is VERY easy. First, collect all the coins. Next, hit the two P Switches and collect all the Gray Coins. After that, try to get some of the coins at the top. When you're finished, enter the pipe and hit the Blue Switch. Congratulations! You've cleared all the Switch Palaces in the game!
Forest Secret Area
Difficulty: 1/2
This is a nice area to get some 1-Ups, but first I'll do the Dragon Coins. Simply ride the first platform for the first three, ride the second for the fourth, and go back to the first for the last one. Now for those 1-Ups I was talking about. When you're near a Paratroopa, hit it with your cape (if you have one). It will fling into the air. Hit it again before it touches the ground. If you do this eight times, you'll get 1-Ups! Along the way, there's a 1-Up in the block above the blue ! Blocks. At the goal, try to get a flying platform on the screen for a 1-Up. There are also some 1-Ups behind the goal.
Forest Fortress
Difficulty: ***
The Forest Fortress isn't as tricky the Vanilla Fortress, but that doesn't mean it isn't tricky. The first room is filled with enough stumps and Grinders to make you cramped. At the start, jump quickly to get the Dragon Coin. Continue with the scrolling screen until you get to second Dragon Coin. Stay on the right after it so you can be ahead of the next stump. Continue on dodging everything until you get to the end. There a Dragon Coin above some Green ! Blocks along the way. In the next room, there is a Midway Gate at the start. Stand on the ground after the first lava pit. The two Grinders on the right will come on the screen, then go off and disappear. Run up the wall and jump off to the left for a Dragon Coin. Run up again to the top. There's a Mushroom up here too. Continue on and you'll come to a stone bridge with Podoboos and Grinders. The easiest way to pass this is to jump from stone block to stone block. After the bridge, the second overhang has a Feather. Take the upper path next and go down for a Dragon Coin. You'll also skip a door to Reznor. Now, it looks like you've come to a dead end, a lava pit. If you're good at flying, try out this secret. Run across the floor and jump off at the end to fly. Hold left to fly across the lava. At the end you'll be rewarded with nine 1-Ups and another door to Reznor. The battle is exactly the same as before, simply hit them from below.
Roy's Castle
Difficulty: **1/2
Roy's Castle will seem easy once you get used to it. Ride the block snake and get the first Dragon Coin. The block snake will twist and turn and you have to keep moving in order to survive. Avoid the Podoboos, they're easy to get hit by. After the lava, you have to deal with spikes on the floor and ceiling. It may sound like a death trap, but it's short and easy, as long as you avoid the falling spikes. Nab the three Dragon Coins too. After that, the block snake will descend into a pit. Jump off it and get the Midway Gate. After the next falling spike falls, carry the P Switch to where the spikes end. Run past the trio of Podoboos and hit it. Collect the 1-Up and jump onto the block platforms. Avoid the next Podoboos, they can easily suprise you. You can get a Feather and a Dragon Coin. Now for the battle with Roy Koopa. He's the same as Morton, except this time the walls move inwards somewhat when you hit him on the head. That means less room to escape from his attacks. Remember to always spin jump when he's about to fall on you. He's also weak to fireballs, just like Morton and Ludwig were. Once you beat him, Mario blows up his castle and himself, too. You also save a red Yoshi. On to Chocolate Island!
Chocolate Island
Chocolate Island 1
Difficulty: *
In this pretty easy stage you'll find Dino Rhinos and Dino-Torches. At the start, go right and dodge the Dino Rhinos and Torches and you'll eventually get a Dragon Coin. Enter the pipe and you'll get shot over the huge pit. There's a Midway Gate after it too. You'll find a P-Switch. With Yoshi, you can walk over the Munchers. If you don't have him, hit the switch to make a bridge over the Munchers. There's a Dragon Coin after it. In the valley area after that, you can use a Cape to fly up and find a 3-Up Moon in the clouds. Jump across the pit and get a Dragon Coin. There's another one shortly after. One of the pipes here takes you to a Dolphin area. There's a 1-Up here also. If you didn't go there, go in the pipe before the diagonal one. You'll get shot over the pit and get a Dragon Coin on the other side. Use the Trampoline to get stars from the goal post!
Choco-Ghost House
Difficulty: ***
Now THIS is a challenging ghost house! At the start, it's easiest to run and jump through the Eeries and the moving gaps. Soon enough, Fishin' Boo, who is similar to Fishin' Lakitu, will appear. Watch out for the blue flame on his fishing pole. After the first ? Block, do a small jump to the left and get the first Dragon Coin and another power-up. After that, simply continue right while running and jumping past more Eeries and moving gaps. There's a Midway Gate on the way. At the end is a Dragon Coin. Enter the door when the moving gap isn't near it. In the next room, the ? Block above the three Boo Blocks (who turn into stone when you face them) has a Fire Flower. Just continue right avoiding all the Boo Snakes (that like to bounce around the room). When you get to the three pairs of two blocks, jump on one of them and grab the Dragon Coin. Just after them are three paths. Take the top one and get the Dragon Coin. Just after the paths is a block with a 1-Up Mushroom. Now you're at a dead end. Go all the way left to the three Boo Buddy Blocks at the beginning. Face away from them to make them chase you. Face them again to get the high Dragon Coin. Now let them follow you again to the high platform with a door. Face them again and use them as a stepping stone to get to the high platform. The door takes you to the goal. Yes! You're out of this stupid ghost house!
Chocolate Island 2
Difficulty: *
Now here's my favorite level in the entire game! In the guide to this level, I'll put up the area and the requirement to get there. Also, since there are many Dragon Coins here, you probably don't need help for getting them, but I'll say where they are anyway. Now, onto the guide!
In the first area, start climbing the hills. At the Trampoline, if you want to get to Area 2C, jump to the right of the Trampoline to hit a hidden coin block. Jump on it and stand to the left. Hit A rapidly to get the coins. At the top, there are two Dragon Coins and a Yoshi. Drop down at the end and go in the pipe. Now, here's where the path splits up!
Area 2A
Requirement: Get 0-8 coins in the first
area.
Sloped hills and Paratroopas. If you're here, you're most likely going for the secret exit. With a blue Yoshi, eat a Paratroopa and fly through the area. Without one, just keep moving and you'll get to the end without getting hit.
Area 2B
Requirement: Get 9-20 coins in the
first area.
Tons of Rexes are here. They're usually found in groups, but are easy to avoid. A Dragon Coin is at the two Piranha Plant pipes. Bounce off the Trampoline at the big jump. At the three ? Blocks near the end, the middle one is a multi-coin block and the top one has a Fire Flower. If you want to get to Area 3A, try flying through this easy area (I've been able to do it before).
Area 2C
Requirement: Get at least 21 coins
in the first area. (Hint: Fireball the Dino-Torches!)
This short flying area is easiest with Luigi. Simply run up the hill, fly, and grab the coins and the hard-to-get Dragon Coin and you'll be out of here in no time!
Area 3A
Requirement: Beat Area 2 with more
than 250 on the timer.
Here's the secret exit! Unfortunately, some Chargin' Chucks are ready to stop you from getting there. If you've hit all the switches you can get past them easily. If not, jump over them when they aren't firing baseballs. The secret exit takes you to Chocolate Secret.
