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Nintendo Player's Guide (SNES) Super Mario All Stars (1993) · 2016. 2. 23. · supermariobros....

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linfendo’ The only oHhial guide to Super Mario All-Stars - straight from the pros at Nintendo!
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  • linfendo’

    The only oHhial guide to Super Mario All-Stars - straight from the pros at Nintendo!

  • 1Jr

    ' ihhI

  • SUPER MARIO BROS.MARIO'S POWER-UP 8MARIO MOVES 8ENEMIES 9WORLD 1 -WORLD 8 10

    SUPER MARIO BROS, -the lost levels- 27PLUMBER PERFORMANCE 28LOST LEVEL SURPRISES 28ADVANCED TECHNIQUES 29MORE ADVANCED TECHNIQUES 30ENEMIES 31WORLD 1 -WORLD D 32MASSIVE 1-UPS 84

    SUPER MARIO BROS. 2 85SUPER TEAM 86BASIC TECHNIQUES 87ITEMS 88ENEMIES 88WORLD 1 -WORLD 7 90

    1 cimrn uahia doac o 4 n-f 1i jut tr\ mnniv ivi iPOWFR UP MARIO 1 1 DRrV/VVCR Ur IVIMIVlwSRACir TFCHNIQIIFS

    1 MO1 DOdmjiv> i cv.ni'iivxULj

    ADVANCED TECHNIQUES1 V71 1

    D

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    U 1 CWnlllUUCdIINIIMITFD 1 UPS 1

    1 IU111UI'lLIIYII 1 CL/ 1 UrJi

    MAQICAI ITFMSiii111(YlMV7lvML 1 1 CIY1J

    RRING ON THE RAD OUYS 1iii110DIVI IYV7 V/IY InE DHL/ V/U 1 J «

    WORLD 1 -WORLD 81 I A114

    STAFFPublisher M.Arakawa

    Producer in Chief Hiroyuki Kato

    Editor in Chief Gail TidenSenior Editor Pam Sather

    tors Scott Pelland

    Leslie Swan

    Jeff Bafus

    Dan Owsen

    George Sinfield

    Lynne Griffes

    Editorial Consultants—Howard LincolnPeter Main

    Phil Rogers

    Juana Tingdale

    Tony Harman

    Cover Design Griffes Advertising

    Copy Coordinator Machiko Oehler

    Director of Production—Tsutomu OtsukaTetsuhiko Yoshida

    Producer Yoshio Tsuboike

    Project Coordinators—Hiroyuki KuranoIV. David Mellen

    Keiji Hamada

    Emi Toyama

    Art Director Yoshi Orimo

    Concept & Design V DESIGN, INC.

    LTD

    Yukio Yamashita

    Seiji Sato

    Hiro Ogawa

    Jumpin' Jack Yushi

    Chin Yokota

    Nobu Watanabe

    Yuji Honma

    Kochan Yoshizu

    Damaha Otasuke

    —Hiroshi Ohashi

    Computer Maps—

    (Nintendo1)Nintendo ot America Inc.

    P.O. Box 957Redmond. WA 98052

  • If you want to know where to go and how toget there in the four Koopa-crushing adventures

    of Super Mario All-Stars, there's no better

    source than this brick by brick, level by level

    map and tip collection. From the first Goombaencounter of Super Mario Bros, to the final fight

    aboard the battleship of Super Mario Bros. 3,this guide will show you how to collect everyCoin, stomp every critter and save the inhabit-

    ants of the Mushroom Kingdom and beyond.Some of the Super Mario All-Star adventures

    will be familiar to you if you're a long time NESenthusiast. But you may not know how to clearthe underground mazes of Super Mario Bros, orwhat the most direct route to Wart is in SuperMario Bros. 2 or where all of the Frog Suits arein Super Mario Bros. 3. This guide will give you

    the answers to those mysteries and more.

    Plus, you'll get the scoop on the Lost Levels;

    13 Mushroom Kingdom worlds that have neverbefore been revealed to NES or Super NESplayers. Discover the obstacles, enemies and

    secret passages of the Super Mario Bros, sequel

    that was once considered too challenging forNorth American players.Super Mario All-Stars features four games; all

    of them remade to take advantage of the 16-bitgraphics and great stereo sound of the SuperNES. It also includes a built-in battery whichallows players to store the progress of as manyas 16 different playing sessions. This is truly amega-Game Pak. And the only way to knowabout all of the features of the game, all of the

    winning tips and all of the right moves to makeis to consult this mega-Player's Guide.

    Even if you've already completed the NESversions of the adventures that have been

    remade for Super Mario All-Stars, you shouldconsult the guide to make sure that you haven'tmissed one super cool strategy or a level full of

    new graphics that make the adventures lookcompletely different from how you rememberthem.

    There's no doubt about it. This guide will

    make you an absolute authority on everythingthat matters in Super Mario All-Stars.

    LOOK FOR MORE NINTENDO PLAYER'S GUIDESFOR THE MOST COMPLETE GAME COVERAGE FROM THE

    SUPER MARIOALL-STARS(Nintendo)

    PLAYER'S GUIDES

  • 1

  • LASSICS REVISITEDSuper Mario All-Stars features the chart-top-ping trilogy of NES Super Mario Bros, classicswith brilliant 16-bit

    graphics and sound,

    along with a 13-world

    challenger that has

    never before been made available to NorthAmerican players. Released in Japan as the

    sequel to the original Super MarioBros, game, this super toughMushroom Kingdom adventure isnow known as the Lost Levels.

    SUPER MARIO BROS. -THE LOST LEVELS-

    Warp Zonessend heroesboth forward

    and backwardin this challeng-

    ing adventure.

    NINTENDO PM YER'S GUIDE

  • UPER GRAPHICS & SOUNDWith the 16-bit processor of the SuperNES, the original Super Mario Bros.

    games are now presented with moredetailed graphics and fuller sound.

    F SUPER MARIO BR0S.3 !|

    The desert ofSuper MarioBros. 3 nowincludes a

    pyramid in the

    backgroundand a gradat-ed sky.

    The great graphics ofSuper Mario All-Starsallow for clear water in

    the flooded courses of

    Super Mario Bros. 3.This guarantees

    smooth sailing foradventurers who cansee swimming crea-tures before they jumpout from the murk. SUPER MARIO ALL-STARS 5

  • EW FEATURESIn addition to enhanced graphics and sound, minor changes have been made to improveand the discovery of the Lost Levels, a few the classics.

    SUPER MARIO BROS. 2

    •CHARACTER SWITCH•EQUAL TIMEDuring two-

    player

    games, play-

    ers used to

    switch off

    only whenone charac-ter lost a life.

    Now, controlchangesupon the lossof a life or the

    completion of

    a level. This

    gives players

    more equalplaying time.

    IMl makSaBBBBSS^auuxrar^

    •HIGHER STAKESThe Slot Machine features two newpay-offs. You'll earn three Coins if

    two Sevens appear when the wheelstops. Three Sevens will net you tenextra lives.

    In the original version of this game,you could switch characters onlyupon the completion of each stage.

    SUPER MARIO BROS. 3 3•POWER-UP HOLD OVERThe battery back-up keeps track of theworlds that you have conquered and theitems that you have accumulated. When youselect a saved file, the levels of the currentworld will return to their uncleared state, but

    you'll have the saved items. This featuremakes it possible to carry advanced itemsinto early stages.

