Last Added: Desert Land
Intro
Controls
Suits
Items
Matching
Game
Warp
Whistle Warps
Grass
Land
Desert
Land
Water Land
Giant Land
Sky Land
Ice Land
Pipe Land
Dark Land
Bowser's Castle
Welcome to SMB3, Mario 3, Super Mario Advance 4... I think you get my point. This is mostly for SMA4, but it'll work for the NES and SNES versions. This is also considered to be one of the best Mario games (and video games) made, so congrats on playing!
If you need help on controls, look at the manual. Otherwise, look here.
L = look at your
item inventoryl; to close, press L or B
Control Pad =
Move
Start = Pause
A = Jump, swim,
or use raccoon tail to slow decent; also used to confirm selections
B = Press and
hold to dash, shoot fireballs, and swivel your raccoon tail; also used
to cancel selections
Along with controls, you also have the famous suits.
Raccoon Suit = A very common suit, it is powered by a Super Leaf. Super leaves come out of ? Blocks when you are Super Mario.
Frog Suit = You jump higher and swim faster, and you can go through currents in the water.
Hammer Suit = A very rare suit mostly seen in Ice Land (world 6), so use it sparingly. You can defeat Boos with them and are invincible to fireballs when you crouch.
Tanooki Suit = You get all the powers of a Raccoon Suit, and if you press down + B at the same time you will become a statue for about 5 seconds.
Anchor = Used to tie a doomship down and keep it from moving on a map when you don't beat it
Fire Flower = Use it to become Fire Mario and shoot fireballs
Hammer = Use this from your inventory to break rocks on the map and open secret areas
Lakitu Cloud = Also known as Jugem's Cloud, use this to skip a stage. These come in very handy in Pipe Land and Dark Land, so save these!
Magic Whistle = There are a total of three in the game (two in Grass Land and one in Desert Land), and you can use them to warp to different worlds!
Music Boxes = These are used to keep Hammer Bros. on the map sleeping so you don't have to beat them!
P-Wing = A rare item, this lets you fly with a Raccoon Suit. If you get hit, you'll lose the flight ability, but keep the Raccoon Suit. Nice!
Starman = Use this, of course, to become invincible. Save these so you can easily beat Hammer bros. and the like on the map.
These are the big ones, but there are many more.
For every 80,000 points you get, you'll open up the Matching Game (also known as N-Spade) and you can get various items, including 1-Ups. There are 8 boards total, and here is what they look like.
F= Fire Flower
M = Super
Mushroom
10 =10 Coins
20 = 20 Coins
S = Starman
Board 1:
Row 1: F, S,
1-Up, F, 20, M
Row 2: 10, M,
20, 1-Up, M, 10
Row 3: S, F,
S, M, F, S
Board 2:
Row 1: 1-Up,
M, 10, M, F, S
Row 2: M, 10,
S, 20, 20, F
Row 3: S, 1-Up,
F, M, F, S
Board 3:
Row 1: F, 10,
1-Up, F, 1-Up, M
Row 2: S, M,
20, S, M, 10
Row 3: S, F,
20, M, F, S
Board 4:
Row 1: F, 20,
M, S, 1-Up, F
Row 2: 1-Up,
F, 10, M, 20, S
Row 3: M, 10,
S, M, F, S
Board 5:
Row 1: M, F,
20, F, 10, S
Row 2: 20, 1-Up,
M, 10, 1-Up, F
Row 3: S, M,
S, M, F, S
Board 6:
Row 1: M, F,
20, M, 10, S
Row 2: F, 1-Up,
M, 10, 1-Up, 20
Row 3: S, F,
S, M, F, S
Board 7:
Row 1: M, F,
1-Up, F, S, S
Row 2: 20, S,
M, 10, 1-Up, F
Row 3: 20, M,
10, M, F, S
Board 8:
Row 1: F, S,
1-Up, F, 1-Up, M
Row 2: 10, M,
F, S, M, 10
Row 3: S, 20,
20, M, F, S
Finally, let's go back to the Warp Whistles. With these, you of course can travel to different worlds.
When you use 1 whistle, you can go to worlds 2, 3, or 4.
When you use 1 whistle to get to warp zone, and another one in warp zone, you can get to worlds 3, 4, 5, or 6.
