text:
Super Mario Bros.: The Lost Levels/World 5

Part A

 * Stay low. Piranha Plants drop down from the hanging pipes. Wait for them to go back up, then make low jumps.

Part B

 * Enter the first pipe in this section to take a trip to coin room D.
 * Near the end of this section, a strong wind will blow to the right here and help you fly across the long gaps. Dash Jump and get carried away.
 * After the staircase before the first huge gap, above the invisible block is a 1-up that isn't shown in the image above.

Part C

 * Stomp the Koopa Paratroopa and kick it to the right for a chance of collecting a 1-Up. But remember to jump over the Red Piranha Plants to climb out of the pipes along the way.

Part D

 * Jump the gap to the staircase at super speed. Then use the two Koopa Paratroopas to the right to reach the platforms beyond.

Part E

 * If World 6 is your destination, you can take a shortcut at the very beginning of this section. Pop up the vine and bounce off a Koopa Paratroopa for a boost to the top. First you'll be taken to Coin Heaven B, and when you're done, you'll arrive at the World 6 Warp Zone.
 * Otherwise, you must find a way to scale the massive wall blocking your progress to the end of the level. Two well placed jumps will reveal hidden Coin Blocks that you can use as stepping stones.

World 5-2
When moving platforms are three circles long (as opposed to the standard four or six), keep in mind that an entire column is one sprite.
 * Quick note about shorter platforms and sprites:

The two platforms in one column will always move in uniform. There is only one sequence that will repeat itself.

You will also notice that these platforms are restricted, compared to other platforms. While the objects in the sprite will move, the sprite itself is frozen! Therefore, it cannot go higher than the top of the ceiling - it will just cut off.

Part A

 * Watch out. If you kick the Koopa's shell to the right under the set of "?" blocks and drop down to the floor, there's a good chance that the shell will bounce back and hit you.
 * It's not shown in the picture but try to avoid hitting the brick to the right of the last coin, or you may uncover a poisonous mushroom.

Part B

 * To collect a 1-Up, be sure to grab the Starman found at the beginning of this section. Then jump on top of the second pipe, and hit the brick in the high right corner. As soon as you make it appear, run to the right and grab it when it drops.
 * Jump from the first rising platform and make the vine pop up from the brick. Then ride the platform again, leap over to the vine, and climb to the Warp Zone which leads to World 8.

Part C

 * Take the exit pipe to the usual standard exit
 * However, if you jump up to the ceiling and dash past the exit pipe, you will find yourself reaching another Warp Zone which will take you to World 7.

Part A

 * The first leg of this world will continue to repeat, starting at the platform, until the correct exit is found.
 * You'll need to make it to the very high pipe in this section to reach a narrow Coin-filled passage, coin room E, and the rest of the stage.
 * The one advantage to passing through to the end of this section is that there is a hidden Power-Up on the tall bluff. It also resets automatically, so you could also collect a Fire Flower here.

Part B

 * Bullet Bills blast through this area at unpredictable intervals. Watch out for them and try to move out of the way in time.
 * Leap from the sliding platform in the wide open space and target the flying Koopa. You'll bounce off of its back and land on solid ground.

Part C

 * Stay light on your feet until you make it past all of the platforms in this area. Take a breather on the tree top before continuing on to the end.

World 5-4
All of the standard length fire-bars that rotate clockwise move at double speed, so be careful!
 * Faster fire-bars!

Part A

 * The Lost Levels are notorious for their challenging passage. This is where they really start to earn their reputation.
 * The 1st, 2nd, 5th, 7th, and 12th firebars rotate clockwise twice as fast.
 * In , with the first fire-bar there is low clearance on both sides which might make it difficult if you are fire Mario or big Mario.
 * In order to safely collect the Power-Up, run to the right to make the Fire-Bar scroll off the screen. Then move back to the left to claim the Power-Up.
 * In Vs. Super Mario Bros., there is a podoboo in the lava pit between the first two fire-bars.
 * Avoid the falling platforms at the end of this section by jumping up to the top and running to the right.

Part B

 * There are Fire-Bars a-plenty and the threat of podoboos in this area. You'll have to be a well practiced Lost Level adventurer to make it unscathed.
 * In Vs. Super Mario Bros., each platform above the first pit of podoboos is only one tile wide.
 * There is no place to rest. Jump onto the platform at the end of this section when the Fire-Bar moves to the right, then jump off and move on.

Part C

 * Go low if your plumber is pint-sized here and take the high road if he is big. Either way, this section is quite difficult to negotiate.
 * In Vs. Super Mario Bros., the first lava pit in this section has a podoboo.


text:
Super Mario Bros.: The Lost Levels/World 6

Part A

 * A Power-Up, a 1-Up, and a Starman are yours for the taking. Grab the items that you need, then dash with invincibility past the Hammer Brother ahead.
 * Another massive 1-Up opportunity presents itself here for expert players. Trap the Buzzy Beetle along the right side of the first platform by creating a mini-staircase. Then jump up and hop on top of the Beetle so that it bounces off the right block, popping you back up in the air while you accumulate points, and eventually 1-Ups.
 * If things don't work out with the Buzzy Beetle, you can try again with the one of the Koopas on the third platform, after the jump
 * The 1-up is only available if you don't hit the flying Koopa and it is in the center of the U shaped blocks

Part B

 * The first pipe is too tall to top with one hop. Pop up the hidden Coin Block in the area and use it as a step to clear this Mushroom Kingdom skyscraper.

Part C

 * If you're in need of a Power-Up Mushroom, knock out the one in the fourth Coin Block from the left, then run to the right and catch it on the fly.
 * The wind will start to push you to the right when reaching the stairs. Use this to your advantage to clear that long gap.
 * Alternatively, you can try to reach the pipe under the solid brick platform. Jump to the first falling platform and face left quickly. Once the Red Piranha Plant is gone, jump and drop down to reach swim area B.

Part D

 * Run to the left while riding on the moving platform to avoid blowing off to the right.
 * Just before the staircase, wait for both plumber-eaters to sink into their pipes, then make a run for it.

World 6-2
Because the console will only allow a maximum number of sprites at a time, this may affect the number of enemies and platforms. Only five moving objects/enemies excluding your player can appear at a time on your screen and half a screen ahead of you. This affects the three columns of platforms in this area.
 * Limited memory will incredibly affect the map here!

As long as there are one to three enemies on the screen, you will notice two platforms in the column that follows.

If four enemies are on the screen, only one platform will show up in the column ahead.

If five enemies are on the screen, no platforms will show up at all! This means that some other enemies will not show up either until others disappear.

Part A

 * With Bloopers and Cheep Cheeps patrolling the area, collecting the two Coins in the coral box at the end of this section is too much of a gamble. Pass them up.

Part B

 * Wait for the downward moving platform to pass by the opening in this section, then swim for the hole as fast as you can.
 * Bloopers are a menace in this area. Go low and run along the ocean floor to avoid being hit by one of these sinister squids.

Part C

 * A host of underwater creatures will try to catch you off guard as you negotiate the mess of coral spanning the last section and this section. This is the acid test for evasive maneuvers.
 * Exit through the pipe to arrive at the standard level end.
 * In Vs. Super Mario Bros, there are no Paratroopas or Troopas and the level is slightly longer.

Part A

 * Cheep Cheeeps and Koopa Paratroopas make for dangerous combination here. Watch for these critters and try to top them.

Part B

 * After you hit the mid-air Koopa Troopa, target the Power-Up Block and grab the prize as it slides to the right.
 * In Vs. Super Mario Bros, the last power-up is omitted.

Part C

 * Bouncing off of Koopa Paratroopas is an important technique to know in this open-air stage. Hit the Koopa before the large trees and bounce to safety.
 * You can reach the flagpole by leaping from the tall bluff in this area, but you can only reach the top of the pole if you hit the Koopa.

Part A

 * If you don't follow the correct routes through the dungeon, you'll be locked in a never ending maze.
 * The correct route for the first part is under the long clockwise-moving fire-bar that is shown in the next picture.
 * Later editions of this game sound a tone to let you know that you're on the right path.

Part B

 * Watch the Hammer Brother's flying weapons and jump over this tool-tossing villain when there's a break in the action. Then leap up to the top and keep moving along the path.
 * The correct route continues to the top brick platform. Dash over the small gap when the fiery flying Podoboo sinks into the lava pit.
 * Once you're through the high platform, drop down to the bottom level to progress to the next section.

Part C

 * The first portion of this section is over-populated by red Piranha Plants. Be patient and wait for them to sink into their pipes before you advance.
 * Landing on the one-block Fire-Bar platform calls for all of the accuracy that you can muster. If you try to move with super speed, you may be lava bound.
 * The proper path through this section is the very bottom. Dash over the small gap, then stop and watch the Fire-Bar. When it swings back up to the top, run with super speed to safety on the other side.

Part D

 * King Koopa's Fireballs fly far. You'll encounter his fiery fury as soon as you land on solid brick. Run, jump, and don't get burned.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


text:
Super Mario Bros.: The Lost Levels/World 7

World 7-1
Up until now, Hammer Brothers would stay in one place. Now they advance forward, and they can also jump directly to the ground from the very top! Your time to bump them off of the floor above you is limited now, so move quickly!
 * More difficult Hammer Brothers!

Part A

 * Watch the dual Piranha Plants right at the start and run when the pipes are clear.
 * A strong gust blows to the right. After you knock out the Koopas, run and ride the wind over the gap.
 * You'll have a clear path if you leap to the top platform towards the end of this section. Jump to the left and blow over to the right.

Part B

 * Bounce off the backs of the Koopa Paratroopa pair and leap to the top of the very high pipe. This portal will lead you to a chain of three bonus areas, coin room F, followed by a long windy stretch illustrated in part D below, and then finally to coin room E before rising back out of the first pipe in part C.
 * If you take the ground route instead, stomp the wandering Koopa in this areas as soon as possible. Then wait for the Hammer Bros. to drop to the ground and send the shell sailing.
 * There's an invisible block with a 1 up in it, not depicted in the image above. It's at the end of the series of bricks where the hammer brothers are.

Part C

 * Watch out for the Hammer Brother waiting for you on the mini-staircase. Don't go flying into the Buzzy Beetles beyond him.

Part D

 * In this long windy stretch, knock the first Koopa Paratroopa down to the ground, and kick the shell to the right for a chance at a 1-Up.