    •KINGS CHANGEThe rulers of the kingdomhave been transformed byIggy and the other stoogesunder Bowser's control intoanimals. This new version ofthe game features creaturesthat were not used in theoriginal NES version.

    •SMALL ADJUSTMENTSOver the years, a few trickshave been discovered thatrelate to the design of the

    stages such as the tip thatallows your character to swimagainst the current in Stage4-4. These items have nowbeen corrected.

    BATTLE GAME-MARIO BROS.CLASSIC-Two players clash in a round of *the original Mario Bros, gameto claim levels and items in the

    |NES version. The new version

    j

    offers this battle as an option at jthe beginning.

    Y-

    6 NINTENDO PLA YER'S GUIDE

  • AMO S POWER-UPSWhen trouble heads Mario's way, there are(luckily) several ways you can Power-Up to getout of a tight spot or two. Mario can pour on

    ••••••••••••••••••••••••••••••••••••••••a

    the speed to hot foot it out of trouble. He canget BIG, and he can make things hot for thebad guys.

    ARIO MOVES••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••<

    Mario is a fellow of many tricks when it comes jump, stomps his feet, ducks and is a master ofto trouble. He runs, jumps, dashes, does a dash the flaming Fireball.

    JUMP1

    : DASH JUMP : |

    When Mario is ata standstill, press

    "A" and up hegoes.

    To hightail it outof a trouble spot,press "B." Runfor it!

    |# -

    It's a great mov<Press "A" while

    jrunning. Wow!

    STOMP AND CHASE

    After Mario stomps a KoopaTroopa, he can give it a kickand chase it while it clears thepath, until it hits a block, that

    is a block in the road.

    Timing is every-

    thing if you aretrying to duck outof trouble.

    FIREWORKS

    Fireworks can be set off whenyou jump onto the pole at theend of each level. Make surethe last digit of the timer

    shows 1 ,3 or 6!

    8 NINTENDO PIA YER'S GUIDE

  • NEMIESPoor Mario. When you see this lineupof bad guys, you may wonder how he'llever get to the Princess. He may be up

    against some crabby rascals like these,but he always has a way to get throughin the end.

    ’1

    It's easy to get rid of a

    Goomba. Fireballs, aquick stomp or a hit frombelow will do it.

    wN Will UU II.

    Winged turtles take two £1/3hits-one to clip their VA2wings, one more to

    |

    send them sailing

    .

    $

    The Red Koopa Troopawon't approach Mario.Give it a kick!

    •f 5

    The green ones areless dangerous than thered. A slow floater.Stomp!

    '.'I'HiMiMIlNiU

    These twin turtles try toblock Mario's way. Try

    Fireballs or a hit from

    below.

    Spiny throws this nasty

    little pest from

    the sky. Thorny!

    This enemy lives in the Iwater. You can deep-sixhim right where he lives.

    He drops spiny eggs onMario. Get him byjumping on him fromabove.

    Touch a Piranha's pipeto keep it out of sight.Jump over them withcare.

    i4 TirnrmHe zips through the landat high speed. Jump ontop for points.

    Stun'em with a jumpthen kick-and-chase.

    Or, toss'em a Fireball

    to clear the way.

    (»>He's fireproof! Stomp onhim, and he stopsmoving for a while. mThe only thing that worksis a Fireball. Turn upthe heat!

    i

    (12>

    He appears from below,but then attacks from

    overhead. “Cheep trick!"

    (i7>.^HEinn3

    m

    Bower lurks at the end of everyworld ready to attack. Try a Fireball.

    Or steal his ax, and chop the bridge.

    MAP SYMBOLS AND KEY

    Know the time limit forryour current stage.

    |

    There are five difficulty

    ratings from A(Easy)to

    E(Hard).

    Look for the types of enemlisted by number,that areencountered in this stage.

    This is the maximumnumber of Coins on thebest route through the

    stage.

    SUPER MARIO ALL-STARS 9

  • ® k

    READY FOR THE WARP ZONE?Her6's the ultimate

    speedway to success.Hitch a lift to the

    top of the screen

    and walk to the

    right. You'll

    then fall into aWarp Zone!Skip ahead to World2,3,or 4!

    1 0 NINTENDO PIA YER 'S GUIDE SUPER MARIO ALL-STARS 1

    1

  • GRAB A 1 -UP SHROOM!Actually, you can find two kinds of 1-UPMushrooms. The ones hidden in thevisible blocks always pop out. But1-UPs hiddenin invisible mid-

    air blocks are

    a bit harder.

    You'll need lotsof luck,or these

    maps,to findthem all!Go for it!

    TIMC 300 COINS 35 DIFFICUITV D CNCMICS* C

    _r rr—

    .

    M

  • 1

    4

    NINTENDO PLA YER 'S GUIDE

  • SHOP®

  • TIMC 400 COINS 49DIFFICULTY C CNCMICS O00©O®(J'*(I>

    Q i

    JX TIMC » 300 COINS 13 DIFFICULTY D CNCMICS!- 060®

    mimi*] &

  • SUPER MARIO ALL-STARS 21

  • 1

    22 NINTENDO PLA YER 'S GUIDE SUPER MARIO ALL-STARS 23

  • LAST POWER-UPDon't miss your chance to go fulltilt and get the Power-Up. Youwon't get another crack at it in

    the next stage. This is it! All

    you have to do first is nail thosepesky Hammer Brothers.

    INVINCIBLE STARMANThe third Block in this row is where aparticularly speedy Starman callshome. Bump the Block and catchhim fast, because you'll need hispower in the areas ahead.

    24 NINTENDO PIA YER 'S GUIDE SUPER MARIO ALL-STARS 25

  • 26 NINTENDO PLA YER 'S GUIDE

  • s

    THE LOST LEVELS,

    ..idill

  • LUMBER PERFORMANCEAs is the case in Super Mario Bros. 2, the the area of jumping. Luigi is the high jumper ofbrothers Mario have slightly different abilities in the two, while Mario can stop more accurately.

    LUIGILuigi clears the height of 5.5 blocks on a normal run and six while dashing. This giveshim a 9% dash boost. His four block slide makes stopping a chore.

    NORMAL 5.5 BLOCKS DASH JUMP* 6 BLOCKS SLIP- 4 BLOCKS

    MARIOWhen Mario jumps, he can clear the height of four blocks on a normal run and five on adash, which works out to a 25% dash boost. He can also stop with accuracy.

    NORMAL JUMP* 4 BLOCKS DASH JUMP* 5 BLOCKS SLIP* 2 BLOCKS

    OST LEVEL SURPRISESThe Lost Levels are a logical extension of the exception of two interesting items; thefirst Super Mario Bros. game. The objects Poisonous Mushroom and the Super Spring,and enemies are very similar with the

    POISONOUS MUSHROOM

    Red Mushrooms makelittle Mario or Luigi

    super-sized. GreenMushrooms serve as a1-Up. But, Blue

    Mushrooms should beavoided. These nastyobjects power-down abig plumber and knockout a small plumber.

    SUPER SPRING

    These jump-aids lookidentical to the regular

    Springs. But when yourhero hits a SuperSpring and jumps at thesame time, he'll blastoff into the

    stratosphere.