Area 3B
Requirement: Beat Area 2 with 235-249
seconds on the timer.
Avoid the Dino Rhinos and Dino Torches and pick up a Dragon Coin and a Mushroom (by passing the bush) along the way. That's all there is to this area.
Area 3C
Requirement: Beat Area 2 with less
than 235 seconds on the timer.
This area is full of Mushrooms in bubbles. Sounds tasty to Mario and Luigi, eh? A Dragon Coin is above the water. Nothing else to the area.
Area 4A
Requirement: Get less than 4 Dragon
Coins in Areas 1, 2, and 3.
Bounce off the Trampoline across the pit to the hills with Rexes. The goal is just ahead. Try getting five Rexes on the screen when you finish for a 1-Up.
Area 4B
Requirement: Get at least 4 Dragon
Coins in Areas 1, 2, and 3
If you've hit all the switches, the Coins and Dragon Coin are easy to get. Carry a P-Switch through the goal for an item (it's random, I think).
Chocolate Island 3
Difficulty: **
Here's another great level with a blue Yoshi. Also, I found out that you can fly through a whole level with one. To do it, when flying, land on the ground and press Down B to spit the shell out, then eat it again to fly for another 20 or so seconds. Now, onto the level. You'll want Luigi because of his jump. A Dragon Coin is after the second one-armed platform and after the fifth, you can drop down for a power-up. Another Dragon Coin is under one of the next one-armed platforms. Ride it around to get it (duh). Just after that is a hanging pipe. Enter it for a secret area with tons of coins. Enjoy! There's also a Dragon Coin here. After exiting, the next platforms have Fuzzies going around them. If it goes under you, duck (unless you have Yoshi, in which case you have to jump off it and land on it when it's on the other side). At the third platform, you can get a power-up and a Dragon Coin. After that is a ! Block with a Feather. A Dragon Coin is under the last platform. Hit the Star Block for a 1-Up. The other block has a vine to the goal. Wait a minute! Taking the normal goal makes you keep going in a circle on the map! Instead, you need a Cape or Yoshi (to eat the blue shell) at the end. Fly under and behind the goal to make it to the secret goal and three 1-Ups. Now you can go on.
Chocolate Secret
Difficulty: ***1/2
Another tricky level. When you land on the ground, wait for the Blargg to go down and then bounce off the Trampoline to get to the other side. Go through the tunnel and grab a Buzzy Beetle shell. Throw it at the first Football Chuck to take him out. Soon after the second one you can get a power-up. Enter the hanging green pipe. Outside, jump from Drop Lift to Drop Lift, grabbing the Dragon Coin (and avoiding the Hammer Brother, of course). Back inside the cave, get the Dragon Coin under the hill and enter the green pipe on the right. There's also a Midway Gate here but it's hard to get to. In the next area, simply slide down the hills, killing the Buzzy Beetles and probably getting 1-Ups. Also, remember to jump over the Munchers on the fourth slope. In the next area, make your way up the stairs, avoiding the Spike Tops (you can take them out with a Cape). Use the sand platform to get to the other side. Avoid the next Spike Tops and grab the Dragon Coin. Now here's the hard part. Make a running jump and land on the second or third sand platform and keep jumping from platform to platform. Of course, the jumps are easiest with Luigi. There's also a Dragon Coin above the fourth platform. On the other side, watch out for the Chargin' Chucks and grab the power-up if you need it. Make a running jump on one of the next sand platform and continue jumping to get across. There's a Dragon Coin at the end too. Now just enter the pipe and you're out of this place!
Chocolate Fortress
Difficulty: ***1/2
In this fortress, you'll meet the spiked logs, which move up and down and are spikey (duh). After making it past the first ones, you'll find a ? Block. Stomp the Dry Bones and quickly get it. Dodge the fireballs (Who's firing them anyway?) as you make your way past the next spiked logs. A Dragon Coin will be above one of them. You'll soon have to jump over a pit with two spiked logs blocking your way. Jump over it when the second one is up and you should clear the gap. In the last group of spikes, there is a Dragon Coin between two spikes. Grab it when they are away from it. Enter the Midway Gate and then the door. The next room has some Thwomp-Thwimp combinations waiting for you. After setting off the first Thwomp, wait for it to get out of your way, then drop down and hold right to land safely. After the next two Thwomps, you'll find two more of them and a Dragon Coin. Get past the first one, grab the Feather in one of the ? Blocks, then get past the second one and quickly grab the Dragon Coin. Jump over it as it comes down again, then continue on. If you hit the Red Switch, the next Thwimp will be trapped, so you can get past the Thwomp like normal. The next Thwomp is above some spikes. Jump to it to set it off, then jump over it before it goes up. Run like mad past the next group of Thwimps and grab the Dragon Coin. The last Dragon Coin can be reached by using the strategy for the Thwomp over the spikes. If you hit the Red and Blue Switches, the last two Thwomps will be trapped so you can get past the Thwimps normally. After them, grab the Feather from the Green ! Block and enter the door to Reznor. Beating it is just like the past ones you've fought: hit them from below!
Chocolate Island 4
Difficulty: 1/2
This level is a cinch compared to the Chocolate Fortress. It has many diagonal slopes and drifting platorms. After the second chocolate pit, take the bottom path for a Dragon Coin. In the third chocolate pit, there is a Mushroom high up. Take the lower path and go on. Also, remember that the chocolate is the same as lava, so avoid it. After the chocolate, when you see some coins, jump up to the left for a Dragon Coin. In the next hole, you can get a Midway Gate. If you visited the Yellow, Red, and Blue Switch Palaces, you can get three 1-Ups. When you get to the staircase, hit the third block from the left for a P Switch. Get on the staircase and get the Dragon Coin. Then hit the P Switch and fall into the first slope for a Dragon Coin, and the second for a pipe. Inside the bonus room, hit the P Switch and fall down into the hole. When the P Switch expires, you should land on some blocks and find a reward and a pipe which takes you back to the level. If you have a cape, you can easily get the last Dragon Coin. Here's a list of what rewards are on each path:
First: 13 coins
Second: Cape Feather
Third: 10 coins and a Dragon Coin
Fourth: 1-Up Mushroom
Fifth: Starman
Sixth: Mushroom
Seventh: 5 1-Up Mushrooms
Eighth: Cape Feather
Ninth: Fire Flower
Tenth: 5 coins
Eleventh: 3 1-Up Mushrooms
Bottom: Nothing, but a Trampoline that
might not get you to the floor above you.
If you have a Cape, try flying up into the floor above you! I always do it when I come to this level with a Cape. When you come out of the pipe on a... a bone, you can get a Fire Flower in the ? Block. You should have no trouble getting to the goal from here.