Part A

 * Much like World 5-3, this level repeats at the platform until you make enter the pipe in the air. Bounce off the Koopas and climb.
 * Before you progress, you will be treated to coin room D. Therefore, you won't need to repeat Part A at all.
 * Getting the mushroom in this area is worth it if you are small: you can then get the hidden fire flower in coin room D and start Part B with fire power. Note that if you die anywhere in this level, you will restart from the beginning of the level, allowing you to always have fire power for Part B, which makes killing the Lakitus and spinies much easier.

Part B

 * It's important that you knock the Lakitu out of the sky before you jump to the on-block Fire-Bar platforms in this area. Negotiating the flames will be challenging enough without a mid-air menace.
 * Want to try and use sprite limits to your advantage? If so, keep the Lakitu in the air. Let the Spinies accumulate and you could make one or possibly both of the Fire-Bars in the beginning disappear! Quite a gamble, but it could help beginners.

Part C

 * After you hit the back of the Koopa Paratroopa before the final pipe, jump onto the falling platform and jump again to the relative safety of the pipe. Then you'll be in sight of your goal.

Part A

 * This wind-blown stage features wide open spaces and Super Springs. Fly high and Fly long.

Part B

 * A flying Koopa hovers over the start of this section. Wait for it to move to one side, then take off.

Part C

 * When your character is in the air and off the screen, move to the right until the target platform is centered, then wait for him to drop.
 * It is possible to collect a Fire Flower from here. You need to crouch, wait for the wind to carry you, then crouch-jump when the time is right.

Part D

 * It's important to get a good feel for the plumbers' hang time on this stage so that you don't over estimate how far they can travel, and end up falling to your death.
 * Landing on the left platform of the pulley could be risky. You might want to scroll far enough to the right of the screen so that you have a safe barrier to the left of you.

Part E

 * There's no need to dash in this section. Leap with accuracy.
 * The wind stops at the platform before the final fire-bar in this area. Your jumps will be much shorter, so you might need to dash to land on the final platform.
 * This section is actually really easy if you're good at long jumps. Just run along the platform with the coins to get up to full speed then jump from one upper platform to the next, never slowing down. You will make it safely to the flag in one fell swoop and won't have to worry about the fire bars or the flying Koopa.

Part A

 * If you take this short set of stairs one step at a time, you may get burned. Jump to the top in one big leap and keep moving to the next challenge.
 * All five of the lifts, some at the end of this section and others at the start of the next, move downward. Jump from the hidden Power-Up Block and aim high. Then continue to cross the gap, making sure that you don't hit bottom.
 * If you are super-sized, you may need to wait at the final lift until it comes close to the bottom. You can also jump to the very top, then jump and land backwards.

Part B

 * The Fire-Bar will not reach you if you duck in the lower corner of the "S" passage. Wait for it to rotate out of the way, then leap to the top and run.
 * Wait for each of the Koopas to move away from you. Then dash across the gaps and stomp them.
 * If you fall on the narrow bottom level of the divided halls, it could be difficult.
 * If you are regular-sized, you will need to patiently wait for a Buzzy Beetle to advance towards you. Then, jump on it and "bulldoze" the other ones away!
 * If you are super-sized, it is much more difficult.
 * If you want to keep your power-up, You will need to jump on the Buzzy Beetle, then dash quickly, duck, and run like World 3-4!!!
 * If you don't feel up to it, sacrifice your power-up and follow the step for regular-sized players.
 * In any case, you have the potential to score a 1-Up using a red Koopa for the "bulldoze" technique.

Part C

 * Watch the Fire-Bars from the safety of the corners, then move when the path is clear.

Part D

 * One last tricky jump to the Fire-Bar island, surrounded by lava, stands between you and the King of the Koopas. Don't forget that he throws hammers by now.
 * Beware! The final fire-bar on the draw bridge rotates counter-clockwise, making it harder to run underneath him.


text:
Super Mario Bros.: The Lost Levels/World 8

Part A

 * Start by jumping over those nasty Piranha Plants. Stomp the Buzzy Beetle and kick its shell to get out of the way some enemies ahead. Don't forget your Power-Up on the seventh "?" Block.
 * Quickly jump above the "?" Blocks, collect your Power-Up, and let the Koopa Paratroopas transit. Once they're gone, proceed ahead.
 * If you missed your Power-Up, don't worry. Wait for it above, it'll bounce back and when the time is right, get down for it while avoiding the messy Koopa Paratroopas that might still be hanging there.
 * You'll encounter some gusty wind when crossing the third pipe, right in the middle of this part. Use it for your advantage and proceed full-speed ahead to jump over that pile of blocks that serve as a wall and land carefully on the Red Koopa Troopa.
 * Try to kick its shell towards the incoming Buzzy Beetles, but if it's too far to the left, knock down one of the Buzzy Beetle and kick it instead, to make some points.
 * Once the threats are gone, leap carefully to the solid block and prepare to do a couple of precision jumps towards some Koopa Paratroopas.

Part B

 * As you jumped from the last platform, the wind will cease erratically, and may affect your precision jump to step on the first Koopa Paratroopa. Stomp carefully all three of them so you land on the top of the first pipe in this Part, so you can avoid the dangers below, including the Piranha Plant and the Bullet Bills.
 * Quickly stomp the Buzzy Beetle while it's near the Bill Blasters, so you don't get shot while stomping it, and kick its shell to the right to knock out the approaching Hammer Brother.
 * After you pass the second pipe, dash to the left and jump up between the pipe and the edge of the screen to pop the Power-Up.
 * Dash over the small gaps from the pipe to the ledge and leap with super speed to the Koopa Paratroopa.
 * One Hammer Brother follows another here. Jump over them when they're not tossing Hammers, or run under them as they jump. It's tricky, but you can do it.
 * An easy trick is to stand on the single block over the pit, far left side, wait for Hammer Bro to come and then leap over him.

Part C

 * It's not shown in the picture however directly adjacent to the brick staircase in the beginning of this part is a hidden one-up block.
 * Beware of the pipe just before the tiny mid-air block island. If you drop down, you may think that you're being treated to a nice swim through swim area B, but when you finish, you'll sadly find yourself at a Warp Zone where you will be forced to take a trip back to World 5. Let time run out and sacrifice a life if you don't want to give up your position.

Part A

 * As you leap from the falling platform, hit the floating brick from below and grab the Power-Up.

Part B

 * The wind is blowing and the wall is tall. Bounce from the Spring as high as possible and fly to the top.
 * It's easier to fly over the really tall wall and go for the small solid-block steps than trying to land on top of the tall wall and then jumping again.

Part C

 * The vine in the highest brick leads to the Flagpole Goal. Bounce off the Koopa Paratroopa, hit the brick, land carefully and climb the vine.
 * Be cautious with the empty brick that you'll need to climb the vine. If you destroy it, you'll need to take the dead end filled with several hazards.
 * You'll find several hidden blocks in this dead end, but don't collect the items in the blocks because they are Poison Mushrooms.
 * The pipe at the end leads to coin room F, but when you leave, you will be deposited back in the middle of Part B for another chance to escape. Watch the timer.

Part D

 * This special aerial flagpole is the entrance to the cloud-filled sky level of World 8-3.

Part A

 * The best way to get through the long gap in the middle of this Part is by getting to the top cloud rather than taking the Red Spring, since you may collide with some mid-air enemies.
 * Star by taking down Lakitu, and carefully jumping on the Green Koopa Paratroopa when it's near of the could above. Then dash and leap from the top cloud, stepping on the Red Koopa Paratroopa and then go for the falling platform.
 * It's best to aim for the Red Koopa Paratroopa first because there's the risk that your jump may be a little too early and you miss the platform. Let's stay in the safe side!

 * Right after you land from the falling platform, and before getting to the next gap (or even while jumping through this gap), it'll be about time for Lakitu to re-spawn. Carefully avoid the Koopa Troopas, and the falling Spinies, and when you have a chance, jump to the solid-block pile and knock down Lakitu.
 * Once you get rid of Lakitu, hurry up to the next Part, so the threats ahead would be lesser.

Part B

 * A Lakitu throwing Spinies, Hammer Brothers throwing hammers, and a hidden block with a Poison Mushroom in your path can cause a lot of trouble here. If you got rid of Lakitu at the end of the Part A, there should be less things to worry about and this Part shouldn't be that difficult. Watch those Hammer Brothers carefully, especially the second one, since the hidden Poison Mushroom is right above of him and will cause you some trouble when you attempt to jump over him to escape.

 * If you don't have the Fire Suit, the best way to get rid of the last Hammer Bro, is to stick to the right until the camera gets him out of the way. But be careful not to lose out of camera-sight your hidden Power-Up and a vine that takes you to coin heaven B. Take it and you'll be dropped off at just the right place to take advantage of the hidden Starman.

 * Take the hidden Starman, and dash quickly towards the Red Spring. Make a good long-jump and you won't need to jump off the Red Koopa Paratroopas.

Part C

 * Since you still have the Starman power, these last Hammer Brothers shouldn't bother you at all. Take them out quickly before the power fades.
 * There are two hidden blocks here at the end, near the edge of the gap, camouflaging with the castle walls like the ones we saw before. Pop the right one, and let the Poison Mushroom fall out of your way, and the left one is a 10-coin block. Collect the most of them and when you're ready, climb above the left one. Stick to the far-left of this block (the more room you have for your run, the better) and make a run for the balance platforms, jumping at the farthest right part of the right block. Watch out! As soon as you're in the air, aiming for the highest platform, be careful not to slip off of it, especially if you're playing with Luigi.
 * In Super Mario All-Stars, the 10-coin block is replaced with an invisible block that contains only one coin.

Part A

 * Naturally, Bowser's eighth dungeon is a misleading maze of tunnels and repeating passages. The trick to the first section is dropping down the very first pipe with the platform above the opening to Part B.
 * If you quickly run past the first two fire bars and then jump as soon as you reach the second lava pit, you will avoid any hazards. You will most likely pass underneath the fireball and land on the platform when the third fire bar is facing downward.
 * If you were sent back to the second pipe from Part F as a super-sized hero, you will need to jump extremely skillfully to land on the fourth pipe. Otherwise, you may need to sacrifice your power-up.

Part B

 * Swim carefully through this Fire-Bar and Blooper infested area. Lure the Bloopers away so that you don't have to contend with both dangers at once.

Part C

 * Don't miss the hidden power up on the left side of this room.
 * Walk off the ledge to the right and move to the left in mid-air to land on the pipe.