    28 NINTENDO PIA YER'S GUIDE

  • DVANCED TECHNIQUES"QDOffifflQ

    THE LOST LEUELS^

    You'll have to perfect a few trickymoves in order to successfully explore

    the challenging Lost Levels. Take alook and use them as they apply.

    |: DASH AND JUMP BACK :| L KOOPA PARATROOPA STOMPTI

    With limited space to run, dash pasthigh target platforms, jump andback up in the air to land safely.

    If the only thing between yourcharacter and a far away platform isa flying Koopa, you can bounce offof the turtle for extra distance.

    SPRING JUMP

    Springs provide minimal extra height

    if you simply bounce off of them.You'll get extra air by jumping whenyou hit the Springs.mn

    ,. BOUNCE ON THI FLY :|

    This variation of the KoopaParatroopa Stomp works for bothheight and distance. Dash, jump,

    stomp and continue to fly forward.

    LOW SLIDE

    If your character is super-sized, hecan't run under one-block high

    gaps. Make him dash, duck andslide under the obstacle.

    |: DUCKING JUMP :|

    Super-sized characters often hit low

    ceilings when they jump. To avoidthis, you can make them duck first,then jump.

    |: FALL AND CURVE t|

    If a platform hangs over yourtargeted destination, you can jumpand move in the air to the place thatyou need to land.

    It NARROW GAP DASH !|

    If the gap in front of your characteris one block in width, there's noneed to jump. Just run over the gapwith super speed.

    ENEMY STOP

    Stop Green Piranha Plant and BulletBill activity by standing next to thepipes and cannons where theyappear.

    C3:: POWER-UP wrap around:! I: mushroom rebound:

    I

    If there's a Power-Up at the edge ofa series of blocks, you can collect itby jumping and changing yourdirection in the air.

    Power-Up Mushrooms always slideto the right. You can make them gothe other way by hitting the nextblock over.

    JUMPING STOP

    Luigi often slides too far after a

    jump. You can stop his slide bymaking him jump straight up. He'llland again with no slide.

    SUPER MARIO ALL-STARS 29

  • OREADVANCEDTECHNIQUESThere are a few tricky maneuvers that have out for yourself. You may impress other Lostlimited uses but are, nevertheless, good to Level fans with your skill,

    know. Study the tricks below and try them

    |: MUSHROOM PISaPPEARAHCE :|

    Poisonous

    Mushrooms area real menace.You can makethem disappearin certain

    situations byfinding a Power-

    Up Mushroomin the area. Just

    pop up one andthe other will begone.

    I; TIGHT SQUEEZE 1

    1

    In a few veryspecial

    situations,

    when you find agap that isexactly the right

    width, you canmake yourcharacter

    levitate andmove to higherground.

    SCROLL IN

    If a movingtarget is off of

    the edge of thescreen before

    you jump, you'llhave very littleluck in hitting it.

    Move slowly tothe right until

    the target is in

    view.

    |: SCROLL OUT :j

    A Fire-Bar willstop rotating

    around a block

    if your

    character hasto move past itto the extent

    that its center is

    off the left edgeof the screen.

    FIREWORKS T1

    Fireworks

    sometimescelebrate the

    end of a level.You can triggerthem bygrabbing the

    Flagpole whenthe last digit of

    the timer is a 1

    ,

    3 or 6.

    I! I -UP POLE GRAB l|

    If your Cointotal is two ofthe same digitand you hit theFlagpole whenthe last digit of

    the timer is the

    same as theothers, you'll

    walk away witha 1-Up.

    WARP ZONES

    There are 1

    1

    Warp Zones inthe Lost Levels,

    including the

    mysterious

    backwards WarpZone in World 3-1

    leading to World

    1-1. Find 'em all.

    • TO 2-1rrrrrrrrrr

    i

    .I

    1-2

    • TO 3-1 • TO 4-11

    3-11 1

    5-1

    » TO 1-1 » TO 6-1

    f! ¥ A5-2

    I

    8-1I 1

    «3 B4

    30 NINTENDO PUS YER'S GUIDE

  • NEMIESIf you've played through the original Lost Levels. Look for theSuper Mario Bros, game, you'll corresponding numbers in the levelrecognize all of the enemies in the intros.

    QmiMma

    * # m(frmvuhiw QnmnMB ®

    GCEDIEEm» @ZMZM3

    ...

    0E2EE

    RED PIRANHA PLANT

    These squid-like creaturesfollow your character andcan often cause bigtrouble in close quarters.

    Unlike their green

    counterparts, these plumber-

    eaters don't clam up if you

    stand near their pipes.

    Know the time limit foryour current stage.

    There are five difficulty

    ratings from A (Easy) to E(Hard).

    Look for the types ofenemies, listed by number,encountered in this stage.

    This is the maximum Inumber of coins on the Ibest route through the

    [

    stage.

    MAP SYMBOL KEY

    JL POWER-UP ITEM

    STARMAN

    m 1-UP MUSHROOMHIDDEN 1-UP MUSHROOM

  • 32 NINTENDO PIA YER 'S GUIDE SUPER MARIO ALLSTARS 33

  • DROP DOWN, JUMP UPHop onto the left platform and let it sink asthe right platform rises. Then jump to theright and continue on to higher ground.

    BLOOPER BATTLEBloopers follow you in an up and down pat-tern. Lead this one to the left.Then turnaroundand stomp it when it drops down to attack.

    LOW OVERHEADThere's not much roomto jump in this pas-sage if your hero issuper-sized, especial-

    ly if he is high-jumpingLuigi. You'll havemore clearance if youduck first, then jump.

    JUMP FOR POWERThe Power-Up at the entrance to Bowser'sDungeon is very high and close to theedge. If your hero is small, pop up theMushroom then grab it as you jump overthe gap to the right. If your hero is super-sized, approach the Fireflower from theleft side to avoid falling in the pit.

    34 NINTENDO PLA YER 'S GUIDE

    THE LOST L E U E LS

    MUSHROOM MOVEANOTHER BLOOPER

    FIRE FESTThere are two types of fieryobstacles here; Bowser'sFireballs and rotating Fire-Bars. If you've got good tim-ing you can make a spectac-ular move and jump over aFireball and Fire-Bar at thesame time. The king will beimpressed.

    Bowser's Fireballs never flyhigher than the walls here.

    Jump on top of these brickbarriers and wait for the rightmoment to continue yourjourney to the level's end.

    REST ON THE WALL

    MEET THE KINGYour expedition through thefirst of the Lost Level Worldsends in an encounter withBowser, King of the Koopas. Ifyou have Fireballs you can fin-ish him off with four blasts. Ifnot, run past him to the rightand cut the bridge from underhis feet.

    SUPER MARIO ALL-STARS 35

  • 36 NINTENDO PLA YER 'S GUIDE SUPER MARIO ALL-STARS 37

  • When you emerge from theCoin Room pipe here, youcan make a vine sprout fromthe bricks above. The vine willbecome invisible as you climbup to it.

    ttI

    AGAINST THE FLOWThe fish swim to the left as youmove to the right. Get out oftheir way.

    NO STOMPING ZONE

    40 NINTENDO PIJl YER 'S GUIDE

    POLE POSITIONThe hidden blocks near the World 3-2 flagpole will

    give you a boost. Jump up to the top block, thengrab the pole for 5,000 points.