If you use all
3, you will go to worlds 7 or 8.
On with the guide!
Grass
Land
The first world
is easy. There aren't many hard levels here (yet), but- Aw, c'mon! Let's
cut to the levels! The wandering Hammer Bro gives you a Starman.
1-1
At the start,
there is a Mushroom and Super Leaf, and use the open space ahead to build
up power and fly upward for lots of coins. Drop down to a pipe from the
air near the goal and you'll be transported to a world with more coins!
When you are done, the goal is straight ahead.
If your coin total is a multiple of 11 and all digits correspond to one number (if you have 22 coins, your score must have all 2's), a coin-filled airship will appear!
1-2
Near the beginning
there is a Super Leaf power-up (or Mushroom if you're small Mario). Make
your way to the right and hit the second Note Block for a Starman! Use
it to hit the Paragoomba dropping Micro-Goombas, and hit the goal. If you
get a Micro-Goomba on you, you will lack movement, so if you see a Paragoomba
dropping these guys, get out of the way!
1-3
This stage will
give you your first Warp Whistle, so listen up. At the start, try to defeat
the Boomerang Bro and get to that coin maze thing. Hit all the blocks to
reveal a super Note Block! Jump on that to get to Coin Heaven, and grab
some coins and the 1-Up.
Notice that white block there? Defeat the Koopa on it, and crouch for 5 seconds. You'll end up in the background, but you're still vulnerable to enemies. Get to the exit and Toad will give you the Warp Whistle! Save it or use it, but you've still got the second one coming up!
1-4
This is a side-scroller,
so look alive. If you get 44 or more coins in the stage, Toad will give
you a P-Wing, which I recommend you save for a future level. There are
two 1-Ups in this stage as well, one near the beginning and another around
the middle.
Fortress
Your second Warp
Whistle lies here, but it's easy to get. Get the Super Leaf (it's in the
block near the rotating fireball) and crush the Dry Bones. Build up speed,
and fly to the very top (you have to be offscreen) and head to the right.
Open the chest and you'll get the second Warp Whistle, as well as finish
the course without fighting the boss!
If you want to ignore the Warp Whistle, then go through the door near Dry Bones. The ceiling will rise and fall, so be careful and fast. Head in the door and you'll fight Boom Boom!
Boom Boom is easy. He'll be moving around, getting faster and faster. Jump on his head 3 times or pelt him with fireballs. When he gets in his shell, watch out; it's covered in spikes!
1-5
Your first underground
stage may look a bit hard, but it really isn't. At the start, press down
on the control pad, and Mario (or Luigi) will slide into the Buzzy Beetles
easily. When you get to your first "intersection" at the second pipe, go
up. If you jump in the air to the far left, you will get a super Note Block,
and you'll go back to Coin Heaven. Make your way down after coming out
of Coin Heaven, and head in the farthest pipe you see, and get in the goal.
1-6
Be careful in
this stage. There are many moving platforms, and you can easily fall. The
first ? Block contains a Super Leaf, so grab that if you (unless you're
small Mario and want a Mushroom). Make your way across the stage and about
halfway through there is a 1-Up Mushroom in a block. Jump on the last moving
platform and a few other ones and head for the exit.
Boss
For those who
don't know, the boss in this world is Larry Koopa, and he's not that hard
to get up to. For the doomship, if you don't want to get hit by cannons,
stand on them. Halfway through, there is a Fire Flower waiting for you,
so grab it.
Larry himself isn't hard, just jump on his head three times, and avoid his wand. Larry is a bit slow when it comes to waving his wand, but be careful nonetheless.
When you beat him, Princess Toadstool (can't I call her Peach?) will give you a letter and a P-Wing. Remember a few sections ago I said something about a P-Wing? If you didn't get it, save this one. You will need it soon, especially in a World 2 course. Speaking of World 2, it's off to Desert Land!
Desert Land is a bit harder than Grass Land, but I'm sure you'll do fine (with the help of this guide, anyway...) The Hammer Bros. (I think they're Boomerang and Fire ones, but I'll call them Hammer Bros. anyway) give you a Music Box and the third Warp Whistle! With the Music Box, you can lull the wandering Bros. to sleep so you don't have to fight them!