Part D

 * The third pipe in this area takes you back to Part B. Although you could try for a Fire Flower, it's best to wait until you approach the end of Part E to save lots of time.
 * This part is a maze (just like Castles 3-4 and 6-4), but with only one point to clear. The extended fire-bar must remain in sight in order for you to clear the path.
 * When the sliding platform is within a block's width of the bricks, dash from the platform to the bricks and make a Fire-Bar clearing jump.

Part E

 * A pair of Koopa Paratroopas make leaping over this lava pit a tricky task. Watch the Green Koopa carefully and bounce off its back when it's in the right position.

Part F

 * Don't fall into the Piranha Plant's trap, or you will be forced to go down and return to the second pipe in Part A. The first pipe in Part A will be too far to the left, and you will need to take the wrong route to return to the first pipe.
 * You're in for a surprise. Bowser's got a twin. Watch out for his Hammers and pelt him with Fireballs, or make a run for it.

Part G

 * No more fakes, this is the real King of the Koopas and he's meaner than his brother.


text:
Super Mario Bros.: The Lost Levels/World 9

Part A

 * Start your World 9 adventure off by dropping down into this faux Warp Zone into a wacky world that's been flooded by water.
 * In Super Mario All-Stars, the ceiling is 1/3 shorter. This will make it a little easier to do quick jumps.

Part B

 * You'll be dropped down to this bizarre-colored water-filled overworld. The "?" Blocks you'll find are solid yet fake.
 * You don't need to worry about the Bullet Bill Blaster on top of the "?" Blocks, since they're shut down because of the water.
 * Because of the game standard capabilities of underwater levels, you cannot swim over the Piranha Plant infested path. You have to swim through it.

Part C

 * Swim with the waves near the surface of the water in this section. You'll avoid contact with the water-bound Lakitu and Koopa Paratroopas who patrol the ocean floor.

Part D

 * Thanks to the water, it's impossible to miss out on a top score for grabbing the flagpole at its highest.

Part A

 * Just like in World 9-1, you can not swim on top of the path.
 * In Super Mario All-Stars, the upper opening in the beginning of the area has been closed.
 * With Piranha Plant potential and a Lakitu between the pipes in this section, you'll do well by staying near the bottom of the screen.

Part B

 * Swim toward the surface here to avoid being chomped by the Piranha Plants.
 * Collect enough coins so that your total is a multiple of 11. Then hit the flagpole when the last digit of the timer matches. You'll earn a 1-Up!

Part A

 * Start this seemingly empty world off with a light jog.
 * In Super Mario All-Stars, the color of the castle is earth brown instead of white. The trees and fences are also revamped, and they are now missing in spots where there is a ceiling.

Part B

 * Hit the high brick at the start of this section to reveal a vine which leads to a unique and short coin heaven. Collect the Coins and return to your adventure.
 * While you can approach the edge of the lava pit in this area, there is no way to cross the surface of the pit. And there are no items of interest nearby.
 * The pipe at the very end of this section serves as an alternate entrance to the Coin-filled bonus area. After you sink into the pipe, you'll find your hero climbing an invisible vine up to the clouds.
 * In Super Mario All-Stars, the coin heaven is in daylight and the trees and fence are colored. The final two lava pits are also a lower tide.

Part C

 * Bowser appears in this narrow passage. Avoid the ousted King of the Koopas by leaping through the hole in the ceiling just before this section, then run along the roof.
 * There's no flood of water at the flagpole, so a timed jump from the ceiling is necessary if you want 5,000 points.

Part A

 * Various Mushroom Kingdom enemies will approach you one at a time in this yet-another watery passage. You can easily avoid them by swimming toward the surface.
 * Watch out! The only actual threat of this level is the wandering Blooper that appears near the middle of this short level. If you don't have a Fire Suit, carefully swim away from him when the time is right.

Part B

 * When you reach the end of this ultimate Lost Level, you'll see a message in the block formations. It spells out "アリガトウ!" or Arigatou!, which means "Thank you!" in Japanese.
 *  In Super Mario All-Stars, this level is in daylight conditions and the Flaming Podoboo that appears near the end of this level is actually able to reach you.


text:
Super Mario Bros.: The Lost Levels/World A

Part A

 * Pop a Koopa through the space between the blocks, then hit the shell in the air for 8,000 points.
 * Be sure to reveal the hidden vine from the right most block of the right elevated platform. Climb up to discover coin heaven C.
 * You'll be dropped at the top of the row of bricks above the pipe from the bonus area and avoid a tricky jump below, as well as find an opportunity to net yourself a 1-Up.

 * This level is a source of infinite lives until you cross the halfway point (Except in Super Mario All-Stars). You can collect a 1-Up and a potential 77 extra coins.
 * In All-Stars, there are no halfway points beyond World 7-3, so you can collect as many coins as you want. Here, you can collect a potential 122 coins as opposed to 77.
 * Either way, you have to sacrifice a life if you want to loop. This level does not advance backwards.

Part B

 * At the beginning of this section, kick the top Koopa shell to the left, then follow it as it plows through the enemies for a 1-Up.
 * After you clear the middle pipe, stop for a moment and wait for a Hammer Brother to approach. Then dash and jump over this pesky critter.
 * Jump into the high pipe for a chance to explore coin room G.

Part C

 * Only patience and great timing of your jumps will help you clear this last section.

Part A

 * Use the Spring to bounce up and pop a 1-Up Mushroom from the brick. Then collect it as it falls through the next opening.
 * If your hero is small, the Power-Up item in the row of bricks will be a Mushroom. Run to the right as it slides and catch it on the platform.

Part B

 * A super-sized character can crash through the bricks at the top of the staircase and jump to the top row.
 * A small character's only way to the roof is to jump onto a lift near the end of the section and jump again.
 * The big ramp in the middle of the section is a restart point.

Part C

 * You can take the normal exit pipe to the level's end and move on to the next world, or continue to run along the ceiling and be taken to a Warp Zone that leads to the next world, World B.

Part A

 * You'll be hit by a strong gust while running on this cloud platform. Let the wind blow you as you go and try not to lose your footing.

Part B

 * Now that you've survived several underwater stages, you are familiar with the danger of Bloopers. This mid-air Blooper is not as menacing as its fishy buddies.

Part C

 * If you hit the red spring here just right you'll have enough air to clear the top of the pole and you will be able to move on to the Warp Zone ahead.
 * Beware of Sprite Limits! If there are five enemies on the screen before you approach the red spring, it won't show up and you won't be able to take the Warp Zone ahead. If this happens, you can still make it to the Warp Zone as long as the Red Koopa Paratroopa appears. All you'll need is a well-landed jump on the winged fiend while running towards it.
 * Due to the game's sprite capacity, if there are five sprites in total on screen (without counting our hero), and among them the red spring and the Koopa Paratroopa, the Flag at the Goal Pole won't show up, and you will have a glitched up ending of the level without receiving any points from how high you reached it.

Part D

 * The Warp Zone that you find here will take you all the way to World C.

Part A

 * The four shorter fire-bars rotate at double speed, so beware.
 * The Fire-Bars will not scathe your character if you stand on the left edge of the "?" Block. Wait there, then grab the Power-Up when the timing is right.

Part B

 * You can stomp this Koopa Troopa and send it sliding to the right. There's no danger of it bouncing back.
 * Five Podoboos pop up and sink back into the lava in this section. Start jumping as they are on their way down.

Part C

 * Approach the edge with a super quick dash, then jump on the cannon at the end and jump again.
 * Prepare for another face-off with the King of the Koopas!
 * As explained at the beginning of the article, if you're playing the original Super Mario Bros. 2, this battle should be an easy task, as Bowser will behave like Bowser from Worlds 1 to 5. However, if you're playing Super Mario All-Stars, Bowser will breathe fire and also throw hammers!


text:
Super Mario Bros.: The Lost Levels/World B

Part A

 * Since you have endless chances to continue, don't risk your life for the early 1-Up Mushroom. Unless:
 * Your hero is on his Fire Suit so he can eliminate the Green Koopa Troopa guarding the booty with ease.
 * You're a super player! You can knock out the Green Koopa Troopa at one far-side of this reduced space, hit the hidden block in the middle, and wait for the 1-Up Mushroom to come to you. It can be tricky, but it's good for practicing those super skills needed in this game!

Part B

 * Watch out! If you wait under a hidden block to stomp a Koopa, you'll jump with less height than you expected.
 * Hit the block above the first pipe to reveal a vine that leads to coin heaven C. However, only a super-sized character will be able to punch a hole in the brick in order to reach the vine before it scrolls off the screen.
 * A trio of hidden blocks in the gapped row of bricks make for a solid platform when they materialize, so you can catch that Starman with ease.
 * Hit the "?" block on the far right and jump when the Power-Up Mushroom flies.

Part C

 * Poison Mushrooms still abound and can ruin a perfectly good game. Let them slide out of harms way if you make one appear.

Part A

 * A Koopa Paratroopa bounds down the stairs near the beginning of this water stage. If you're not careful, you'll be trampled.

Part B

 * Go below the floating platform to avoid the Koopa Paratroopa that rules the top of the blocks. You won't get the Coins, but you'll be safe.

Part C

 * The low route is Coin-filled. But careful, as one Cheep-Cheep swims in the same straight line of the coins. Swim steadily and make sure that you don't let your hero go below the bottom of the screen.
 * The extended Fire-Bar swings freely in the wide open space. Follow it as it goes around and head for the exit, another standard exit.

Part A

 * Instead of stomping the pair of Koopa Paratroopas in this section, you should target the pulleyed platforms for a better chance to advance.
 * Pop the "?" block as you ride the sliding platform in the middle of this section, and grab the Power-Up Mushroom before it drops. Then, secure your footing on the platform or the block and jump to the next challenge.

Part B

 * If your character is super-sized at the end of this section, hit the bricks quickly to clear away one and make a Fire Flower appear in the other. However, you need to collect the coin above the power-up block before hitting the brick itself. Otherwise, the power-up won't appear, yet the block is still emptied.

Part C

 * Move forward on the first ledge until you can see the next ledge, then wait for the Koopa to approach and take two quick hops to your goal.
 * A Koopa Troopa patrols the last bluff. Make sure that you react to the Koopa right when you land before it gets too close.

Part A

 * You can catch the Fire-Bar guarded Power-Up if you're fast. But if you're already super-sized, it won't do you much good.
 * In Super Mario All-Stars, the right side of the pipe in Part A is sealed in, so you are in no danger of over-jumping and falling into the lava pit right beside it.