    NO REST FOR THE WETThis opening to dry land looks

    inviting, but jumping out of thewater is a no go. gj£|l

    TRIPLE THREATThree nasty Bloopers causetrouble here. Wait for them toconverge, then swim away.

    SUPER MARIO ALL-STARS 4 1

  • START Ol

    HOP AND GOThe platformsin this area

    start to drop

    upon contact.Jump quicklyto avoid

    falling.

    As “SmalTMario,use your superspeed dashwhile pushingRight to reachsafety. "Big"

    Mario must jumpfrom lowerdown.

    DROP AND GO

    MID-AIR COLLISIONBounce off cthe back ofKoopa Para-troopa nearright side of

    this long ga|

    to guarantetsafe landing

    A M HIGH

    46 NINTENDO PLA YER 'S GUIDE

    THE LOST LEVELS.

    BEWARE OF BILLA Bullet Billflies throughthis area.

    Get out of itsway andkeepmoving.

    TOUGH STOPI It's difficult to

    stop on throne-blockforms,

    may havemore luck withquick hops.

    POP AND RUNRun through the middle passage and pop up the Power-Up Mushroom. Then drop and run to catch it.

    BEAT BOWSERYou'll havethe most luck

    |

    in your en-counter withthe king if you|dash underhim as he

    I jumps.

    SUPER MARIO ALL-STARS 47

  • STAY LOWPiranha Plants

    drop down fromthe hanging pipes.

    Wait for them togo back up, thenmake low jumps.

    If World 6 is your desti-nation, you can take ashortcut here. Pop upthe vine and bounce offof a Koopa Paratroopafor a boost to the top.

    A strong wind will blowto the right here andhelp you fly across thelong gaps.

    Dash Jump and get car-ried away.

    TIMC 400COINS 42DIFFICULTY B

    O0O'E

    RUN FOR THE 1-UPAs soon as you pop up the 1-Up here, run to the rightand grab it when it drops.

    CAUGHT ON THE REBOUNDWatch out. If you ipCTTlMHBBIkick the Koopa sshell to the right

    here and drop downon-

    !'>o

    Iback and hit you.

    Jump from the risingplatform and makethe vine pop up fromthe brick. Then ridethe platform again,

    leap over to the vine

    and climb to the

    World 8 Warp Zone.

    48 NINTENDO PLA YER ’S GUIDE SUPER MARIO ALL-STARS 49

    ¥M

    J ¥vs-;

  • STRAIGHT TO THE TOPAvoid the falling platforms in this passage by jumpingup to the top and running to the right.

    THE GOING GETS TOUGHThe Lost Levelsare notorious for

    their challenging

    passages. This is

    where they reallystart to earn their

    reputation.

    50 NINTENDO PLA YER 'S GUIDE SUPER MARIO ALL-STARS 5 1

  • ii—

    i

    -JL H ^rJ - JU A , if+

    9

    You can reach theflagpole by leapingfrom the tall bluff in

    this area, but youcan only reach the

    top of the pole if youhit the Koopa.

    54 NINTENDO PLA YER 'S GUIDE SUPER MARIO ALL-STARS 55

  • BEETLE-

    DOZERStomp the BuzzyBeetle and kick itsshell to the right to

    knock out theapproachingHammer Brother.

    TIGHTSQUEEZE

    After you pass thispipe, dash to theleft and jump upbetween the pipeand the edge ofthe screen to popthe Power-Up.

    GAP SKIP

    Dash over thesmall gaps fromthe pipe to the

    ledge and leapwith super speedto the KoopaParatroopa.

    TIMC 400 COINS 23

    L

    1

    i

    One Hammer Brother fol-lows another here. Jumpover them when they're nottossing Hammers, or rununder them as they jump.It's tricky, but you can do it.

    TIM€ 400DIFFICULTY

    COINS 14cncmics loeeoooo'i'i

    EL

    HAMMER DUO

    WINDBREAKER

    The wind couldinfluence the waythat you start yourjump. Move to theright until the windstops, then leap.

    HIDDEN BLOCKS-A-PLENTY

    60 NINTENDO PLA YER'S GUIDE SUPER MARIO ALL-STARS 6 1

  • r*;; • Yi I

    KTHTBI

    MAKESHIFT RUNWAYWhen the slidingplatform is within a

    block's width of the

    bricks, dash from theplatform to the bricks

    and make a Fire-Barclearing jump.

    You're in for a surprise. Bowser's got a twin.Watch out for his Hammers and pelt him withFireballs or make a run for it.

    62 NINTENDO PLA YER 'S GUIDE SUPER MARIO ALL-STARS 63

  • 64 NINTENDO PLA YER 'S GUIDE

    N

    COME UPSwim toward the surface here toavoid being chomped by thePiranha Plants.

    THE MOST ELUSIVE OF THE LOST LEVELS

    World 9 and its four challenging stages can only be reached byhearty adventurers who complete all of the first eight worlds in oneplaying session. They are the ultimate Lost Levels.

    (X SAVE THE TOADSThere are Toads in every one ofthe first seven worlds. In order

    to qualify for admittance into

    World 9, you must save theToads in each of those worlds,then move on to World 8 andsave the Princess. If you warppast any of the dungeons, you'll

    go straight from World 8-4 toWorld A-1.

    D DON’T STOPThe second condition that youmust conform to in order toreach World 9 is to playthrough the first eight worlds

    without quitting. If you choosethe "Save & Quit" option orreset the game at any point,you'll be locked out of theworld. You can, however,choose “Save & Continue” asmany times as you wish.

    SUPER MARIO ALL-STARS 65

  • -TTTTTTT^^——

    1

    Ik TIM€ 400DIFFICULTY A

    COINS >16 ylCNCMICS ©

    1 1 9«a **t» 9 »9

    DOWN TO THECLOUDSThis pipe serves as an alternateentrance to the Coin-filled

    bonus area. After you sink intothe pipe, you'll find your hero

    climbing an invisible vine up tothe clouds. Collect the Coins

    and return to your adventure.

    TIMC 400DIFFICULTY A

    COINS 0CNCMICS OOO00&0

    NO LAVA PIT ATTRACTIONSWhile you canapproach the edgeof the lava pit in this

    area, there is no wayto cross the surface

    of the pit and thereare no items ofinterest nearby.

    3 W

    Various MushroomKingdom enemieswill approach youone at a time in thiswatery passage.

    You can easily avoidthem by swimmingtoward the surface.

    :g£El

    FIERY FIEND

    Before you get tothe end of this waterstage, you'll

    encounter a flaming

    Podoboo. Watch itcarefully and movequickly to avoid it.

    THE FIREBALL CHALLENGE

    Having completedthe first nine worlds,

    you can perfect yourskills by playingagain and defeatingthe enemies shownbelow with Fireballs.

    WORLD 1-4

    WORLD 3-4

    WORLD 5-4

    WORLD 7-4

    WORLD 2-4

    WORLD 4-4

    WORLD 6-4

    WORLD 8-4

    BOWSERKOOPA TROOPA

    • BUZZY BEETLESPINYBOWSER

    66 NINTENDO PLA YER'S GUIDE SUPER MARIO ALL-STARS 67

  • STOP FOR HAMMER BROS.After you clear the pipe, stop for a moment andwait for a Hammer Brother to approach. Thendash and jump over this pesky critter.