Chocolate Island 5
Difficulty: *
In the first part of this level, there are Spinies in boxes. There's a Gray P Switch in the clouds near the beginning as well. If you're riding Yoshi, get to a high box, jump, then jump off Yoshi (R) to get to it. Go back down and hit the Gray P Switch, then the blue one and collect all the gray coins you see. Somewhere along the way, there's a Dragon Coin in a box. There's also a Dragon Coin in the air above some boxes. Use Up L to find it. Eventually you'll come to a pipe next to a lake. Grab the Dragon Coin above the lake and then enter the pipe. There are two Dragon Coins in the area. After exiting the area, if you're riding the blue Yoshi, go left and eat the yellow shell to fly. Fly upwards and you'll find a platform in the sky. Stomp all eight shells without touching the ground to earn a 1-Up! Continue right (on the ground) and you'll find some pipes that move up and down. Jump from one to another and grab the Dragon Coin. Next up are some block chains that will either be vertical or horizontal. Jump on them when they are horizontal. Stomp the Chargin' Chuck on the pipe three times to defeat it and grab the Dragon Coin. The goal is up ahead, guarded by three Chargin' Chucks.
Wendy's Castle
Difficulty: ****
Wendy's Castle is very hard. You'll want to have hit all the switches before entering it. It'll probably help. At the start you'll meet a Dry Bones. Hit it with your cape. Next are two spiked pillars. When they are up, jump over the pit and bounce off the two Trampolines to the top. Wait for the next Grinder to be all the way left. When it goes right, follow it and duck in the small gap so that another Grinder can pass over your head. Now get the high Dragon Coin and continue right, jumping across the lava avoiding the Podoboos. Now here's where it gets hard. You'll come to a gauntlet of Grinders and spiked pillars. Duck under the first and second Grinders. At the third one, get between two spiked pillars, then jump over the Grinder as it comes by. Repeat for the last two.
You'll now come to three more Grinders. Jump onto the first stone block when the Grinder is near the top. Now duck, and when the first two Grinders are out of your way, jump onto the Blue ! Block. Duck again and when the second Grinder is near the bottom, jump onto the next stone. When the last Grinder is near the bottom, jump onto the stone ledge. The first stone block in this area has a 1-Up, but I'm not sure how you're supposed to get it.
Now here's the really hard part. You'll come to a hallway with four very fast spiked pillars. Stand next to the first one and when it goes up, dash under it and stop to avoid getting hit. The second one is very easy to get hit my since it's on the floor. When it goes down, immediatly jump over it and hope you don't hit. The third and fourth ones are the same as the first. After the fourth one, dash left under it to get a Dragon Coin, then dash under it again (when it's going up of course) to get out. Survived that? Good. You've found a Midway Gate and a door to the next area.
In the next area, look at your time; you probably don't have much left! Anyway, dash left, getting a Mushroom if you want, and jump into the moving hallway for a Dragon Coin. Shortly after, you'll find some "pyramids". When they go up, get past them all. There's a Dragon Coin just after it. Jump onto the next moving block and when it is all the way right and the bottom one is all the way left, jump onto the bottom one. When it is on the right, jump on the block with the Hothead. Now get the Dragon Coin on the left. Jump onto the Dry Bones' platform then make a running jump over the next Lil' Sparkies. Get the Feather, then enter Wendy's room. Wendy is a lot like Lemmy except that the pipes are all even and there are two Podoboos instead of one. Stomp the one that's different from the other two. Try to defeat her as quickly as you can, because you only have 50 or so seconds left. When you defeat her, Mario "erases" the castle and you save a yellow Yoshi!
Valley of Bowser
Sunken Ghost Ship
Difficulty: ***
Here's another one of my favorite levels. You can bring Yoshi to this level even if it does have the ghost house music. Anyway (is this getting repetitive?), after exiting the pipe, you'll find Bullet Bill cannons, crates, and a power-up. Drop down into the hole between the crates and swim out to make a 1-Up Mushroom appear. Now drop down and left and keep swimming up, hitting the ceiling. The Bullet Bill cannon trapped inside the crates will shoot Bullet Bills which will hit your feet, and since you're not touching the ground you'll start getting 1-Ups for stomping the Bullet Bills! When you're finished, enter the pipe. In the next room, when you get to the crates, Boos will appear. When they do, drop down to the floor and start walking on it. That's the easiest way to pass the Boos (who will disappear and reappear constantly). After a while, the Boos will stop reappearing. You'll find a Boo Circle. Face towards the Boo Buddies (with Yoshi, you can stand on the spikes) and swim through the holes in the two Boo Circles until you get to the pipe.
The next area is a LONG drop down. Grab the Starman and try hitting as many Paratroopas as possible for 1-Ups. You'll eventually fall onto a stone platform with a second Starman. A little later, you'll fall through lots of coins. When you land, you can use the Cape to fly up for more. For the Dragon Coins (which are hard to explain), fall right after getting the Starman for the first one, and keep falling right to find the second one. Then fall a little to the left to find the third. After the second Starman, the fourth Dargon Coin is on the left. The last one is near the right in the coin drop. At the bottom is a stone pyramid with the ? Orb and the end of the level. If you fall into the water, you can find two 1-Ups at the bottom that you'll have to get quickly.
Valley of Bowser 1
Difficulty: **
This level is a huge underground maze. From the start, head right past the Mega Mole and Chargin' Chuck, and take the bottom path. Go through the Grab Block wall until a Chargin' Chuck charges through it from the side. Grab a Grab Block and toss it at him to knock his stupid self out. Go through the wall to the other side and hit the leftmost block when the Mega Mole is on the right. When he falls through, hit a block on the right and jump up onto the ledge for the first Dragon Coin. Backtrack to the fork and take the upper path.
Go thorugh the path, ignoring or defeating the Mega Moles. At the top of the stairs, take the upper path for Dragon Coin 2. Now take the lower path and you'll find two more paths. If you need a power-up, take the lower path, letting the two Chargin' Chucks charge through the blocks, and hit the Green ! Block for a Feather. Now backtrack and take the upper path, then the lower one for a Midway Gate. Take the path above it and ride the Mega Mole above the Munchers (if you have Yoshi, you can walk across it normally). On the other side, jump across the hole for a 3-Up Moon. Sweet! Drop through the hole, then go right, and take the second-highest path for a Dragon Coin. Don't worry, the Chargin' Chucks above can't hurt you as long as you don't hit the blocks. Take the second-lowest path for another Dragon Coin, then jump below the hole to hit some invisible blocks to make a bridge. Now take the path above you and go across the bridge.
Let the Chargin' Chuck charge through the blocks, then continue right. If you hit the next block, a vine comes out. Climb it to a 1-Up room. Sadly, you'll exit from earlier in the level. If you continue right, through the middle path, you'll find a Dragon Coin at the bottom of the stairs. To exit the level, let the Chargin' Chuck charge through the blocks in the bottom path, then enter the pipe to the goal.
Valley of Bowser 2
Difficulty: ***
If you want to get through the level quickly and/or collect all the Dragon Coins, you'll need to bring a Yoshi. Anyway, after going right from the start, you'll find some sand platforms moving up and down. Watch out for the off-screen Swoopers, as well as the Koopa Troopas on the sand platforms. If you need to get rid of them, a spin jump will do. If you stomp them and kick their shell, it will rebound off the wall and surprise you. There are two power-ups in this area, one at the beginning and one at the end. There's also a Dragon Coin near the end. At the end, enter the pipe.
In the next room, you'll find a ? Block in plain sight. Hit it for Yoshi Wings. If you're riding a Yoshi, grab 'em to enter a secret area. There are four or five Dragon Coins here, completing your collection. Anyway, back to the level itself. If you go up the stairs on the left and jump up, you'll uncover a Feather (if you're big). Wait a little while for it to come down. Now go right to find one of the longest, most tedious places in the game.