Part B

 * Riding the sliding platform at the very beginning of this section is the only way across the gap. If your hero is super-sized, he'll have to duck in order to squeeze under the bricks.

Part C

 * If you sink into the only pipe in Part B, or either pipe in this section, you'll go back to the first pipe in Part A.

Part D

 * However, if you sink into the last pipe in the dungeon, you will go straight to a Warp Zone C which will lead you to World D.


text:
Super Mario Bros.: The Lost Levels/World C

Part A

 * Position your plumber to the left of the first ground pipe. Then, when the Piranha Plant sinks and the Koopa walks to the left edge of the bricks, jump and bounce off of the Koopa to the top of the next pipe.
 * If your character is small by the end of this section, dash and jump between the pipe and the row of bricks to reach a Power-Up.
 * There is a hidden 1UP block right above the first "?" block. If you are Super or Fire Mario, you must hold Down + Jump in order to get it.

Part B

 * Drop down the second pipe, which leads to coin room H.
 * You've perfected the Koopa Paratroopa Bounce by now. Jump to the right over the long gap, and target the Koopa to bounce off its back and land on the bricks.

Part C

 * Altitude is more important than distance in the middle of this section. When you bounce off of the Koopa, take advantage of the extra air time and land on the bricks above.
 * You can use the invisible coin block below the 10-coin block to jump to the top of the brick platform, then you can jump off the paratroopa with less air time required.
 * You will also find an invisible coin block to the left of the small patch of land under the next set of bricks; this will be very difficult with mario but you can run and jump onto the invisible coin block and reveal a plant leading to coin heaven C. This will actually send you back earlier in the level but it is a good way to collect more coins.

Part A

 * The Blooper on the first bridge will close in on you if you wait too long. Move quickly and cautiously with your eye on the enemies.

Part B

 * You might remember a section of World 4-3 that was very much like this long open gap. Run with super speed and hop onto the blocks with all of the expert-jumping skill that you can muster.
 * The Koopa Paratroopa towards the end of this section hovers near the right edge of the gap, leaving a big space between the left edge and itself. Walk to the right until you see the Koopa, then back up, dash and jump. With luck, you'll hit it.

Part C

 * Jump up when the sliding platform is positioned under the "?" at the very edge of the previous section. Then jump again and collect the Mushroom.

Part A

 * World C-3 is much like World 7-3, except now you have to watch out for Lakitu around the second spring. Make sure the air is clear before you jump.

Part B

 * Be careful! There's very little room to get away from Lakitu on the high tree top in the middle.
 * Land on the platform to the very right for a safer jump onto the next Super Spring.

Part C

 * If you know how to collect a Fire Flower in World 7-3, doing it here is easier than it looks. You still have to watch out for Spiny, but Lakitu can't harm you when you are standing on the ? block.
 * Lakitu disappears after you pass the pipe in this area.

Part A

 * It is to be noted that the original game only gives you a time limit of 300 on this level, while All-Stars gives you a limit of 400.
 * World C-4 is much like World 7-4, only this level opens with an additional Fire-Bar. Dash past the extra obstacle and move on.
 * Remember the five lifts that you previously saw in World 7-4, and remember how to land safely if you are super-sized.

Part B

 * Remember the safe spot in the lower corner of the "S" passage.
 * Also remember the "bulldoze" technique in case you approach trouble.

Part C

 * The bricks in the corners of the boxed-in area will keep you from hiding from the Fire-Bar.
 * At the first fire bar, you will be able to duck once until the path is clear.
 * At the second fire bar, you can't hide. You'll have to move very quickly, leaping from the left edge to the center to the right edge without stopping. This will be much more difficult if your hero is super sized.

Part D

 * This is your second-to-last fight with Bowser. Defeat him and prepare for the final world.


text:
Super Mario Bros.: The Lost Levels/World D

Part A

 * Perhaps the most challenging world of this game, World D begins very unfriendly, and discriminating your small-sized hero. The Power-Up is too far to the left, and this line of bricks ends in the middle of the gap, and adding those meddling Hammer Bros., grabbing this Power-Up as a small-sized hero is nearly impossible. Defeat the Hammer Bros., and then clear the long gap by bouncing off the Green Koopa Paratroopa.
 * If you get a Game Over and continue from the beginning of this world, you'll have to deal with this challenging opening of the level every single time, since your hero will be small-sized.
 * However, if you come from another world with the Fire Suit, these first challenges should be no problem, as you can eliminate those nasty Hammer Bros. from distance, then break some of those bricks and get along the line avoiding that long gap.
 * It's not shown in the picture, but above and slightly to the right of the third floating brick containing a Poison Mushroom is a hidden 1-Up Mushroom block. Jump from the second floating brick, and then on the Red Koopa Paratroopa to get there.

Part B

 * Drop down the first pipe that you encounter to find coin room G.
 * There's a Power-Up in the floating brick just before the last pipe in this section. Dash left from the right edge of the ground block and jump to pop it out.

Part C

 * The wind will pick up by the end of this world. It should not pose much danger, although it may interfere with your ability to hit the high point on the flagpole.

Part A

 * Once you flatten the Koopa at the top of the stairs, kick its shell and run with super speed to clear the narrow gap.

Part B

 * Upside-down Piranha Plants cause trouble here. Hop across the gaps and avoid the plants.
 * When you return from the coin heaven, you'll arrive in front of the tall pipe at the end of this section. Drop down for a visit to the exclusive coin room I.

Part C

 * When you bounce off of the Koopa in this section and climb the vine, you'll be on the path to a pair of bonus areas, starting with coin heaven C.
 * This level provides a useful opportunity to gain lives, and this will be your last chance to do it.
 * Because the coin heaven drops you off at the highest pipe in this section (With both a regular and upside-down Piranha Plant in the same column), you can revisit both the coin room and the coin heaven multiple times. You can collect a potential 80 coins per loop.
 * Make sure to defeat the Red Koopa Paratroopas here to ensure that sprite limits do not prevent the Red Spring from appearing. Otherwise, you will be stuck.
 * The floating block at the end of this section is a narrow but crucial platform. Carefully jump to the block and hop to the flag.

Part A

 * By standing next to the Bullet Bill Cannon, you can keep it from releasing shots as you wait to collect the Power-Up in the area.
 * A Hammer Bros. duo causes trouble towards the end of this section. Dash and jump over the Bros. and between the hammers.
 * One useful strategy for this level is to wait by the first group of cannons for a couple Bullet Bills to fire to the right, and then chase after them through the level. Because of sprite limits, they can prevent some of the Hammer Bros. from spawning. They also can provide useful jumping-off points to avoid the Hammer Bros.
 * It's not visible in the picture but there is a row of nine bricks at the end of the first wall.
 * In Super Mario All-Stars, however, these are replaced with nine hidden coin blocks, meaning that you have to create the safety zone against the Hammer Brothers instead of trying not to destroy it.

Part B

 * Wait at the top of the tall stack of blocks for the Hammer Brother to close in. Then jump off of the blocks and stomp or pass.

Part C

 * As you leap from one Cannon to the next at the end, make sure that a Bullet Bill isn't launching from the next Cannon up.

Part A

 * Why is the first pipe in such a strange place?
 * Jump across the first gap as soon as the Fire-Bar clears away. Then hit the ground dashing and run to safety.

Part B

 * Drop down the pipe at the end to continue to the outdoor Part C.
 * In Super Mario All-Stars, the ceiling above the last Piranha Plant is open, but there is no real advantage to it.

Part C

 * Wait for the Hammer Bros. on the left side, then stomp them. Beware of a hidden block with a poisonous mushroom between the third Piranha Plant and the staircase.
 * At the end of this section, move to the right until the Piranha Plant comes into view. Then jump when the pipe is clear. You will be treated to Coin Room H before you are sent to the final room.

Part D

 * Run under the Fake Bowser's brick platform here, then jump up and double back to collect the Power-Up.
 * The second pipe in this area will take you back to the strangely placed first pipe in Part A.

Part E

 * Just like World 2-4, you need to make the appropriate landing here. However, it is more difficult now because the landing is much higher and Podoboo resides here.
 * You've met Bowser many times to get to this point. Now beat him once more to complete the last Lost Level. You can hit him with fireballs or jump over him when he retreats.


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Super Mario Bros.: The Lost Levels/Coin Rooms

Standard Ending

 * This is the standard ending to numerous underground and underwater levels.
 * The hidden blocks near the flagpole will give you a boost. Jump up to the top block, then grab the pole for some easy 5,000 points.

Coin Room A

 * A Poison Mushroom is easily accessible, and should be avoided.
 * Create a platform to the real Power-Up in the ceiling by revealing two hidden Coin Blocks. For a Mushroom, you need to make it rebound by hitting the right brick.

Coin Room B

 * The coin line is a total of 16 coins in length. You have plenty of room to dash and crouch to reach them, but watch out for Bullet Bill!
 * If you are big, you can reach the 10-Coin Block from the middle of the three high blocks just before the pipe.

Coin Room C

 * It's a tight squeeze in this room if you're super-sized. You will need to dash and crouch to reach the four coins underneath.
 * You need to be super-sized to be able to reach the 10-coin Block.

Coin Room D

 * It's a real challenge to get coins or a Power-up in this Coin Room. If you are super-sized, you can break through the bricks for a Fire Flower. If you are Luigi, you can jump from the right without dashing for either Power-up.
 * But if you are regular-sized Mario, you will need to dash right and jump left from the pipe.
 * Either way if you are small, it will be a Mushroom and you will need to make it rebound by hitting the right brick.

Coin Room E

 * The coin line is a total of 16 coins in length.
 * If you are big, you can break the bricks closest to the exit and unveil a 10 coin block.

Coin Room F

 * Collect the coins here by jumping carefully. If you aren't careful, you may end up becoming Piranha Plant food.

Coin Room G

 * The Power-Up in this Coin Room is boxed in by bricks. If your hero is small, it is unreachable, and you can only reach six of the coins.
 * Watch out for that Poison Mushroom on the right, although it is boxed in by the same bricks.

Coin Room H

 * Hit the lowest brick to the left quickly and try to knock all ten coins out of the block.

Coin Room I

 * After your pint-sized plumber pops the Power-Up, hit the brick to the right so that he can collect it.
 * Once you're bigger, smash one side (not the bottom middle brick) of the block cluster and hit the top middle block to reveal a 10 coin block.