    W — --N

    HIT THE CEILINGUse the Spring to bounce up and pop a 1 -UpMushroom from the brick. Then collect it as itfalls through the next opening.

    MUSHROOM RECEPTIONIf your hero is small, the Power-Up item in thisrow of bricks will be a Mushroom. Run to the rightas it slides and catch it on the platform.

    REBOUND 1-UPKick the top Koopa shell tothe left, then follow it as it

    plows through the enemiesfora

    You'll drop to the top of thisrow of bricks from the bonusarea and avoid a tricky jumpbelow.

    Pop a Koopa through thespace between the blocks,then hit the shell in the air for

    8,000 points.

    THROUGH THE ROOFA super-sized character cancrash through the bricks andjump to the top row.

    HOP AND HOP AGAINA small character's only wayto the roof is to jump onto alift here and jump again.

    68 NINTENDO P1A YER 'S GUIDE SUPER MARIO ALL-STARS 69

  • TIM€ 400 COINS 27 %DIFFICULTY D €N€MI€S^O0®® d? .THE LOST LEVELS^

    JL

    POLE VAULTIf you hit the Spring just right here, you'll haveenough air to clear the top of the pole. Thenyou can move on to the Warp Zone ahead.

    A LONG WAY BACK I

    , m m tno maner now Tar you aavance inthe levels of World 8 and beyond,you will always start from thebeginning of the level after your

    character bites the dust. That's

    one more reason why these aresuch challenging stages.

    i-mff.M

    VALLEY OF THE PODOBOOSFive Podoboos popup and sink backinto the lava in this

    area. Start jumping

    as they are on theirway down.

    DASH AND DOUBLE HOPApproach the edgewith a super quick

    dash, then jump on

    the ornament at the

    end and jump again.

    70 NINTENDO PLA YER 'S GUIDE SUPER MARIO ALL-STARS 71

  • TIMC 400DIFFICULTY C

    COINS >07CNCMICS>€»0O®

    eeeseft. ¥

    aaa.va.va

    hdzn. .para m.a.m.m

    WORTHLESS 1-UPSince you have endlesschances to continue, this 1 -

    Up is not needed.

    BLOCKED BY A BLOCKWatch out! If you wait under a hidden block to stomp a Koopa,you’ll jump with less height than you expected.

    BLOCK PARTYA trio of hidden blocks in thisrow of bricks make for a solidplatform when they materialize.

    MID-AIR BONUSHit the block on thefar right and jumpwhen the Power-UpMushroom flies.

    COINS 62CNCMICS^

    DROPPING A KOOPAA KoopaParatroopa

    bounds downthe stairs near

    the beginning of

    this water stage.

    If you're not

    careful, you'll betrampled.

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    FOR EXPERTS ONLY LOW CLEARANCE

    QUICK CATCHPop the block as you ride the sliding platform here and grab thePower-Up Mushroom before it drops. Then, secure your footing on theplatform or the block and jump to the next challenge.

    STOMP FREE ZONEInstead of stomping the pair

    of Koopa Paratroopas in thisarea, you should target thepulleyed platforms for a better

    chance to advance.

    'AAAAAAA

    POWER-UP DASHIf your character is super-

    sized, hit the bricks quickly

    to clear away one and makea Fire Flower appear in theother.

    FAMILIAR SURROUNDINGSIf you sink into the first or third pipe in this part of

    the passage, you'll go back to the beginning.

    1

    WARP BEFORE BOWSERSink into the last pipe in the dungeon and you willgo straight to the World D Warp Zone.

    KOOPA HOPMove forward on the ledgeuntil you can see the nextledge, then wait for the

    Koopa to approach and taketwo quick hops to your goal.

    1

    DANGEROUSLANDINGA Koopa Troopa patrols thisbluff. Make sure that youreact to the Koopa rightwhen you land before it getstoo close.

    SUPER MARIO ALL-STARS 75

  • SUPER MARIO ALL-STARS

  • 78 NINTENDO PIA YER 'S GUIDE

    V-SHAPED HOPThe bricks in the corners of this boxed-in area will keep you from hiding from the Fire-Bar. Instead, you'll haveto move very quickly, leaping from the left edge to the center to the right edge without stopping.

    SUPER MARIO ALL-STARS 79

  • HOPSVILLEUpside-down Piranha Plantscause trouble here. Hop acrossthe gaps and avoid the plants.

    MUSHROOMRETRIEVALAfter your pint-sized plumber

    pops the Power-Up. hit thebrick to the right so that he can

    DOUBLE BONUSWhen you bounce off of the Koopa inthis area and climb the vine, you'll be on Ithe path to a pair of bonus areas.

    ACCURACY COUNTSThe floating block in this area is a narrow Ibut crucial platform. Carefully jump tothe block and hop to the flag.

    TOUGH BEGINNING SHORT RUN, HIGH JUMP

    KICK AND DASHOnce you flatten the Koopa,kick its shell and run with superspeed to clear the narrow gap.

    There's aPower-Up irthe floating

    brick. Dashfrom the rigl

    edge of theground blocand jump topop it out.

    80 NINTENDO PLA YER 'S GUIDE SUPER MARIO ALL-STARS 81

  • As you leap from oneCannon to the next here,make sure that aBullet Bill isn't launching

    from the next Cannon up.

    Wait at the top of thisstack of blocks for the

    Hammer Brother toclose in. Then jump off ofthe blocks and stomp orpass.

    A Hammer Bros, duo causestrouble here. Dash and jumpover the Bros, and between thehammers.

    By standing next to this Bullet BillCannon you can keep itfrom releasing shots as you waitto collect the Power-Up in thearea.

    TIM€ 400 COINS 9DIFFICULTY -C CNCMIFS 00O®'©

    TIMC 400 COINS 47DIFFICULTY € CNCMICS » O0O

  • ASSIVE 1-UPSIf you're a master at Koopa crunching, you and a wall. But, don't collect more than 100can accumulate a lot of 1-Ups by letting a 1-Ups or weird things might happen.

    Koopa shell bounce between your character

    WORLD 1-2 PART 1

    After you pop the Power-Up out ofthe bricks and collect it near thebeginning of this level, corner the

    Koopa Troopa on a single brick to theright. Then clear away the

    surrounding blocks, stomp the Koopaand jump onto the left edge of theKoopa's shell. The shell will bounceout of control and start to register 1 -

    Ups.

    WORLD 1-2 PART 2

    Hit the Koopa Troopa from below inthe area pictured and continue to hitbricks until the shell ends up on thebottom step of the block stairs. Thenhit the Koopa shell from the left side.

    If you hit it just right, the shell will

    bounce very quickly between yourcharacter and the second step. You'llfirst earn points, then 1-Ups.

    WORLD 2-1 MORE STAGES

    m Hit the Koopa Paratroopa on thebridge and let it walk to the leftedge. Then arrange it so that theshell bounces back and forthbetween your hero and the top stepfor a ton of extra lives as previously You probably have a good idea of what it takes to earn alot of 1 -Ups with this technique by taking a look at theabove examples. Listed below are more places whereyou'll find 1-Up opportunities.•WORLD 2-3 •WORLD 6-1ss-rrrrwwwwwpptrpFF

    •WORLD 7-1•WORLD 7-2•WORLD 8-2•WORLD A-l

    84 NINTENDO PLA YER 'S GUIDE

  • siuficn

  • UPER TEAMWhat a team! Banded together for a hugeadventure are Mario, Luigi, the Princess and

    Toad, her faithful retainer. Each character has

    special talents. Get to know them well. You'llneed all their skills to get you through thechallenges.