Inside this "maze", there's a tunnel that moves up and down. Get on it, then when it's at its peak, run right. When you get to the two paths, stop. When the tunnel goes up again, dash through the higher path when you have the chance. Stop at the little hole at the ceiling. If you get squeezed between the floor and the ceiling, you'll get crushed and die, so BEWARE! When the tunnel goes down again, run right and stop just past the Dragon Coin. DON'T grab it (or any other coin here) because they're hard to get and all the other Dragon Coins were in the Yoshi Wings stage, so this one doesn't count.
In this next part, get past the block and run right as the tunnel goes down. Stop at the hole in the floor. As the tunnel goes up, run as far right as you can, skipping the fake Dragon Coin. When the tunnel goes down, run right into the next hole, then run right some more as it goes up. When the tunnel goes up again, run right to the hole in the ceiling, then go down when it goes down. Run right when it goes down, making sure you take the bottom path. Stop at the next place, and run right through the tunnel when it's low. When it goes up, keep going right, taking the top path. When it lowers, continue heading right and enter the pipe.
Whew! As soon as you step foot on the sand in the next room, dash like mad out of the cave. If you want the secret exit, wait on the ledge above the first Mega Mole. When the sand on the left is at its peak, jump on the piece sticking out. Now jump onto the ceiling and run left until you drop down. Put the key into the keyhole to get access to the Valley Fortress. If you didn't take the secret exit keep going right. If you didn't hit the Red or Blue Switches, you need to use the Mega Moles to ride across the Munchers. You'll soon see the goal.
Valley Ghost House
Difficulty: 1/2
This is a surprisingly easy ghost house. From the beginning, get the power-up if needed and jump above the coins for a Dragon Coin. Then head right to the end (avoiding the green bubbles) and enter the door. In the next room, jump straight up to knock a P Switch down. Wait for the block to stop spinning, then jump on it and jump up for a Dragon Coin. Now hit the P Switch and head left. Wait for a Starman to drop down (it may drop on the other side) and run left, invincible to the Boo Snakes. Jump into the hole in the ceiling and keep running left to a Dragon Coin. The ? Block is just a coin. Jump onto the platform and then go to the door. Enter it. Head left past the door (DON'T hit the ? Block if you want the secret exit) and jump onto the ledge for a Dragon Coin. Then enter the door. You're back onto that platform with the P Switch. Hit it again and run right (you don't need to get the Starman). A Dragon Coin is above a platform. The ? Block is a multiple-coin block to waste your time, so don't hit it. Get to the coins and run all the way to the end of the long string of them (easiest with Mario since he's faster). A 1-Up is at the end too.
Now, I'll tell where each of the doors in this hallway lead. The first one takes you back to the start, the second one takes you to the same place as the one on the very left, the third and fourth lead you to the normal exit, and the final one leads to a semi-secret room. You can either hit the P Switch for a sixth Dragon Coin as well as some normal coins or, for the secret exit, grab it and jump through the floor to the other room. Let go of the P Switch and hit the ? Block for a coin snake. Use it to make a staircase of coins. Then hit the P-Switch and climb up the stairs. Either duck and slide or get hit to turn small to get under the low hanging wall. There's a Key and Keyhole on the other side, giving you the shortcut to Larry's Castle.
Valley of Bowser 3
Difficulty: **
This is a Blue Yoshi level. That's all I can tell ya. At the start are three bouncing Paratroopas. Eat one and fly! If you don't fly, you have to get past the Paratroopas somehow. Ride the number platforms and get three Dragon Coins on the way. Don't get hit by Paratroopas. You'll soon come to a Midway Gate which you need the Trampoline to get to. The ? Block has a Fire Flower. After the Midway Gate, get past the Paratroopas on the telephone wire thingies. If you still have a Blue Yoshi, you know what to do. After them, ride more number platforms and get the two Dragon Coins. Watch out for one of your older enemies: Banzai Bill! The platform before the goal has a 1-Up.
Valley of Bowser 4
Difficulty: ***
If you want all 96 goals or need to get to the Star Road, you've come to an annoying level. Actually, the level itself is hard enough. It features lava and Bowlin' Chucks, Chargin' Chucks that roll bowling balls at you. From the start, go right past the first Bowlin' Chuck. Jump onto the white platform in the lava, avoiding the Paratroopas, and quickly jump to the next ledge. A Mushroom is past the blue pipe. Use the white sinking platforms to cross the next lava pit. Enter the green pipe. Inside this icy secret area there is a power-up and a Dragon Coin. Watch out for Spike Tops and Blurps!
Enter the pipe on the left to exit into earlier in the level. Get the Mushroom again if you need it, and cross the lava pit again using the white platforms. Now if you have Yoshi, dismount him and knock him into the lava. Hit the block for a vine. In the ? Block up there, there is a Yoshi. That's why you needed to kill the last one. Head right to the yellow blocks. Jump off Yoshi, then spin jump back on him. This way, you can spin jump the yellow blocks while riding Yoshi! Fall onto the platform on the right. Here you can hit the block for a 1-Up, but you must then cross the lava pit and snag it before it falls into the lava. A Dragon Coin is here. Keep heading right, watching out for the Bowlin' Chuck but nabbing the Dragon Coin above him. Then jump on the next platform, crossing the Midway Gate, with another Bowlin' Chuck as well as a low ceiling. With Luigi on Yoshi, you can eat a bowling ball and spit it back at him to get rid of him easily. Then on the next platform, tackle the Bowlin' Chuck above you. Nab the Dragon Coin by jumping into it, landing on the white platform, then jumping back onto the island. Go up and right, and drop down to the Yellow ! Block.
Jump onto the next white platform, then the next island when the coast is clear. For the next lava pit, I suggest jump over it and the Bowlin' Chuck at once. Then bounce off the Paratroopa and land on a white platform, then jump to the next and the one after that. Then land on the Trampoline. If you've hit the Blue Switch, you'll be able to get the last Dragon Coin. Bounce off the Trampoline to the high platform and take out the Bowlin' Chuck. Now jump right to the finish. Here's where the secret exit is too. You must have Yoshi to eat the Key throught the wall and stick it into the Keyhole. The real problem, though, is getting through the level with him. Anyway, if you have Yoshi take the secret exit, otherwise jump into the goal.
Valley Fortress
Difficulty: ****
Ugh. A very difficult level. Very difficult. It features those spiked pillars from Wendy's Castle, and this time they're deadly! Go right at the start, and at the first spiked pillars, wait for them to go up just after they go down. Then run past them until you're at the Green ! Block. Get a Feather if needed, then dash past the next spiked pillars when they start to go up. At the end, float down, avoiding the spikes, to the low ledge. Wait for the first spike to fall, then grab the Dragon Coin it was guarding. Avoid or defeat the enemies, and continue right. Now here's where it starts to get hard. You have to get past narrow platforms with spikes in between them and more spiked pillars bothering you from above. After the first pillar, wait for the second spiked pillar to go up, then lightly jump across the spikes and grab the Dragon Coin. Shortly after, you'll see three spiked pillars right next to each other, and they all go down at the same time! To make things worse, there's a Dragon Coin high up between the first two! Stand on the first platform, and just before the pillars go down run and jump(make sure you have the Cape) up between the first two spiked pillars, snag the Dragon Coin, then hold A to slowly fall to the second platform, and go past the other pillars. You'll find a Midway Gate.