Coin Heaven A

 * The brick wall is too long to jump over it. You'll have to hop off the platform in order to continue on with the platform on the other side.
 * Though, there is a glitch that allows to walk through the brick wall by holding Left on the D-Pad while the moving platform is passing by the wall. This can also be done in the cloudy platform amidst the level.
 * This Heaven has a 73 coin potential and is generally found in Worlds 1, 2, 3 and 4.

Coin Heaven B

 * Hop on the platform and grab as many coins as possible, then drop down and leap over the clouds while collecting more.
 * After you're done jumping the cloud-hurdles, hop on the platform and jump more clouds while grabbing coins.
 * You'll encounter a higher row of clouds (there are a few small gaps in the row). Run across it. You can run right over the gaps.
 * This Heaven has a 77 coin potential, but Mario won't be able to reach all of them.

Coin Heaven C

 * Hop on the platform, grab coins, drop down, then grab more coins, and repeat the process until the level ends.
 * This Heaven has a 55 coin potential, but Mario won't be able to reach all of them.
 * In the exclusive Worlds A, B, C and D, this is the only type of Coin Heaven seen.

Swim Area A

 * Swim around and grab the coins, but try not to get cornered by the Bloopers or the Buzzy Beetles. If you are Fire Mario, you can blast the Bloopers away.
 * You can not jump on or even use fireballs against the Buzzy Beetles. You can only swim over them.
 * Make sure the Blooper guarding the exit pipe doesn't chase you into the pit.
 * This Swim Area has 40 coins total.

Swim Area B

 * Be careful around the Koopa and the Bloopers. Once again, avoid being cornered or chased into a pit, and if you have a Fire Flower, use it.
 * When you reach the exit, wait for the Koopa Paratroopa to float down toward the pit, or blast it with fireballs.

Warp Zone A

 * Don't fall, or you will lose a life. Stock up on all 17 coins. If the Warp Zone backtracks to an earlier level, there is no suicide pit. Just wait for the time to run out.

Warp Zone B

 * This type of Warp Zone is very convenient, because if the pipe leads to a previous World, you can jump into the pit to the left to avoid being sent back.

Warp Zone C

 * This type of Warp Zone appears only in Worlds A and B, which takes you to either World C (if accessed through World A-3) or World D (if accessed through World B-4), both being at the very end of their respective levels.


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Super Mario Bros.: The Lost Levels/Advanced Techniques

In Super Mario Bros., the only hidden secret that you would be required to face in order to continue the game is in World 8-4 (The one hidden coin block). This game is riddled with them! Sometimes the game might play dirty against you, and you will need to use a certain tactic to get through the area. The traditional way may cost you countless lives.

Expert Ducking

 * World 1-2 (Secret Area) - There is an overhang that will require you to either sacrifice your power-up or duck at the right point in order to get through. If you duck too early, you will fall into the crevasse.
 * Castle 3-4 - If you are super-sized in this maze, the correct route will be a tough squeeze, but this time you need to watch out for Podoboo. Run when you are successfully under the low ceilings, and duck when you see an opening. Otherwise, you may fall into Podoboo's pit.
 * World D-2 - If you are super-sized and you happen to try to dash underneath the final upside-down Piranha Plant, you will likely lose your power-up. Try jumping for the top and sinking down the pipe to the coin room.

Hidden Coin Blocks

 * World 1-2 (Secret Area) - There is a high mountain leading to Warp Zone 4. There are two hidden coin blocks that you need to uncover which are located above the pool of water. Don't move too far to the right or you will fall in.
 * World 2-2 - There are two hidden coin blocks that you will need to uncover in order to jump on top of the pipe and cross the huge pit.
 * Castle 3-4 - In part 2 of the maze, there are four hidden coin blocks that you need to uncover if you want to proceed through the second area.
 * World 5-1 - This level has two dirty secrets.
 * If you fall into the small landing right of the huge staircase, you need to uncover a hidden coin block to come back. It may be made harder by a 1-Up block.
 * If you choose not to climb to the Coin Heaven, you will need to uncover two hidden coin blocks to cross the mountain.
 * World 6-1 - You need to uncover a hidden coin block to jump over the Piranha Plant.
 * World 8-2 - Watch out for all of the hidden poisonous mushroom blocks in this level!
 * World 8-3 - This level has two dirty secrets.
 * Watch out for all of the hidden poisonous mushroom blocks in this level!
 * You will need to uncover a hidden coin block and a hidden poisonous mushroom block in order to jump onto the attached platform.
 * World D-3 - You will need to uncover a set of hidden coin blocks to ensure your safety.

Mystery Exit

 * World 3-1 - This level has three dirty secrets.
 * If you sink into the first pipe, you will end up travelling to a warp zone that leads you back to World 1.
 * If you take the Super Spring high over the flagpole and move too far to the right, you will end up at the very same warp zone!
 * If you sink into the second pipe, you will end up at the pipe blocked by a wall. You need to uncover a hidden power-up if you want to escape.
 * World 5-1 - This is not actually a bad secret (Unless you want to access World 9, or you want to Warp to Worlds 7 or 8). When you land after falling from the Coin Heaven, you will find yourself at a warp zone that takes you to World 6.
 * Castle 7-4 - This exit is fatal. If you run too far to the right on the ceiling after jumping on the five platforms, you will end up getting trapped until you run out of time.
 * World 8-1 - If you sink through the pipe in this area, you will be taken to a warp zone that leads you back to World 5.
 * World 8-2 - The flagpole is not located in the usual place! You need to climb a hidden vine to find it.
 * World 9-3 - If you don't jump over the ceiling and run over Bowser, it will be an incredible squeeze!
 * Castle C-4 - Just like Castle 7-4, you will need to avoid running too far to the right on the ceiling, or you will be trapped.

Traditional Jumps Don't Work!

 * Castle 2-4 — The beginning of the area has a narrow and tough landing for a super-sized hero. If you try to land the traditional way, you have a 50% chance of falling into the lava pit.
 * Castle 4-4 — You will need to do it at least once after you pass the Hammer Brother. If you are already Super Mario, you will need to make sure that you stop at the right time. Don't stop too soon, or you may get scorched by Bowser's fiery spit.
 * Castle 8-4 — This level has two dirty secrets.
 * In the beginning, you will need to make a backwards jump to land on the floor below the staircase.
 * Danger: If you are super-sized, you need to rely on luck because there is nothing to downsize you!
 * In the third area, if you are super-sized, you will need to jump and land properly to proceed onto the fourth area.
 * Castle D-4 — Much like the beginning of Castle 2-4, you will need to make a skilled landing to avoid falling into the lava pit.

If you are playing as super-sized Luigi, the lack of friction means it is harder to land. You may have to sacrifice your power-up to land safely. Regular-sized Luigi (and Mario) will always land safely after dashing.

Good Timing

 * World 4-3 - You need to successfully jump from the right attached platform and land on the higher mountain head if you don't want to rely on luck. If you hit the bottom, the gap is too wide, and you need to rely on the luck of flying Bullet Bills.
 * World 8-3 - After you uncover the two hidden coin blocks you need to jump onto the attached platform, you will need to wait for the right to elevate very high (but not too high) so that you can successfully jump the wide gap between the platform and the floating blocks just before the flagpole.

Trust Parakoopa

 * World 4-3 - One of the huge gaps is made accessible by a red Parakoopa. You need to stand close to the edge in order for it to appear. Run back, then dash and jump!
 * World 8-1 - You will need to stand close to the edge and wait for the red Parakoopa. This is made harder by both the Piranha Plant to your left and the crevasses in the floor.
 * World B-3 - Near the end, at the very huge gap, you will need to wait for a green Parakoopa to fly towards you so that you can jump.
 * World C-1 - At one point, you will need to wait for a green Parakoopa.
 * World C-2 - You will need to stand close to the edge in order to trust jumping on the red Parakoopa.

Move Right, Then Left

 * World D-3 - Stand on the final lonely Bullet Bill launcher, wait for the Hammer Brother, then jump over him. Do the same on the set of three bricks.
 * Castle D-4 - Between the staircase in the surface area and the pipe where you need to land, move a little slower on the staircase so that you don't accidentally jump on top of a Piranha Plant.

Miscellaneous

 * Castle 8-4 - In the fifth area, don't fall down to the lowest pipe! You will be blocked by two hidden coin blocks and will have to warp back to part 1.
 * Castle C-4 - One of the fire-bars can be incredibly difficult. It's nearly impossible to avoid the fire-bar enclosed by two bricks. You will need to dash quickly, or you will get burned.
 * World D-1 - Probably a really dirty tactic against you, there are two Hammer Brothers at the beginning that may force you to rely on pure luck. Otherwise, you can dash very quickly and jump on the lower Hammer Brother.


text: File:SMB2 FDS cover.jpg

title: File:SMB2 FDS cover.jpg


text: Category:Book:Super Mario Bros.: The Lost Levels


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Skaneateles Conservation Area/Invasive species/Celastrus orbiculatus

<< Prohibited invasive plants at the SCA

Celastrus (bittersweet)
There are two bittersweet (Celastrus) species present in the vicinity of the Skaneateles Conservation Area (SCA):
 * Celastrus orbiculatus (oriental bittersweet) is very highly invasive vine from eastern Asian and is prohibited from being sold in New York State
 * Celastrus scandens (American bittersweet) is a fairly rare native vine

These two species have been known to hybridize, which could cause the further decline of native American bittersweets.

Because of their colorful persistent fruit, both of these vines have been used for making holiday decorations. This practice has been linked to the spread of oriental bittersweet, so finding native sources for these decorations in now encouraged.

The native American bittersweet has been observed at the SCA, west of the part of the transfer station where yard waste is dumped. Because this plant is so rare in our area, it may be reasonable to assume that seeds had been transported by birds or other creatures the short distance from the transfer station.

Invasiveness ranking for Celastrus orbiculatus (oriental bittersweet)
Celastrus orbiculatus (oriental bittersweet) is ranked as very highly invasive, with a relative maximum score of 86.67% and is prohibited by New York State law.

Ecological impact (23/30)
1.1. Impact on Natural Ecosystem Processes and System-Wide Parameters: Influences ecosystem processes to a minor degree (3/10)

 * Large stands of Celastrus orbiculatus over-top and shade entire communities, especially meadows and young forests, and reduce light levels.

 * Raises soil pH and soil nitrification rates.

 * Changes fire regime by acting as a ladder fuel and carrying fire into canopies.