    TOADHe's happy. He's loyal. Andhe's a helpful member of theteam in a pinch. The Princess'retainer. Toad, is not hinderedin the least by the weight of

    Items as he scampers along.v

    86 NINTENDO PLA YER 'S GUIDE

  • ASIC TECHNIQUES

    JUMPING

    While at a standstill, press "A.”

    You'll jump up and down, but notvery high. Pretty simple!

    SUPER JUMP :j

    Your body flashes after you squatby holding Down on the Control Pad.Press "A" while flashing. Super!

    1 : LIFT AND THROW !l : digging :i l: DUCKING :|

    With the "B“ Button, you can pullup the grass and even pick up andthrow the nastiest enemies.

    Press ”B" repeatedly to dig into

    the soft sand and move downward.If you can, grab Cherries.

    Throughout the crazy dream worldof Sub-con you'll find you wantto duck out of danger! Handy.

    noj Mil! WvStiCLIMB

    I: pop into pipes : | DOORWAY

    Some blocks contain magic vinesthat you can climb to reachbonus stages or secret rooms.

    Just press Down, and slide!What a way to get around. Trygoing up an upside-down pipe.

    Press Up when you're in thedoorway to open the various doors,some of which are invisible!

    ^SUB-SPACE WARP SLOT GAME

    Take a potion to get through adoor and into Sub-space. Thenfind a mushroom and Power-Up!

    The land of dreams has a Desert,Island, Winter Wonderland, KoopaCastle and more. Warp throughdoors.

    WARP

    World 5

    If you do some weeding when you’rein Sub-space, you get to play amatching game at stage-end.

    SUPER MARIO ALL-STARS 87

  • TEMSAll of these items will help you on your quest.

    Use some items to get the best of yourenemies, some to restore your life, and others

    to enter new or hidden areas. This list willhelp you identify unfamiliar items that you find

    along the way.

    SPROUT VEGETABLES 3 E BOMBIt's not full grown, but

    you can still use it toattack the bad guys! T

    Use them to attack. Youmay also get a"Stopwatch” each timeyou find five.

    It will flash and explodea few seconds after youpick it up. Try it on walls.m

    ^ BOB-OMB SHELL £> POW 4Although he's an enemy,Bob-Omb can also bethrown like a Bomb. a When you throw it. it willglide on the surface of theground and ''shell'' the

    enemy.

    Throw it and create anearthquake! Enemies onthe ground will be "allshook up."

    ^ 1-UP MUSHROOM

  • * SPROUT VEGETABLES* BOMB fi BOB-QMB * TURTLE SHELLM POW 1-UP MUSHROOM S. POTIONw SUB-SPACE MUSHROOM t KEY ffl ROCKET

    SUPER MARK) ALL-STARS 89

  • BEAT BIRDOCatch the eggs and duck be-hind the stone steps. Nowwing 'em! Three hits is it!

    BLAST THE WALLPull out the grass SBon your right. Get Ithe time bomb.Now, when it starts Hflashing, heave it. piYour timing is criti- Bcal.

    AWAY

    90 NINTENDO PL,\ YER 'S GUIDE

  • 91

  • —SPEED TO SAFETYThere's trouble ahead at the top of the stone steps.Cool off the two flame throwers with something atthe bottom of the steps- or hot foot it out of there!

    DON'T FALL BEHINDWho's the plucky boss of World 2-1 ? Birdo!Throw three eggs at him, and he'll be oneplucked boss. Watch out. Don't fall into thechasm right behind him!

    USE THE MUSHROOM BLOCKYou don't have to take the heat from Birdo. When hespits fireballs and eggs at you, retaliate with threeMushroom Blocks heaved from above. Bye bye Birdie.

    HEAVE SHyGUY AT PANSER!Panser is spitting flames at the top of the steps. Throw Shyguy (below)at Panser. You’re cool!

    GRAB A CHERRY, AND KEEP GOINGIf you have already picked Cherries, you'll meet upwith Starman. Grab that sand and start digging.

  • 2E

    SUB-SPACE 1 ANDDOUBLE POWSIf you have a POW inside Sub-space, and Sub-Spacedisappears, you'll get twoPOWS! Weird.

    ^|A ai a is -i

    SUB-SPACE 2There's a Mushroom hidden at the top of Room1 but the Room is locked! Get it with the potbetween Rooms 1 and 2. Beware of trouble-makers!

    HIGH JUMP FOR SPEED

    First, the normal stuff. Go tothe top door in the room"C" to get a key. Then enter thedoor "E" on the map. But if youknow this tip, here's a shortcut.Near the door in the room marked“D", jump on the Ninji and thenlift him up, carry him to the door

    marked "F", put him down. Nowwhen he jumps, you jump from hishead for a shortcut. Super Jump!

    ,

    MOUSERNow it's time to make peace in World 3. Butwatch out! Heeere's Mouser. Remember howto deal? Catch the bombs, and send back six.

    96 NINTENDO PLA YER'S GUIDE SUPER MARIO ALL-STARS 97

  • WARP TO WORLD 6You can Warp to another Worldthrough a jar. Carry your Potion

    from the left side of Map 2and create Sub- space.

    GET ON THE EGGWait on Birdo's right side tohitch a ride across the oceanon a flying egg. Scramble!

    FRYGUYYou'll need all your Mushroom Block-throwing skills if you think you'reeven going to dent Fryguy's hot head.He even divides himself into four!

    LUIGI AND THE PRINCESS MAKE GOOD

    ADVANCE ON AUTO BOMB

  • imr

  • 1 02 NINTENDO PIA YER 'S GUIDE SUPER MARIO ALL-STARS 1 03

  • Page 106

    PILE UP BLOCKS AND 1UMPPile up Mushroom Blocks and squatjump to the cloud. Watch the Sparks.Get rid of them with Blocks before youmake your move.

    m. I II H II

    RETURN ON ALBATROSSGet the Albatoss.

    Watch the pole...'.i-i :

    1

    I

    i

    1

    1

    1 k iO ij;.| rj

    =1=

    TWO WAYIn this map, you can go up (G) or down (F). It doesn'tmatter, since you can enter Sub- space from either area to Igrab Mushrooms. You can also get to Wart either way.Increase your life meter to four at the end and go on tomeet Wart. Now is the time to wonder whether or not youreally want to look at this loony tune.

    amMjjMUSHROOM BLOCK FLOORPull out the Blocks at your feet. Keepgoing down. Watch for Sparks. ThrowBlocks. Pick Cherries. Starman helps too.

    AVOIDPANSEROpen the door and youare outside of Wart's

    castle. What's below?Watch out for Panser.

    SUPER MARIO ALL-STARS 1 05

  • TAKE THE LAST KEYHere, you'll find a Keyto the door leading toWart's digs. Take theKey, open the door-

    Birdo is blocking your

    way near the top ofthe chain.Get past

    him by ducking underor jumping over him.