Just past the Midway Gate, jump from platform to platform ignoring the Podoboos, Dry Bones, and Bony Beetles and grab the power-up along the way if you need it. Just after that section, you've come to the real hard part. You have to jump from platform to platform while avoiding very fast spiked pillars from above and the Podoboos coming from the lava, and there are two insane Dragon Coins to grab. Carefully make it past here and you'll see a Dragon Coin high up between two spiked pillars. You need the Cape for this. When the spiked pillars are up, run and fly up between the two spiked pillars, grab the Dragon Coin, and land on the next platform safely. Near the end of the section, you'll see the last Dragon Coin on the edge of a platform. Again, you'll want the Cape for this. Run off the edge and jump off at the very last second and hope you grab the Dragon Coin. It may take some practice to get it. After you grab it, continue right, and enter the door to Reznor. Obviously by now, you should know what to do: hit them from below!
Larry's Castle
Difficulty: ***
Remember that block snake from Roy's Castle? Well, it's back! Step on it and ride it up the staircase and then above the spikey floor. Watch out for Ball n' Chains! You'll find many, many of them in this area. After the first Ball n' Chain, the block snake will go down a little. Jump onto the brown block then onto the blocks again as it goes upwards. There's a Dragon Coin waiting for you at this point. The block snake will now go left back to the first Ball n' Chain. Jump onto the bridge, then go left to the edge and wait. Jump onto the block snake as it passes by, grabbing the Dragon Coin when it makes a staircase. There's also a Mushroom in the Yellow ! Block if you need it. The block snake will then continue right, then eventually go down (as always, watch for the Ball n' Chains), then go back up again. Up here, there's a Dragon Coin above the spikes. You'll see a door to your right; DON'T enter it. Instead, stand on the block snake as it goes down the pit. It will pass a ledge on the right which has a Midway Gate, the last two Dragon Coins, and a Mushroom! When you're ready, enter the door.
In the next room, avoid or defeat the Dry Bones (who apparently doesn't throw bones at you). Go down the escalator, taking out the next Dry Bones if you want, and go right. At the spiked logs, a very annoying Magikoopa will pop up, and will haunt you for the rest of this level. You'll come to a wall of those spinning blocks. If you don't have the Cape, you need to use Magikoopa's spells to turn the blocks into enemies. A Mushroom awaits in the Yellow ! Block just after it if you need it. Shortly after, you'll find another wall of blocks. Again, without the Cape, use Magikoopa's spells to clear the blocks. After the next lava pit, rush across the bridge avoiding the spiked logs and stomp Magikoopa if he gets in your way, until you get to the big, red door at the end that leads to Larry. There's a Feather outside his door if you need it. Now for Larry...
Defeating Larry is much like defeating Iggy from Yoshi's Island, but this time, three Podoboos come up from the lava. Stomp Larry until he's at an edge, then wait (being sure that you don't get hit by a Podoboo). When the edge he's on goes up then down again, stomp him to send him into the lava, burning him to a crisp. Mario throws the castle into the distance, saves a blue Yoshi, and gets access to Bowser's Castle!
Front Door
Difficulty: See below
This is it! You're finally here in
one of the most interesting levels in the game. You start out in a hallway
with four doors numbered 1-4. You must choose one out of those four to
get to the next part. Here's how to get through (as well as the difficulty
of) each door:
Door 1 (***): Only enter this door
if you've hit all the Switches! This room is a lot harder if you didn't.
It's a scrolling level, with stumps coming down from the ceiling (like
in Iggy's Castle and the Forest Fortress). There are also a lot of lava
pits with Podoboos coming out of every one of them.
Door 2 (no stars): This is too easy.
You simply climb a fence across a pit of spikes. Podoboos are on the front
side, and Koopas are on the back. For a 1-Up, you can stomp all the Koopas
without touching the ground.
Door 3 (**): A maze full of rugs and
Mechakoopas. Remember, you can only drop through (or jump through) rugs
with holes in them. There's a 1-Up behind the rug in the upper-left corner
and a Cape Feather behind the rug in the upper-right. This door really
isn't all that hard.
Door 4 (**): The hardest part about
this door is the beginning. First, land on the moving block and duck, hoping
you won't get nailed by the Lil' Sparky. Then, jump onto the higher moving
block and drop down to the lower one when both are moving right. The rest
should be easy.
After completing one of those four
doors, you'll come to another hallway with doors numbered 5-8. Here are
those doors (and the difficulty):
Door 5 (*): Only enter this door if
you're playing as Mario. Then it's real easy since Mario's faster. Stand
as close as you can to the spiked pillar, then, when it moves up, run like
the wind under a ton of Thwomps and spiked pillars to the door.
Door 6 (***1/2): Since this is the
hardest of all the doors, you obvious shouldn't go in. But if you do, you
must go through a vertical underwater level to the top, avoiding Dry Bones,
Fishbones, and Ball n' Chains. It isn't very easy at all, as it requires
good swimming skills. There is a Cape Feather in the ? Block in this area-
take it if needed. Watch out near the top with all the Ball n' Chains,
especially the highest one, which can nail you when you're swimming with
the spikes above.
Door 7 (*): This door is full of Bowser
Statues. Gray ones will shoot fire at you and are simple to avoid since
they only shoot to the left. The gold ones jump at you and you can jump
over them when they land. This door is pretty simple.
Door 8 (**1/2): This room is full of
springing Chargin' Chucks. Run, jump, and stomp the first one so it won't
bother you. If you've hit the Blue and Green Switches, you can stand on
the Blue ! Block and jump to hit the Green ! Block for a useful Cape Feather.
After that, jump over the next Chargin' Chuck and stand next to the hill
so the Chargin' Chuck up there will spring off. After the hill, watch out
for the four spring Chargin' Chucks (very dangerous) and head to the door.
Back Door
Difficulty: 1/2
This is where you'll end up if you
went through the door at the end of Rooms 5-8. You can also reach here
if you beat the Valley Fortress. This level, which leads to the final boss,
Bowser, is very easy. Run right at the start, and jump to hit the red ?
Block, which causes a light to turn on. Stomp the Ninji at the top of the
stairs, and make a running jump over the lava pit. The rest is very easy,
as it is only about avoiding Ninjis and Mechakoopas. If you got here from
the map screen, a Midway Gate is at the end. Enter the big red door for
the final showdown.
Bowser will attack in three different
ways, and I'll explain each of them. When he appears, he will move back
and forth and will drop Mechakoopas every so often. You must stomp one,
grab it, and throw it at Bowser. The easiest way to do this is to jump
and press Up B. Do this twice and Bowser will retreat into his Clown Copter,
but come back. Fireballs will fall from the sky; watch out for them. Peach
will also throw out a Mushroom for you; DON'T get it if you have a better
item in reserve.
Bowser will now attack in a different
and harder way. This time, he will follow you around. Eventually he drops
two Big Steelies (the name of those large bowling balls), one at a time.