1.2. Impact on Natural Community Structure: Major alteration of structure (10/10)

 * Will girdle and kill trees and shrubs that it grows on.

1.3. Impact on Natural Community Composition: Causes major alteration in community composition (10/10)

 * Displaces the native vegetation in the areas it covers.

1.4. Impact on other species or species groups: Unknown (0/0)


text:
A Guide to Super Mario Bros. 2

 * This guide was imported from StrategyWiki, and its images are yet to be added.

Super Mario Bros. 2 is the second title in the  series of video games. It was developed and published by Nintendo, and was originally released for the Nintendo Entertainment System. Super Mario Bros. 2 was originally released in North America in October 1988 and in Europe in 1989. The game was remade and included as one of the four titles in the  collection for the Super Nintendo. The Super Nintendo version became the basis for Super Mario Advance, a Game Boy Advance remake of Super Mario Bros. 2 and a launch title for the system. Super Mario Advance contains additional enhancements such as digitized voice, large enemies, and the Yoshi challenge.

The original Nintendo Entertainment System version was re-released for the Wii's Virtual Console in 2007, and would also be released for the Nintendo 3DS's and Wii U's respective Virtual Console services. The original version also appears in Super Smash Bros. Brawl as one of the unlockable game demos in "Masterpieces."

Unlike the other Mario games, Super Mario Bros. 2 is actually a redesign of an entirely different video game, /Yume Kōjō: Doki Doki Panic/, so its gameplay differs drastically from the first Super Mario Bros. game. Japan had their own Super Mario Bros. 2, originally released for the Famicom Disk System in 1986. Because of its perceived difficulty and similarities to the original Super Mario Bros., Nintendo decided to not release it outside of Japan at the time. In 1992, Super Mario Bros. 2 was released for the Famicom in Japan with the title Super Mario USA (スーパーマリオUSA). In 1993, the Japanese Super Mario Bros. 2 was remade for the Super Mario All-Stars compilation as well, in which it is titled Super Mario Bros.: The Lost Levels.

A critical success, Super Mario Bros. 2 has sold over ten million copies. Many elements from Super Mario Bros. 2 have since become recurring features within the overall Mario franchise.

Table of contents

 * /Gameplay/
 * /Controls/
 * /Characters/
 * /Items/
 * /Enemies/
 * /Bosses/
 * /Glitches/
 * /Warps/

 * /Walkthrough/
 * /Subcon/
 * /World 1-1/
 * /World 1-2/
 * /World 1-3/
 * /World 2-1/
 * /World 2-2/
 * /World 2-3/
 * /World 3-1/
 * /World 3-2/
 * /World 3-3/
 * /World 4-1/
 * /World 4-2/
 * /World 4-3/
 * /World 5-1/
 * /World 5-2/
 * /World 5-3/
 * /World 6-1/
 * /World 6-2/
 * /World 6-3/
 * /World 7-1/
 * /World 7-2/

 * /Yume Kōjō: Doki Doki Panic/
 * Changes

title: A Guide to Super Mario Bros. 2


text:
A Guide to Super Mario Bros. 2/Gameplay

Mario, Luigi, Princess Toadstool and Toad are getting deeply involved in a strange dream world where they must hop, jump, run and find vegetables.

Starting the game
Turn on the game, press the Start button at the title screen to reach the character selection screen. Use the Left and Right on the D-Pad to select a character, then press the A button to confirm the selection.

Super Mario Advance
In Super Mario Advance, you will have two options: play the game, or choose settings. If you choose to play the game, you will have two more choices: Super Mario Bros. 2 or Mario Bros.

If you choose Super Mario Bros. 2, it will show the three save slots for the game. Choose a slot to begin playing from where you last left off. If it is a new slot, it will show "New". If it is a saved game, it will show the world that you last saved on (e.g. "4-3").

HUD

The only information that is visible while you are running around is your HP. This is displayed as diamonds on the left side of the screen (in Super Mario Advance, these are displayed as hearts). This depiction on the left side of the screen is called the "Life meter" in the NES manual. You start the game with two HP, and you can acquire more by getting mushrooms. If you get hit by something and take damage, your bottom-most HP will turn white/appear empty. If you get reduced to a single HP, your character's height will be halved, as in the screenshot to the left.

When the last, top diamond turns white, you will die and have to restart the level from the beginning.

Lives
You start the game with three lives (five in Super Mario All-Stars and Super Mario Advance). You lose a life if your HP reaches zero or you fall in a hole/waterfall. You can get more lives by finding 1-Up mushrooms or continuing after dying three times.

Death and continues
If you happen to die, and have an extra life, you will start at the beginning of the area that you were in when you died (e.g. the boss room).

If you run out of extra lives, you will be taken to the continue screen where you can either continue or end the game. If you continue, you will start at the beginning of the world you were in (e.g. if you continued at 4-3, you will start at 4-1). After continuing, the remaining lives get reset to the starting amount.

Be careful! You only have three continues. In Super Mario Advance, however, you have unlimited continues and you can save your game in any sub-world (e.g. 4-2).

Pause menu
If you press the Start button during gameplay the pause menu will appear. In the original game, this will show you what world you are on and how many extra lives you have left.

Note that the background music will change when you are on this screen, leaving just the bass line playing.

Defeat your enemies
The World of Dreams consists of seven worlds. Each worlds has three areas, except for the 7th which has two. All areas have a Mini-Boss at the end. When you defeat it, you'll finish the area and you will finish each world when you defeat the Mini-Boss of the last area. Here are some of the various ways you can conquer your enemies:
 * Vegetables: Fight your enemies with vegetables. Simply pull them up from the ground and throw them at the bad guys.
 * Lift enemies: You can defeat the enemies by throwing them. First jump on top of the enemy character and lift him up with ease.
 * Slide and hit: You should try to defeat as many enemies as possible while you are in hot pursuit of the Turtle Shell.
 * Explode!: Bombs can be found to destroy walls and attack the enemy. Learn the timing of the bomb explosion.
 * Earthquakes: The most powerful weapon in your Sub-con arsenal is the POW Block which blasts away the enemy force with its power!

Super Mario Advance exclusive oddities
Super Mario Advance has some strange new additions. For one, there are hidden, spring-like carrot creatures that live underneath some hill platforms. If you stand on one of these platforms, the carrot will grow to its full size, pushing the platform up high enough for you to help reach other platforms or nearby items. You can walk past it without taking damage, or stand on the platform above its head to be lifted into the air.

Beating a level
Many levels have a boss you have to defeat before clearing the level. After beating a boss, or if there is no boss, a crystal orb will be found. Grab the orb to open the hawkmouth, then walk through the open hawkmouth.

After going through a hawkmouth you will either reach the slot machine mini-game, or a boss. If you beat the boss (you will get the "Course Clear!" message in Super Mario Advance) then it will go to the slot machine mini-game.

Mini-game: bonus chance slot machine
After completing a level you will be rewarded with the ability to play a slot machine. The goal here is to match three images. If you do, you will be given an extra life.

You can play once for each coin you acquired in that level. If you picked up no coins, you will see "NO BONUS".

title: A Guide to Super Mario Bros. 2/Gameplay


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A Guide to Super Mario Bros. 2/Controls

Techniques
To make it through the seven worlds of Sub-con, you must learn a lot of special techniques. Control the movements of your character by using a combination of A and B as well as the direction pad. If you want to jump, simply use A. To increase your speed, hold B for the "B button run." It just takes a bit of practice, and you'll have these moves down. Additional techniques are explained below.

Straight jump
While you are standing still, press A. You'll jump up and down, but not be very high. →

Running jump
Jump while you are moving to the left or to the right and you will jump higher than when you stand in one spot. You can leap over enemies and obstacles. →

Power squat jump
To jump extra high, hold D-Pad (Down) until your character is flashing. Then press A to make the highest jump yet. You will jump nearly one and a half times higher than a regular jump. →

Guided jump
While you up in the air, you can press Left|Dpad or Right|Dpad to steer or guide your character through the air. Use this to successfully land on top of moving enemies.

B button run
Hold down B while you press Left|Dpad or Right|Dpad to run faster than usual, just like in the original Super Mario Bros.

Squat
Throughout the crazy dream world of Sub-con, you'll find that you'll want to duck out of danger. Hold down D-Pad (Down) to squat under enemy attacks. Run and duck on ice to slide. You can also use this method to enter jars.

Climb
Press Up|Dpad when standing in front of a vine, a chain, or a ladder to begin climbing up. Press D-Pad (Down) to climb down, or press A to jump off.

When you're climbing viNintendo Entertainment System, it is possible to jump on top of enemies and use them to get a lift up and down the vine. Hoever, if you press B while standing on them, you will initiate the act of lifting them, and begin to fall. →

Open doors
Press Up|Dpad when standing in front of an unlocked door to open it and head inside. →

If the door happens to be locked, then you will be unable to open it unless you happen to be carrying a key when you stand in front of the door and press Up|Dpad. →

Digging
Press B repeatedly to dig into the soft sand and move downward. If they're present, grab Cherries along the way.

Lifting and throwing
Mario and his friends may be in a strange land, but they are quick to find lots of handy survival tactics. This is one strong group, and they are at their toughest when you use B. With the B button, they can pull up the grass, and even lift enemies off the ground!

Plucking vegetables
Press B while standing in front of waving grass to pluck the vegetable out of the ground. →

Lift items
Press B while standing on top of an item that you would like to pick up, in order to lift it. This works on items such as Mushroom Blocks or POW Blocks. → →

Drop items
While holding an item over your head, press B to drop the item in direction that your character is currently facing. Note that you will only drop bombs and mushroom blocks at your feet. Other items will be dropped a short distance from you. →   →

Toss items
While holding an item over your head, hold Left|Dpad or Right|Dpad and press B to toss the item in the desired direction. Note that you can throw bombs and mushroom blocks farther than other items. →   →

Toss enemies
The same rules apply when you are standing on top of an enemy. Press B to lift the enemy up over your head, and then hold Left|Dpad or Right|Dpad and press B to throw the enemy in a particular direction. Try throwing one enemy into another to defeat two of them at a time. → →

Using bombs
In various parts of certain stages, you will find weakened walls which can be destroyed with a bomb. To create a hole, drop a bomb near the wall before it explodes, then run away to safety. Your character will suffer damage if he or she is caught in the blast.