    MASK GATE ATTACKGrab the crystal, butbeware the Mask GatelThree hits, you're in! I

    FINALLY, WARTThis will take all you've got

    because you are up against theultimate bad guy. Sly, wilyand downright disgusting.Wart pulls out all the stops.Go for it!

    ^Page 105

    1 06 NINTENDO PIA YER 'S GUIDE

  • OWER-UP MARIO!Mario flies, swims, throws things and turns Power-Up item in the action scenes, or get one

    into a rock in Super Mario Bros. 3! Grab a from Toad's House to pump up your game!

    I

    Super

    Mushroom,

    You're big; you're bad;

    you can take an extrahit as Super Mario!

    RACCOON MARIO MARIO FIERY MARIOThat tail! So smooth andstylish! It also allows you to flyand sweep away enemies!

    The fun starts! GetPower-Ups and you'llreally take off!

    Fire is cool! You can reallytorch the enemies that comeyour way as Fiery Mario!

    STATUE MARIOKURIBO'S SHOE TANOOKI MARIOTry on this shoe to really getsome air! Too bad it's onlyfound in World 5-3.

    Press Down and B to makeTanooki Mario turn into an

    statue.

    This cool suit gives you all theabilities of Raccoon Mario,the power to turn into

    FROG MARIO HAMMER MARIOYour swimming and leapingabilities will be enhanced whenyou wear this aquatic outfit!

    In the Hammer Suit, you cantoss powerful Hammers, andthe shell is fireproof!

    1 08 NINTENDO PIA YER'S GUIDE

  • ASIC TECHNIQUES aCheck out all these moves! Mario hasalmost total freedom to do almost

    anything in the world from running

    and jumping to flying and swimming.

    WALK

    Walk when you're takingthings slow and easy.

    JUMP

    Use the A Button tocontrol Mario's famedjumping abilities.

    ACCELERATE

    Hold down the B Buttonas you walk to accelerate

    to high speed.

    SUPER JUMP

    Hold the A Button as youjump onto an enemy foran extra boost of height.

    LEAP OUT OF WATER

    Press Up on the +Control Pad as you jumpto leap out of the water.

    SQUAT

    To duck, press Down onthe + Control Pad.

    STOMP

    Jump up and landsquarely on top of anenemy to squish it. KS-

    TAIL ATTACK

    Press the B Button toswipe your tail at an

    enemy or ? Block.

    SMASH BLOCKS

    Hit blocks from below todefeat foe on top, or toreveal any secrets.

    FLY OR FLOAT

    Swish your tail as you fall

    from the sky and you'll floatgracefully to the ground.

    SLIDING

    When you're on a slope,press Down on the +Control Pad to slide down.

    PICK UP AND BOOT

    With a Koopa in its shell,hold B to pick it up.Release B to kick it.

    SWIM

    To swim, press the AButton to stroke and the +Control Pad to maneuver.

    PIPES

    Press Down to enter apipe; jump and press Up toIenter upside-down pipes.

    CLIMBING

    Look for vines inside some? Blocks. These oftenlead to hidden areas.

    DOORS

    Enter doors by pressingUp on the + Control Pad.

    SUPER MARIO ALL-STARS 1 09

  • PVANCEP TECHNIQUESLearn to use the many tricks and quirks of master the game! Warp zones zip you aheadthe Mushroom Kingdom's varied geography to while items make the going easier.

    |: JET COASTER JUMP :|

    Slide down a slope with a ramp atthe bottom and jump at the lastsecond to make a super jump.

    [I SQUAT AND FLY II

    To fly into narrow passages, get arunning start and at the last secondbefore you're airborne, press Downon the + Control Pad.

    I! COLLECT 5-UP :|

    Collect three of a kind of the world

    end cards and you'll score 5-Up.

    |: SHORT RUNWAY action:

    |

    Sometimes you need to fly but onlyhave a small space. Quickly runback and forth to charge your powermeter to fly.

    WARP

    There are three Warp Whistles andthey will take you to a different partof the Warp Zone depending onwhich world you use them in. Youcan use a Warp Whistle in the WarpZone to go even further into thegame.

    FALLING ITEMS—The Mushrooms in the ? Blocks willfall out of the block on the oppositeside from the one you hit the block

    TOAD'S CARD MATCHING GAME

    The Card Matching Game will appear on the Map Screen different game boards. Turn over all the matches to getevery time you score 80,000 points. Here are the eight lots of stuff!

    1 1 0 NINTENDO PLA YER 'S GUIDE

  • NLIMITED 1-UPS!There axe several ways to win tons offree lives in Super Mario Bros. 3. Each

    can be somewhat tricky to pull off,but

    the rewards outweigh the hazards!

    [ THE BOUNCING KOOPA ] [ THE GOOMBA STOMP ]In areas with an endless supply of enemy projectiles,boot a Koopa shell so it bounces between two stationaryobjects. It will bounce and take out enemies for pointsand 1 -Ups.

    Stomp Goombas repeatedly without touching theground and you'll earn extra points and 1-Ups. Youneed to be Raccoon or Tanooki Mario and have anendless supply of Goombas to pull this off.

    •WORLD 3-4 •WORLD 1-2

    [ THE VINE METHOD ] [ MULTIPLE 1 -UPS / 200+ COINS ]Stomp an enemy and thenjump onto a vine. Whenthe enemy recovers,stomp him and again jumpback onto the vine. Justlike in the Goomba Stomp,you'll get points and then1 -Ups for each enemy.

    • WORLD 3-7

    >

    You'll find multiple 1-Upsor 200 or more Coins insome worlds. In these,grab all the 1 -Ups andCoins, and then lose yourlife. You'll still come outahead and can gain extralives this way.

    AGICAL ITEMSThese items can be found only in WhiteMushroom Houses or other secret places.

    It's worth the effort and time to find themall.

    STARMAN

  • RING ON THE BAP GUYS!The armies of King Koopa are made up of a Mario! Your mission: get past, through orvariety of troop types. Their mission: destroy around them all!

    'TuI I

    IIII

    E « I 3\VI Vi V^M^VT PIMP \“/

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    si1 1

    2

    NINTENDO PIA YER 'S GUIDE

  • Know the time limit for yourcurrent stage.

    Look for the types ofenemies, listed by number,encountered in this stage.

    There are five difficultyratings from A (Easy) to E(Hard).

    Mario stands the best chancein an area if he has the formnoted here.

    MAP SYMBOL KEY

    4 SUPER LEAF FIRE FLOWER & FROG SUIT 8 TANOOKI SUIT

    0 HAMMER SUIT * STARMAN CONTINUOUS STARMAN 1-UP MUSHROOMa HIDDEN 1 -UP MUSHROOM ® TEN COIN BLOCK o HIDDEN COIN BLOCK SI MAGIC NOTE BLOCK* VINE SWITCH BLOCK ffir MUSIC BOX © JUGEM'S CLOUD

    WORLD DATA BOX KEY© SUPER MUSHROOM 4 SUPER LEAF e FIRE FLOWER & FROG SUIT8 TANOOKI SUIT 0 HAMMER SUIT % P-WING STARMAN

    MUSIC BOX © JUGEM'S CLOUD t HAMMER i WARP WHISTLE

    SUPER MARIO ALL-STARS 1 1

    3

  • Squat on top of this block for 5seconds and you'll fall behindthe bushes. Dash to the GOALto enter a Mushroom Housewith the Warp Whistle inside.