These are very hard to avoid as you must jump over them without getting
bumped by Bowser's Clown Copter and hit it. You can spin-jump onto the
ball, but don't bounce into the spinning blade. He will then throw two
Mechakoopas and then repeat this process. Again, stomp a Mechakoopa, grab
it, and jump and press Up and B, and you must do this twice. After that,
Bowser will retreat and come back, fireballs will fall again (avoid them),
Peach will throw out another Mushroom for you, and you shouldn't get it
if you have another item in reserve.
Bowser's final attack is the hardest
to avoid. He bounces around in his Clown Copter instead of flying it. Run
under him when he jumps. He'll soon stop to throw Mechakoopas. Once again,
you stomp, grab, and throw them at him. Do this twice to win! Now you get
to sit back and watch the credits, as well as the names of almost all the
enemies. Congratulations, you've just beaten the game!
Star World
Star World 1
Difficulty: no stars
Star World 1 is a very fun level in which you have to spin jump through large sets of blocks. It's also a great place for power-ups. Get the Mushroom at the start if you need it. In the first large set of blocks, the left side has five coins and the right side has a Dragon Coin. In the second set, the right side has the secret exit and a Fire Flower. The right side has a Dragon Coin and a Cape Feather. For the third set, spin jump on the left side for a Dragon Coin. When you get out, go right and hit the blocks and try to get the 1-Up Mushroom in the box. Next, you'll find two Starmen. Here's a good 1-Up strategy: Get one of the Starmen and kill all the Koopa Troopas. Then get the other Starman (if you are Luigi, get the Starman when your other Starman is about to wear out) and spin jump a little to the right of the middle of the next set and hit all the Paratroopas in the box with the Starman. Now get out of the blocks and go left and spin jump through the next batch of blocks and get the next Starman. Now use the Starman to get lots of Koopa Troopas in this part. By the time the Starman expires, you should have earned about 10 1-Ups. However, you'll miss the last two Dragon Coins while doing this. They are on the left side of the set of blocks after the blocks that have the two Starmen. It's possible to get back up there by hitting blocks, landing on one that has stopped rotating, and continue it until you get to them. And finally, the red Yoshi. Feed it five Koopas for it to grow into an adult Yoshi. Every time it would spit shell out, it spits three fireballs instead. Also, you can carry the baby Yoshi into the goal for a 1-Up Mushroom.
Star World 2
Difficulty: no stars
In this very easy underwater level, you meet the Blue Yoshi, the best Yoshi in the game. It has the ability to fly no matter what color shell is in its mouth. Let the Blue Yoshi eat the Starman to make it fully grown. Save, and re-enter the area. Get the Starman and 1-Up, and start to kill as many fish as you can. Note that after you kill eight enemies with it, each one after it is a 1-Up. This also works by jumping on enemies without touching any ground. The Dragon Coins are easy to get. The first is at the start, the next three are near some fish, and the last is at the pipe to the goal. To get the secret exit, don't enter the exit pipe unless you want all 96 goals. Swim under the pipe and you'll eventually find a Key and Keyhole.
Star World 3
Difficulty: 1/2
This is the smallest area of the game. It's also one of my favorites. There's plenty of stuff to do. You can hatch a yellow Yoshi, who has the ability to make sand clouds while stomping the ground, killing enemies, no matter what color shell is in his mouth.
For a 1-Up, let Lakitu drop about three Spinies, then hit the Gray P Switch and collect the gray coins, then collect every gray coin Lakitu drops (Note: Don't let the baby Yoshi eat them!). The first Dragon Coin is to the left of the screen, the second is on the stairs, and the last three, well, I'll explain that later.
For the secret exit, throw a Grab Block (or fireball) at Lakitu to get his cloud. Steer the cloud (using the Control Pad) up and left. Hit the block for a key, then carry it to the keyhole on the other side. If you want all the Dragon Coins, use Lakitu's cloud to go up and right and go down for the last Dragon Coins. You can also go under the goal.
Star World 4
Difficulty: *
At the beginning, you can hatch a red Yoshi just like in Star World 1. A Dragon Coin is on one of the three-armed platforms. When you get to the platform before the red Paratroopas, fall onto the lowest one for a Dragon Coin. If you have a Yoshi, you can eat the red Koopa Troopa and spit the fireballs at the Paratroopas for a clear path. You can get a Feather in the ? Block after them. Continue on more platforms and you'll find a Dragon Coin on the way. You'll soon come to some stone blocks. This is where the secret exit is. You need to have beaten the Green and Red Switch Palaces or have a Blue Yoshi to get it. If you have the Switches, go down and hit the ? Block with your cape or the shell. With the Blue Yoshi, you can eat the shell and fly down there. If you don't take the secret exit, get the Dragon Coin on top of the upside-down orange pipe (using the previous three-armed platform to get up there) and continue on. The one-armed platform before the goal has a Dragon Coin.
Star World 5
Difficulty: **
This is the hardest Star World area. A blue Yoshi is helpful for the start. Without one, jump from Donut Lift to Donut Lift and grab two Dragon Coins (let the Donut Lift fall for the second one). When you get to the ? Block, hit it for a Coin Snake, then hold right to make a long bridge of coins. When the coins stop, hit the P-Switch and jump onto the blocks. With a blue Yoshi, eat a Paratroopa to fly or use a Cape to fly up to the secret exit. You can also get to the four blocks (and a Dragon Coin) and hit the third for a vine. To get to the secret exit, you need all the switches. To get past the stone blocks, duck and jump past the first and duck slide past the second. Then you're at the secret exit to the Special World!
If you didn't take the secret exit, continue right. You'll find a baby yellow Yoshi. Let it eat five enemies to make it grow, as in Star World 3. Continue right on the next Donut Lifts. On the last one, jump for a Dragon Coin and let it fall for another one. Continue right past the last Troopas and Spinies and to the goal.
Special World
Gnarly
Difficulty: *1/2
This is another level that's good for the blue Yoshi. Eat the Koopa Troopa through the wall at the start and fly upwards. The block above the rope has a 1-Up. Keep flying up, then left. There's a Dragon Coin above a block. Continue flying upwards, grabbling the coins, and get the 1-Up at the top. Fly over the wall and onto the middle "tower". You should have lost your wings by now. Eat the Paratroopa on the right and drop down, getting the three Dragon Coins along the way, then fly back up to the tower. Drop down to the left and get to the part with the Paratroopa (and a Dragon Coin). Spit your shell out to the right, and eat the new Paratroopa. Hit the left block for a P-Switch, then hit it. Fly over the tower and land on a ? Block on the right. Enter the pipe next to it. Go left for three extra Dragon Coins (for 1-Ups) and go right for three 1-Ups behind the hill. Jump onto the hill and hit a blue P-Switch. Go down the staircase and knock the Amazing Flying Hammer Brother off his platform, then go back, grab the gray P-Switch, and hit the other blue one. Go right again and use the flying platform to get onto the next hill. You'll meet up with Lakitu. Let him drop four Spinies between the stone block and the staircase, then hit the gray P-Switch. Get each gray coin that appears for a 1-Up. The goal is just to the right.