2-1
There is a Super Leaf at the beginning;
grab it if you need it (or want it). There are jumping blocks in this level,
especially in the beginning. Try to run under them or jump on them to avoid
them, as these are a nuisance. One of the ? Blocks contains a Starman,
which will help in the next part with the pink pipes. Jump on the Music
Note blocks and run across the top, and just get to the exit.
For a faster way to the exit, at the first pink pipe maze, build up speed as Raccoon Mario and fly. You'll reach a warp pipe. Enter it to come out a bit closer to the end.
2-2
This is a level where you can get an
Anchor, so if you want it, pay attention. This is also much easier if you
saved that P-Wing from World 1. That's why I told you to save it; you'll
need it for this level.
Press Down+B to slide on the slope
and jump so the Piranha Plant won't get you. Get the Super Leaf, slide
down the hill and jump, then stop at that platform. This is the part to
get the Anchor, but if you don't want it, just swim to the exit.
If you want the Anchor, get ALL the coins you see floating. DO NOT hit any blocks because you have to hit a P-Switch to get the rest of the coins. Once you're done, hop on the platform and collect the coins. If you get 30 (which is all of them), you'll get the Anchor from Toad. Save this if you need to.
Fortress
Wait for Thwomp to crush down before
you move along. Make your way to the right, but avoid the Boos and the
second Thwomp. Avoid the third Thwomp after making your way in the pipe,
and hit one of the blocks for a Super Leaf. Dash to avoid the Thwomp chain
about to crush you, and get in the door.
Once inside, a spike-covered platform
will rise and fall. Be careful, and head to the right to see... the door
move up and down? Well, yes. Get in the door, and stomp on Boom Boom's
head three times to beat him.
2-3
At the beginning there is a Koopa shell.
If you aren't Super Mario then use the shell between the two ? Blocks to
get a mushroom. On the next pyramid, one of the blocks has a Starman, which
will help you with the Firesnakes in this level. Above some of the pyramids
are platforms, and if you fly to the highest one, you'll get a P-Switch,
and when you hit it the pyramid blocks will turn into coins!
The next part here requires some jumping.
Take the Koopa shell and hit it so it breaks the blocks. Go in the warp
pipe and run to the exit.
Desert
A very simple stage, unless you don't
know what you're doing. Keep running and jump over the pits, but in the
middle there's a whirlwind. Simply build up speed and jump over it.
Near the end the Angry Sun will try
to chase you. Try to grab the Koopa Paratroopa shell and kick it at the
Sun to get rid of it, but he will come back, so try to be fast and make
your way to the exit. Also be careful not to fall in the quicksand while
the Sun's chasing you.
2-4
There are two ways to get to the exit
in this level. The first way is quite easy, but you need a Super Leaf for
it. At the beginning of the level, break the blocks on your left and fly
up to the top. There should be a lot of coins when you reach the top. Simply
go to the right to the exit.
The other way is without the Super
Leaf, and there are many pits in this level, so be careful when executing
your jumps. Watch out for the Boomerang Bro in the middle of the level
and simply go to the right to finish the level.
2-5
Watch out- there are many Chain Chomps
in this level. Simply jump over them to avoid them. At around the end of
the level, take the Koopa shell and ram it into the blocks to create a
vine that leads to some coins. However, just before that, if you fly as
Raccoon Mario (or if you're on the clouds still, just go right), if you
go into the orange pipe, you'll be in a coin room, and when you exit you'll
be closer to the exit. Once you finish going through the coin room, go
right and end the level.
Pyramid
This level is a bit of a maze, but
it's a pretty simple one. After entering the door, go to the right where
there's a path guarded by blocks on the top and bottom. Break the blocks
(there's a Super Leaf in the ? block once you enter the pyramid) and go
to the top, then to the left. If you build speed as Raccoon Mario you can
get to the pipe, which is actually a big coin room. If you choose not to
go in the coin room, slide down to the right. (Be sure not to fall in the
pit!) Break the blocks to the end of the level.
Boss
With Larry already down, if you know
your Koopalings, you fight them from youngest to eldest, so Morton's up
next! His doomship isn't all that hard, just make sure you study the cannon's
firing pattern. Morton himself isn't that hard either. Even though he's
bigger and slower than Larry, he can wield his wand faster. To beat him,
just jump on his head three times and he's done! Peach will give you another
letter, and a Jugem’s Cloud.
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