Using potions
Potions have a very special purpose in the world of Sub-con. They provide you with access to sub-space (typset as "Sub-space" in the Nintendo Entertainment System manual), an ethereal, dark, mirrored world. In sub-space, you might find hidden mushrooms which can power up your character, and you can plucks coins from the ground, but only for the first two visits to sub-space in any particular stage. To visit sub-space, you must first pluck a potion out of the ground. Then press B to drop it at your feet. A door will appear. Step inside the door by pressing Up|Dpad. In sub-space, the screen will not scroll, so it is important to give careful consideration to where you drop the potion. → →  →  →

title: A Guide to Super Mario Bros. 2/Controls


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A Guide to Super Mario Bros. 2/Characters

Mario, Luigi, the Princess, and Toad have teamed up to face a challenging adventure. You have your choice of four characters in Super Mario Bros. 2, each with distinct strengths and weaknesses. Get to know them well. You'll need all of their skills to get you through the challenges.

At the start of every level and whenever you die, you must select which character to play as. If you have trouble with an area, try using a different character.

Stats
Each character has three stats: jump (height), speed, and strength. Stats are rated on a five point scale:
 * Jump: how high a character can jump if standing still and the A button is held until they reach the peak of the jump. Note that Princess Peach's jump ability has the best utility of the group, with the added ability of temporarily floating after a jump.
 * Strength: the speed at which a character can pick up a heavy item. Small items such as sprouts are picked up quickly by everybody.
 * Speed: how fast a character can run while holding an item. All characters have the same running speed without an item.

SMB2 portrait mario.png Mario
Strength: ◆◆◆◆◇ - Speed: ◆◆◆◆◇ - Jump: ◆◆◆◆◇ Mario, Imajin in Doki Doki Panic, is the most well-rounded of the bunch, possessing above-average Strength, Jumping and Speed ratings. He loses a little of his jumping ability when he carries an item. He is a good choice for beginners, although some may prefer the Princess instead.

SMB2 portrait luigi.png Luigi
Strength: ◆◆◆◇◇ - Speed: ◆◆◆◇◇ - Jump: ◆◆◆◆◆ You'll really get a jump on the action when you play with Luigi (or Mama in Doki Doki Panic). Mario's tall, slim brother has springs for legs and a few tricks of his own.

Luigi can jump higher and farther than any other character, but watch out because he can make you jumpy too. Sometimes he gets out of control and jumps too high or too far! Some items are reachable only with Luigi. However, his jump greatly weakens if he has to carry an item. His running ability is mediocre.

SMB2 portrait toad.png Toad
Strength: ◆◆◆◆◆ - Speed: ◆◆◆◆◆ - Jump: ◆◆◇◇◇

Toad (Papa in Doki Doki Panic), the Princess' retainer, has the highest strength and running speed, but the worst jumping ability. With the highest strength, he can pick up and throw enemies to protect himself from nearby danger. As the fastest character, he is the best at evading Phanto. Unfortunately, he jumps like a broken pogo stick and will have difficulty reaching secrets and platforms up high, heavily relying on the charged jump.

SMB2 portrait princess.png The Princess
Strength: ◆◆◇◇◇ - Speed: ◆◆◇◇◇ - Jump: ◆◆◆◇◇ For the first time, Princess Toadstool (Peach in the GBA version and Lina in Doki Doki Panic) is playing more than a waiting game. The fair Princess Toadstool has come back strong as a major partner in this adventure.

She is the weakest of the bunch in all general stats. However, the pink-clad princess has the unique ability of being able to float in the air for a short period of time if you hold the jump button. This allows her to bypass some of the more risky jumps in the game that require you to stand on moving platforms over treacherous gaps. It also allows her to correct jumps that would normally be fatal.


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A Guide to Super Mario Bros. 2/Items

As you work your way through the dangers of the World of Dreams, you will discover a number of items. All of these items will help you on your quest. Use some items to get the best of your enemies, some to restore your life, and others to enter new or hidden areas. The appearance of items might change in each world, but the effectiveness is just the same. Be sure to check out any unfamiliar item you come across in the course of your adventures. Give it a test run to see what it can do for you. This list will help you identify unfamiliar items that you find along the way.

title: A Guide to Super Mario Bros. 2/Items


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A Guide to Super Mario Bros. 2/Enemies

The enemies in this game are considered part of the "8 bits", a "club from evil dreams" (as stated on page 23 of the NES manual), the group of monsters that Wart created with the dream machine.

Regular enemies
Mario and friends can jump on these enemies and throw them away.

Shyguy
The ubiquitous Shyguy is a pushover. Red ones walk in straight lines until stopped but blue ones (pink in the NES versions) pace to and fro in one location.

Tweeter
Even some birds of Sub-con wear masks. Tweeters often attack in groups, bouncing along the ground until they locate prey. Watch out for a large leap when they get close.

Snifit
Though they may look like a Shyguy, the Snifit will surprise unwary travelers with a barrage of bullets. Like Shyguys, red ones walk off ledges while blue Snifits (pink in the NES versions) pace back and forth.

Gray Snifit
Gray Snifits are in a special category by themselves; they stand guard over one location and will not stray. They typically leap straight up into the air before shooting at you. Wait for it to fire before attacking.

Beezo
Beezos fly in straight lines and are lightning quick. You can jump on one and ride it, but you must keep moving or you'll fall right off. The gray Beezos from the NES version are replaced with yellow Beezos in later versions.

Ninji
Ninji is a dark furry monster with somewhat star-shaped with pointy ears and small fangs. The manual describes the Ninji as a type of devil and come in two varieties: the more dangerous type that chase Mario and his friends and then jump when he comes too close; the other less harmful type simply stands and jumps up and down in the same place. In daylight, the Ninji are black colored but appear blue in dark, underground areas as to not appear invisible.

Hoopster
Hoopsters are a ladybug-like insect that like to climb up and down vines. Although they won't hesitate to attack anyone who dares invade their vine, they will absent-mindedly give lifts to anyone who rides on top of them.

Trouter
Trouters spring up and down in water. You can use them as stepping stones, but don't ride them for too long or you'll be sunk.

Flurry
Flurry is an ice-skating snow monster that attacks Mario and his friends by sliding across the ice in the frozen levels of World 4. Flurries can be picked up, but are difficult to get good enough footing on in order to lift them up. Flurries will often attack in groups of two or three. To dodge them, your character must lure them to a platform's edge, then jump over them and watch them slide off.

Bob-Ombs
Bob-Ombs (a.k.a. Bob Omb in Super Mario Advance) like to roam the worlds, but they also hide in patches of grass. If you pull one up, toss it quickly before it explodes.

Pidgit
Pidgit is a small black bird that cannot fly on his own, so he rides around on a magic carpet. Pidgit will fly back and forth above Mario and his friends for a few seconds then swoop down to attack. Pidgit is defeated by jumping on his head and throwing him off of his carpet, which can then be ridden for a short period of time. Pidgits usually appear when Mario or one his friends needs to either cross a large chasm or when they need to access an otherwise inaccessible part of a level that is far above the ground.

Cobrat
Cobrats hide in dark places then leap out and attack. Watch for their beady eyes peering out from jars and quicksand.

Pokey
Cactus-like Pokey has four round segments. Don't pick the segments up singly, just throw an item at the bottom one for a quick victory.

Tougher enemies
These enemies are tougher than the previous ones: Mario and friends cannot lift or throw any of them, and they also get hurt by any contact with most of these tough guys.

Phanto
Guardians of the key, Phantos will chase anyone who steals their treasure. If one is hot on your tail, drop the key to make it give up the chase until you pick it back up.

Porcupo
Porcupo is covered in sharp quills that cause damage if touched. This is one of the few enemies that you can't ride on top of, so attack Porcupo with an item or just avoid them entirely.

Spark
Don't touch Spark, or you'll get a shocking surprise. Attack this electrified enemy with an item to avoid losing health.

Panser
Panser's multiple fireballs are a pain. Grab a sprout or enemy and use it to take out the flaming flora from a distance.

Ostro
Speedy Ostro is a double threat, as you must take out both the Shyguy rider and Ostro itself. Pick up the Shyguy and use it to attack Ostro.

Autobomb
This machine makes for an explosive encounter. Autobomb is a wheeled cart with a Shyguy driver. Leap on board and toss the Shyguy, then use the cart to ride over dangerous terrain.

Albatoss
The high flying Albatoss often carry Bob-ombs to drop on you from above. If one flies low enough, you can jump on and ride it just like a Pidget's flying carpet, except you have no control over its movement while riding it.

GBA exclusive enemies

 * Subcon: a fairy that drops Bob-Ombs.
 * Large Shy Guy (red and blue)

title: A Guide to Super Mario Bros. 2/Enemies


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A Guide to Super Mario Bros. 2/Bosses

Birdo
Birdo is the boss that you will face more often than any other boss. There's actually a variety of Birdos that you will encounter. Pink Birdos can only shoot one egg at a time. Red Birdos can shoot three eggs at a time, but they may spit fire at you as well. Green Birdos will shoot nothing but three fireballs at you. Both red and green Birdos perform a small hop between their shots. Birdo prizes the crystal globes that are needed to exit through the gates that connect each world. You'll have to convince her to let them go by hitting her three times.

Normally, you may not have anything at your disposal to throw at her, but if there are Mushroom Blocks available, you can use those. Otherwise, you will have to give her a taste of her own medicine by catching the eggs that she spits at you and tossing them back at her. When she fires an egg, quickly jump up and land on top of it, and press the B button pick it up. Then when the time is right, throw it back at her. After the third hit, she will give up the crystal ball.

In the instruction booklet, Birdo's name is accidentally swapped with the Ostro monster. It also describes that Birdo believes himself to be a girl.

When you face off against Birdo in Super Mario Advance, Birdo will say one of the following:
 * This is as far as you go!
 * I'm ready for you this time!

Also, when Birdo takes damage, she yelps, and when she dies, she cries out in pain for a longer duration (she may be mumbling "I'll be back some day" or "I'll remember this"; it is hard to tell).

When any version is killed, you get 2000 points.

Mouser
Mouser is up to no good. He hangs out at the end of a couple of worlds, just waiting for Mario and crew to arrive so that he can put an end to their adventures. His weapon of choice is bombs. He will light up a few and toss them down at the floor below his platform. In order to defeat Mouser, you'll need to fight fire with fire and toss some of the bombs back up to him. He won't get hurt if you hit him with the bomb, but he will get hurt if he is caught in a bomb explosion. Remember that if you're quick enough, you can catch the bombs that he throws right out of the air. The first time you encounter Mouser, it will take three bomb explosions to make him quit. The second time you encounter Mouser, it will take five. In Doki Doki Panic you will actually encounter him a third time at the end of the fifth world instead of facing Clawgrip, who was added just for Super Mario Bros. 2, and it will take seven bomb explosions to defeat him.