Tubular
Difficulty: ****
Welcome to one of the hardest levels in the game, Tubular! If have a blue Yoshi, you MIGHT want to use one here, and I'll explain that later. I've beaten the level at least twice with a blue Yoshi, so it's not impossible! At the start, just avoid Chargin' Chucks and the Piranha Plant until you get to the P Switch. A Dragon Coin is on the way. At the P Switch, hit it to make some coins appear. Fall down to the Trampoline below. Bounce up and hit the ? Block for a P Balloon. Then get the P Balloon to float. Get the Dragon Coin under the ? Block and continue on. A Dragon Coin is above a Baseball Chuck. The next P Balloon is right after the Dragon Coin. Sneak in between the two Volcano Lotuses for a Dragon Coin. Avoid the fireballs and continue on. The last P Balloon is on the ? Block with a Football Chuck (the low one) standing on it. Get under him and hit the ? Block. Quickly rush right and get it while avoiding the top Football Chuck's footballs. Then you can get the last Dragon Coin, and a sixth one, too. Then you're at the goal. Now for the blue Yoshi strategy. All you have to do is this: At the beginning, hit the P Switch, then make a large jump to the ? Block over a Dragon Coin. Then make another large jump, and bounce off a Baseball Chuck to a ? Block, then jump onto the brown blocks. Then just eat a red Paratroopa to fly, remembering to collect the Dragon Coins. That's all you have to do. Congratulations! You've beaten one of the hardest levels of the game!
Way Cool
Difficulty: 1/2
This level is very easy if you bring a Yoshi. Ride the platform and hit the first ON/OFF Switch. Get the Dragon Coin and avoid the Chainsaw. Hit the next ON/OFF Switch and don't hit any more after that. Eventually, you come to two Fuzzies that go in paths that look like diagonal rectangles. There are two Dragon Coins here. The platform then falls off its "track". Go right. The ? Block has Yoshi's Wings, which takes you to a bonus area with three Dragon Coins, all easy to see. If you fall here, you actually beat the level. Without the Yoshi's Wings, you have to ride a rope while avoiding Fuzzies. Jump off and over them to avoid them. You'll eventually get to the goal.
Awesome
Difficulty: ***
For this slippery level, you might want to bring a Yoshi to so you can fly through to the end. Anyway, at the beginning, you'll be attacked by a flashing Koopa shell, so watch out. If Yoshi eats it, he'll be able to fly, breathe fire, and make sand clouds at the same time! Jump onto the block chain at the end, then jump on the ledge. The first ditch has coins above it, and the second has a Dragon Coin. The third has a power-up, but watch out for the flashing shell while getting it. Soon enough, you'll find a Dragon Coin above a lake. After it, grab the P-Switch and carry it right. Watch out for Koopa shells kicked at you and the Paratroopas until you get to the purple "towers". Hit the P-Switch, then use the blocks as stepping stones to hit the ? Block for a Starman. Grab it, then run right. As you dash through all the Blurps, Rexes, and Banzai Bills you'll find two Dragon Coins along the way. Also, since you're invincible, you can run into all the enemies for some easy 1-Ups. When you get to the Paratroopa at the end, bounce off him, grab the Dragon Coin, and then you're at the goal!
Groovy
Difficulty: *1/2
Look familiar? This is the level shown on the title screen. For a Yoshi, throw the shell at the ? Block (duh). A Dragon Coin is past the ? Block (another duh). You might want to eat one of the Koopa Troopas with your Yoshi, especially if you want to fly. Past the first Volcano Lotus is a Roulette Block. Hit it and get the Starman when it has it, then run! Hitting many enemies with the Star will get you a few 1-Ups, especially when you get to the hill with the Pokeys stacked up on top of each other. The second Dragon Coin is under a Volcano Lotus. The third one is past the Piranha Plant pipe. There are also two Pink Berries in this level for that happy-face cloud that drops coins. A Dragon Coin is above the Baseball Chuck on the stone platform. After him, you have to deal with two Pokeys, a Volcano Lotus, and two Baseball Chucks. Get past all of them carefully, and get the last Dragon Coin too. Then you're at the goal!
Mondo
Difficulty: **1/2
This is one of the most unusual levels
in the game. It's like a normal field, only it's flooded! This tide moves
up and down, so sometimes you'll be on dry land. If you stand still, the
tide will pull you back. Also, bring a Yoshi to this level so you can walk
on Munchers safely. From the start, make your way past the two Blurps,
taking them out if you can. Hit the Amazing Flying Hammer Brother from
below, and watch out for those hammers! Jump onto the Piranha Plant pipe
and then jump onto the hill on the left for some coins. Head right now.
The ? Block above some Munchers has a Cape Feather. Keep heading right,
knocking the next Amazing Flying Hammer Brother from below, and grab the
Dragon Coin. Without a Yoshi, you must jump at it and fall left to be safe
from the Munchers. Use the Hammer Brother's platform to get past the tall
pipe. A Dragon Coin is above the next set of hills. Also, the top ? Block
in the group of three that form a staircase has a Yoshi in it, and the
other two have coins. If you enter the next pipe, you'll come to a snowy
area with some normal coins and a Dragon Coin. If you skip the pipe, a
1-Up Mushroom is in the block above the pit, and you must get it when the
tide is high. The lone ? Block a little after is one of those multiple-coin
blocks (not the ones that spill out when you're Luigi). After the yellow
pipe (which you would come out of if you went to the snowy area with a
Dragon Coin), jump over the Munchers and jump onto the hill for some coins.
A little after that is two wide rows of ? Blocks; a Dragon Coin is under
the bottom row. The sixth ? Block from the right on the top row has a Fire
Flower; the rest are coins. A little after that, hit the final Hammer Brother
from below, and if you don't have a Yoshi make sure you land on the blocks
above the Munchers! Jump onto the platform, grab the Dragon Coin, and jump
onto the high ledge with the pipe, which leads to the Goal.
Outrageous
Difficulty: ****
This level is thought by many to be
the hardest in the game, and, well, it is! First off, if you have a Cape,
you should try flying over this whole level using the stretch at the start,
letting the Wiggler disappear by jumping over it so it will walk left,
off the screen. If you don't do that, jump over the small pit and nab the
Dragon Coin between the thick trees (avoiding the Firesnakes and Wigglers).
Just right of this is a ? Block with a Fire Flower inside.
After that Fire Flower, you'll have
a good ol' Bullet Bill fest. Grab the Trampoline and jump from the first
Bullet Bill Cannon to the second. Why need the Trampoline? You'll find
out sooner or later. With Yoshi, you must spit out the Trampoline at times
so he won't swallow it. Watch out, as there are sometimes Firesnakes or
Wigglers walking between Bullet Bill Cannons. A Dragon Coin is between
a couple of Bullet Bill Cannons, near a Wiggler. After the first Piranha
Plant, grab the next Dragon Coin but avoid the Firesnake. After that, watch
out for the hanging wall when jumping over the Wiggler between some more
Bullet Bill Cannons. Make your way past the next two Bullet Bill Cannons
and stand next to the tall pipe. Now here's why you needed the Trampoline.
You must use it to spring up to the tall pipe. If you don't have it, you
must either bounce off a Bullet Bill (much harder) or, with a Yoshi, jump
and spin-jump off him.