    To get at least 44 Coins,start hitting the first 10 CoinBlock as soon as it appears.To max out the second 10 CoinBlock, jump first from the ele-

    TIMC 300 CNCMICS 06®DIFFICULTY - B B€ST MRRIO ROCCOON

    •>Y\ -£L

    vator, then from the

    platform below.

    i .twGRASSLAND

    A ©©B

    c © 0 ®In World 1-4, collect 44 coins and the White

    Mushroom House will appear on the map.

    a L_J

    FIND THE FIRST WHISTLE!

    0 0 0 0i co 0 GOO : G

    M I II I li I

    1 1 4 NINTENDO PLA YER 'S GUIDE SUPER MARIO ALL-STARS 1 1

    5

  • ^ mm ^KEEteHfei

    BOOM-BOOM!To defeat Boom-Boom,stomp him three times. Youcan beat all the Boom-Booms with this technique.

    THE WHISTLE?Defeat the Dry Bones, fly left

    and up, then right. When youcan't fly any further, press Upfor a Warp Whistle!

    TIM€^300DIFFICULTY BCNCMICS^ 0©©©BCST MARIO RACCOON

    TIMC 300 €N€MI€S > 0O©©®DIFFICULTY B B€ST MARIO RACCOON

    TIMC 300 DIFFICULTY B CNCMICS^OOO BCST MARIO RACCOON

    Kmm

    KNOCK THREE TIMES...To defeat Larry Koopa, simplystomp him three times. It’s easy toavoid him by running underneathwhen he jumps. You can beat allthe Koopalings by stomping them.

    SUPER MARIO ALL-STARS 1 1

    7

  • TIMC 300 DIFFICULTV >C CNCMIES ©©©© IKSI MflfllO I- RflCCOON

    »M:>M’!M:\h-Tvr\r

    A » © D tB sy E ft

    C « ® F 1In World 2-2. collect

    Mushroom House wil

    0 coins and the White

    appear on the map.

    118 NINTENDO PAYER'S GUIDE SUPER MARIO ALL-STARS 119

  • 1 20 NINTENDO PLA YER 'S GUIDE SUPER MARIO ALL-STARS ] 2

    1

  • Don't get your feet wet!

    The turbulent landscape willput you within reach of BossBass, who can eat you even ifyou're Super!

    1 22 NINTENDO PLAYER 'S GUIDE SUPER MARIO ALL-STARS 1 23

  • G&EteBM

    LAKITU S UNLIMITED 1-UPS!Clear out the enemies near the Piranha Pipe. FindLakitu, then capture a Koopa. Kick the Koopa soit bounces beneath the Piranha Pipe. Stand underthe pipe as the Koopa racks up 1 -Ups fromLakitu's Spineys!

    Only a frog can enter thispipe! Once in, hold Rightso you can reach the 1 -

    Up Block.

    1 24 NINTENDO PIA YER 'S GUIDE SUPER MARIO ALL-STARS 1 25

  • E

    >- ^ The ground in this world isV v

    U

    ^ ^ xr-©> » vjl even more unstable than inTIM€ 300 €N€MI€S^ 0© ]iL World 3-3. You must quicklyDIFFICULTY € B€ST MARIO FICRY JV , . * 4 , Jy[ make your way to the safety

    A^ of the vines!

    SUPER MARIO ALL-STARS ] 271 26 NINTENDO PLA YER 'S GUIDE

  • STARTOJ

    G :::

    i i i i i

    1 28 NINTENDO PLA YER 'S GUIDE

    A ® 0 E ©B F 0C % G © ®D © ®In World 4-2, collect 22 coins and the While Mushroom House wil appear on ihe map.

    SUPER MARIO ALL-STARS 1 29

  • SUPER MARIO ALL-STARS 1 33

  • P-WING USE REWARDED!Use a P-Wing to findthree 1-Ups on the farside of the tower. Twoare hidden off the top

    of the screen.

    It's a magical pipelineto the clouds! In theaerial action that follows,it's to your advantage tobe Raccoon Mario!

    To collect all 28 Coins,take the seven Coins ontop, then go down pipe H.

    From H go to I. Drop outof I and go left. TheCoins have returned.

    1 34 NINTENDO PLA YER '.S' GUIDE SUPER MARIO ALL-STARS 1 35

  • WORLD 5 DATA

    A 8 D SrB E ® 8C % F ® ®In World 5-5,collect 28 coins and The White MushroomHouse will appear on the map.

    SKY'S NOT THE LIMIT!Use a P-Wing to fly up and hit the SwitchBlock in the sky. All the blocks will turn

    into valuable Coins!

    —I'M GONNA GO OVER THE WALLYou can bypass the pipe if you're P-Wing equipped! Fly right over theend wall to the Goal!

    ENTER STARMANUse Starman before you start this world.The indicated ? Blocks will containStarmen if you hit them while you areinvincible!

    W"

  • 1 38 NINTENDO PIA YER 'S GUIDE SUPER MARIO ALL-STARS 1 39

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  • SUPER MARIO ALL-STARS 1 431 42 NINTENDO PLA YER 'S GUIDE

  • Collect 78 Coins in coolKoopa cash to make the $White MushroomHouse appear. You'll haveto be Fiery Mario to do it!

    1 44 NINTENDO PLA YER 'S GUIDE SUPER MARIO ALL-STARS 1 45

  • 1 46 NINTENDO PLA YER'S GUIDE SUPER MARIO ALL-STARS 1 47

  • CHASE DOWN THE 1-UPMake the 1-Up appear and follow itto the right. You should land onone of the lower pipes without los-ing too much upward progress.

    KOOPA DROP BLOCK KICKStand on the left ? Block with aKoopa, kick him between theblocks and the Power-Up willsprout under you!

    Invincibility can be yoursthroughout this world if youact quickly. Hit the ? Blocks

    while you are invincible, andthey will contain Starmen!

    TIM€ 300 DIFFICULTY D cn€mi«s 0OiM"2‘CC ikst Mnmo n«nv sar

    KEnnmzsA m 4 ®B • 8 Qc a e SIn World 7-2, colled 46 coins and the While Mushroom House will appear on the map.

    1 48 NINTENDO PIA YER 'S GUIDE SUPER MARIO ALL-STARS 1 49

  • is no shortcut to the Goal.

    Head back and enter the pipeto tackle the world!

    k TIM€ 300 CNCMI€Sfr-(B®@$)®!3) 71DIFFICULTY C 0€ST MRRIO > FROG

    You can fly over the wall at

    Uv TIMC 300

    4Sl DIFFICULTY €IP €N€MI€S OOO©©% RCSTMRRIO RRCCOONlL

    This lonely fortress has

    only a single inhabitant:

    Boom-Boom! You can reach

    his room through Pipe L inthe ceiling of the room withthe checkerboard floor.

    mkLUM

    UP, UP AND AWAY!I The doors reset the ? Blocks, so you canPower-Up to the max! Fly to the ceiling pipeand battle Boom-Boom!

    SUPER MARIO ALL-STARS 1 5

    1

    1 50 NINTENDO PLA YER ‘S GUIDE

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  • 1 60 NINTENDO PLA YER 'S GUIDE

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