Past the tall pipe, avoid the two Wigglers
and run right, quickly hitting the Amazing Flying Hammer Brother from below,
so you don't get nailed by a hammer. Use his platform to cross the next
tall pipe. Past that pipe, watch out for Goombas and Blurps coming out
of the blocks. Plus, there are two Firesnakes that cause major problems.
Even worse, a Dragon Coin is here as well. Quickly jump to get it and when
you land, don't get hit by a Firesnake! Past that part, watch out for the
Piranha Plants as they shoot fireballs and you may not easily see them.
A Yoshi is in the ? Block between the first two pipes. After the third
Fire Piranha, jump onto the high ledge and drop down on the other side.
Hit the Amazing Flying Hammer Brother from below, not only watching out
for the hammers but the Bullet Bill Cannon on the right. Then use his platform
to cross the tall pipe. Past that pipe, the middle ? Block in the group
of three has a Fire Flower, but it is tough to get no thanks to the Firesnake.
After the next two Fire Piranha pipes,
you'll see an arrow sign pointing to the goal. Jump onto the Bullet Bill
Cannon on the pit, then jump onto the ground and quickly nab the final
Dragon Coin, and don't get bumped by the Wiggler. One might think you can
wait for the Wiggler to fall, but that won't work; Wigglers never fall
off platforms. If you have a Yoshi, eat the Wiggler before getting the
Dragon Coin. Hit the Amazing Flying Hammer Brother, making sure you don't
get shot by a Bullet Bill. Jump onto his platform, then, when it's all
the way right, run and jump off it and to the Goal. This is obviously easier
with Mario than Luigi since he's a higher jumper. Congratulations, you've
beaten the hardest level in the game!
Funky
Difficulty: ***1/2
The final Special World level isn't
the hardest, but it does have its difficulty factor. Bring a Yoshi to this
level also; he's essential for completing it. Why? Two words: green berries.
They appear only in this level, and they add 20 seconds to the timer when
you eat them. Very useful, since you start this level with only 200 seconds!
From the start of the level, run right
because there's a Sumo Brother above you! Wait for the Piranha Plant to
go in its pipe before crossing the gap. A green berry is past the pipe.
Past the Paratroopa, quickly run underneath the Sumo Brother when its fire
disappears. A red berry is here also. Cross the two thin platforms, ignoring
the Troopas and grabbing the Dragon Coin. The high ? Block contains a Yoshi,
but it's very hard to hit and even harder to get onto without a Cape Feather.
If you don't have one, you must bounce off the Koopas on the right. Also
eat the green berry. Past this part, hit the Sumo Brother from below, and
hit all the ? Blocks. Then jump onto the Sumo Brother's ledge and go right.
The first block has a P-Switch. Hit it, and head back left to collect the
coins. Go right. There is a green berry here, and the next ? Block has
a Fire Flower.
After the pit, jump onto the ? Blocks.
Hit the higher Sumo Brother from below, and spin-jump through the blocks.
With a Cape, you can smack the lower Sumo Brother to defeat it, but otherwise
hit him from below. All the ? Blocks contain coins, but the rightmost Note
Block has a Starman. The only way to get it is to use a Cape to get through
the wall of rotating blocks, or to get above the Note Blocks and stomp
the final Note Block for it. Past this part, there are two red berries.
There is another one, as well as a green berry, after the pit. Watch out
for the Baseball Chuck. A Dragon Coin is above the next Chargin Chuck.
After that, jump from the first row of Grab Blocks to the second, and don't
press B on them or you'll fall! Also watch out for the Super Koopas. After
that part, watch out for the Sumo Brother on the Note Blocks, but take
him out. The next ? Block is a multiple-coin one (yes, the ones that spill
out when you're Luigi), and a green berry is past it. After the next couple
of pits, eat the red and green berries, and defeat the Chargin' Chuck because
he's blocking your way under a low hanging pipe. Watch out for the Koopas
on the platforms after the pipe.
You'll now see a Sumo Brother on five
? Blocks. Hit him from below, as always, and watch out for the two Paragoombas
on the right. All five ? Blocks contain coins. Eat the green berry too.
Past the platforms, watch out for the Baseball Chuck on the ledge. Stomp
him three times, then grab the Dragon Coin on the left. A red and green
berry are past the Baseball Chuck, as well as a ? Block with a Cape Feather.
On the Grab Block platform, the flying ? Block has a 1-Up. You can easily
run and jump to get it. For the triple Baseball Chuck part, the easiest
way to pass it is to climb to the top and jump over the highest Baseball
Chuck. The final Dragon Coin is here as well. After the final red and green
Berries, run down the ending stretch. If you have enough time left, you
can spend some time collecting the coins that spell "YOU ARE A SUPER PLAYER!!".
Past all those coins is the Goal. Congratulations, you've just beaten the
extra-hard Special World!!!
Mario Bros.
Here's Mario Bros. This is the EXACT same gameas in Super Mario Advance which... well, stinks. Uh, yeah. Anyway, here are the controls first:
Control Pad: Hmm... I wonder what this does? Oh yeah, it moves your character. Down is duck. If you duck long enough, when you let go you can do a Super Jump.
A: Jump. Uh, didn't you know that?
B: Run. In Battle, you can use B to carry your opponent.
Start: Pause.
L: If you're in the middle of the screen, you can use L to scroll up or down
R: Run. It's just like B.
In Classic, you basically have to knock out many enemies. To kill them, you have to knock them from below, then go to its platform and bump into them. Here are the enemies:
Spiny: Your very first enemy. It only takes one hit.
Sidestepper: A crab that takes two hits. After the first hit, it gets faster.
Fighter Fly: This guy jumps a lot. He only takes one hit, but you can only hit him when he touches the ground.
Fireball: Like Fighter Fly, you can only hit it when it touches the ground. Red ones bounce but green ones don't.
Freezy: You don't have to kill them, but it would be a good idea to. If you leave them alone, they will freeze a platform, making them more slippery.
Icicle: In the later levels, icicles will fall from the top platforms. Just watch out for them.
There are also bonus levels. There, you have to collect coins in a set time limit. In the first one, the platforms are normal, the second one has frozen ones, and in later ones, they're invisible and the time limit is only 15 seconds. If you collect all the coins, you get a 1-Up.
The Multiplayer version of Classic is like 1-Player, but it's Multiplayer! Work as a team to defeat the enemies. Whoever has the most points at the end wins.
In Battle, you battle your opponent. To win, you have to either get five coins first, or make your opponents get hit twice before you do. You can choose the difficulty (Easy, Medium, or Hard) and if a Fireball should be on. In 2-Player battle, there is a Trash Can at the bottom. The Trash Can is a safe place to be. Use A to get out. There are items in the Trash Can. Here are the items:
Koopa Shell: You can throw this at your opponent. Unless you have Fireballs on, you can be safe from it by hiding behind the pipes.
Fishbone: A useless piece of junk.
Egg: Throw this and it will hatch one of these three items:
Coin: Collect five to win.
Heart: These can turn you back into Super Mario.
Starman: Makes you invincible for a few seconds.
Also, some levels have Bowser in them. He moves around the middle platform and breathes fire. There are five coins around him. Stay at the bottom and you'll do fine!
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