Fryguy

 * Main article: /Fryguy/

Fryguy is the fiery boss that resides at the end of the World 4, the coldest world in the game. In Super Mario Advance, he says "I'm too hot to touch!" when he appears.

He's no pushover, and you would do very well to stay far away from him as he hovers around the room in a figure eight. The sides of the screen wrap around, so you can easily transfer to the left side of the room from the right side, and vice versa. Fryguy only spits fire at you, so you won't be able to catch them and throw them back at him. Instead, you'll have to rely on the Mushroom Blocks arranged around the room. The safest place to toss blocks at him from is the top, but you'll have to safely reach the highest platforms to do so. Any place is safe to attack from as long as you don't linger too long when Fryguy gets close.

After hitting him three times with Mushroom Blocks, he degrades into four small flames, each of which must be extinguished by squashing them with blocks. The flames jump higher and faster as each one dies, so if you leave one for last, it will be more dangerous than the whole group of them together. Once all of the flames have been snuffed out, a door will open, allowing you to advance to the next world.

According to the instruction booklet, Wart created Fryguy from fire.

Tryclyde

 * Main article: /Tryclyde/

 * NES name: Triclyde
 * GBA name: Tryclyde

You must face Tryclyde twice in the game; once at the end of the second world, and again at the end of the sixth. This three headed snake may seem like a fearsome foe at first. His attack consists of a fast stream of fireballs. The only weapons you have at your disposal to attack with are Mushroom Blocks. But your greatest offense can also be your greatest defense. Before you begin trying to hurl blocks at Triclyde, it's not a bad idea to create a little shield for yourself by stacking the blocks into a tower. Then you can stand behind the tower while you prepare to attack, as his fireballs smash harmlessly into the blocks. Once your tower is set up, hop up to the top and toss Mushroom Blocks at him in between his attacks. Once you hit him three times, he will give up and reveal the door that leads to the next world.

Clawgrip

 * Main article: /Clawgrip/

 * NES name: Clawgrip or Clawglip
 * GBA name: Clawgrip

Clawgrip is a boss that was exclusively created for Super Mario Bros. 2. He did not appear in Doki Doki Panic. You will only face him once, at the end of World 5. Clawgrip is a giant crab that has a fondness for chucking boulders. Naturally, Mario and crew can collect these boulders and toss them back at Clawgrip, but it's not that easy. For one thing, Clawgrip is strong, and he tosses the boulders quite fast. After they've bounced off the walls or the floor for a while, they slow down and become easier to collect, but Clawgrip will probably be sending off the next rock by that time. To make matters worse, there's a pit in Clawgrip's chamber where uncollected boulders fall. If you're not careful, you might end up trying to pick up a boulder just as it's about to fall down the pit, taking you with it. Once you get the hang of Clawgrip's attack pattern, you should be able to collect the boulders and toss them back at him. Five hits will make Clawgrip surrender and expose the door to the next world.

Hawkmouth
Ordinarily a passive gateway between worlds, there is one Hawkmouth gate that will come to life and attack you inside of Wart's castle. It floats through the air at a fast rate of speed and homes in on your character's position. Unless you are quick on your feet and change your altitude rapidly, you are almost sure to get hit, so don't stand around. Naturally, you will need to make use of the Mushroom Blocks found in the hallway to attack him. After he gets hit three times, he will come to a stop and open his mouth for you to pass through. However, if you delay and give him a chance to recover, he will shake off his stun and proceed to attack you again. Don't hesitate!

There is no mention of this boss in the instruction booklet.

Wart
This is Wart, the cause of all the trouble in Dream Land. He absolutely hates vegetables, and has stolen the world's harvest in an effort to get rid of them. He created the "8 bits", all of the monsters in the game, by using the dream machine.

A machine in his throne room, likely the dream machine, is constantly ejecting the vegetables that have been stolen and stashed in the castle. If you manage to invade his castle and get past all of his traps, he will confront you and try to stop you with his bubble attack. Every now and then, he will open his mouth to take a breath before firing a series of bubbles at you. When you see this happen, this is your chance to catch a vegetable that pops out of the machine and attack. Wart can easily deflect any vegetable thrown at him, but when he opens his mouth to take a breath, you will have a chance to pop a vegetable in his mouth. For someone who hates vegetables as much as Wart, this will make him gag. If you manage to pop a total of six vegetables in his mouth, he will finally be so sick to his stomach that he will give up the fight and surrender.

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A Guide to Super Mario Bros. 2/Glitches

This is a list of glitches found in Doki Doki Panic, Super Mario Bros. 2, the Super Mario All-Stars version, and Super Mario Advance''.

Battle Birdo again
In World 1-1 or 2-1, if the player defeats Birdo, they must go to the Hawkmouth, but not go in, and come back to where Birdo was fought. She comes back when the player returns, and the crystal ball that Birdo dropped will still be there along with her. When she is defeated, she doesn't drop another crystal ball. She cannot be fought again. This glitch has been known to work in the original Nintendo Entertainment System and Super Mario All-Stars versions.

Bob-omb Ambush
If the player throws a POW Block and then immediately picks a patch of grass where a Bob-omb is hiding, the Bob-omb appears to die and fall off the screen. However, the next time the player enters a new area, such as going through a door, climbing a vine, or dying and restarting the level, the Bob-omb will reappear and explode, sometimes causing damage to the player.

Bob-omb Block
This glitch will work on any version of the game. Go to World 5-3 and go to the vase spawning Bob-ombs. Throw a Mushroom Block so that it's two blocks left from the vase. Next, wait for the vase to blow up. Now throw the Mushroom Block where the vase was, then go left to scroll the block off screen. When you go back to it, the Mushroom Block will be spawning Bob-ombs.

Bouncing Key
This glitch can happen in World 1-3. First, the player must enter the last door in the stage. Then, the player need to enter the door that has the Key with a couple of Phantos, pick up the key, and exit the door. The player needs to fall down to the space where there are Mushroom Blocks. When in the middle of passing by the Chains, the player must throw the key onto a wall, and it will look like that it's going to land on the player. If its done correctly, the key will bounce on the head of the player. If the player defeats a Spark with the bouncing key, there is an 85% chance of getting a heart.

This glitch can also happen in the Game Boy Advance version and the All-Stars version.

Climb Above the Screen
When climbing upwards very fast (with the fast climb glitch) at an area change point, the player can get above the screen without going to the new area. This allows fast access to other areas in some levels, such as World 7-2, where the player cannot get above the screen via other methods (due to lack of openings).

Climb Over a Vine
In any level with a Hoopster, the player can climb to the top of a vine and continue to hold up. If a Hoopster happens to come up to the top of the vine and push the character up while the player is still holding up on the controller, the character will be in the climbing animation a few feet above the vine. The character will fall as soon as the player lets go of the up control.

This also works in the Super Mario All-Stars and Super Mario Advance versions.

Climb Very Fast
The player can climb climbable objects very fast by simultaneously holding both up and down. This usually isn't possible in a standard controller, but easy to do with a modified controller. It can also be done via Virtual Console, as the Wii Classic Controller and GameCube Controller have both a Control Stick and D-Pad, which both serve the same function in the NES and Super Nintendo Virtual Console games.

Crystal Demise
Occasionally in World 4-1 on the NES version, when the player grabs the Crystal at the end of the level, the Hawkmouth disappears and the players fall to their doom through the floor.

Death by Potion
If the player throws a Potion above the screen, and then goes through the door, they appear in Subspace at the bottom of the screen and instantly die.

Defeating Birdo with a Key
This can be done in level 1-2 of the game, in all versions. After players get the key, they must then do a Super Jump off of a Ninji, and then they will find the door to the Birdo battle. Players can go into the door with the key, unlike Mushroom Blocks, enemies and vegetables. They can defeat Birdo with 3 hits with the key, although Phanto is still there to attack them.

Die and throw a vegetable at the same time
The player must have one heart left. He or she must pick up a vegetable and get touched by an enemy at the same time. If done, the vegetable will be thrown and the enemy will get hit by it.

Disappearing Mushroom Blocks
If the player throws a Mushroom Block offscreen and does not see it land, even to a place where it should safely land, it will disappear until the player leaves through a door and comes back.

Super Mario Bros. Music
This can work with almost any stage. some stages, you have to carry the potion. The easiest stage to do is stage 1-3. Other: get the potion carry it till you get the 5th cherry. 1-3: after 4 cherries get the potion and get the 5th cherry. Part 2: put down the potion, grab star man, and then enter the door. Then when the invincibility runs out, quickly go through the door. If done right, you will hear the Super Mario Bros. music. If you enter a new area or die, it’s gone. In Doki Doki Panic, the subspace music is different, and there’s no music when you pause.

Note: can only work in Super Mario Bros. 2, Doki Doki Panic, Virtual Console, or Nintendo Switch Online.

title: A Guide to Super Mario Bros. 2/Glitches


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A Guide to Super Mario Bros. 2/Warps

This game features warps that allow you to jump ahead a couple of worlds just like the warp zones made popular by the original Super Mario Bros. However, these warp zones work a little differently. To activate them, you must find particular jars and enter them while in Sub-space. This requires locating a Potion and setting it down in the proper location. There are exactly four warps in the game, and the following table will illustrate how to find them.

title: A Guide to Super Mario Bros. 2/Warps


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A Guide to Super Mario Bros. 2/Yume Kōjō: Doki Doki Panic

Yume Kōjō: Doki Doki Panic (lit. "Dream Factory: Heart-Pounding Panic") is a 1987 platform game released for the Famicom Disk System exclusively in Japan. It is about a family who plans to rescue two children. "Doki doki" is a Japanese onomatopoeia for a rapidly beating heart, and it is commonly found in Japanese video game titles, carrying connotations of excitement and anxiety. The game is best known for its Western conversion in 1988 as Super Mario Bros. 2, a Nintendo Entertainment System title featuring a cast of Mario characters. It was not until 1992 that this version would be released in Japan, albeit titled Super Mario USA.

Yume Kōjō: Doki Doki Panic was developed in cooperation with Fuji Television to promote its Yume Kōjō '87 (tr. Dream Factory '87) event, which showcased several of Fuji TV's latest TV shows and other products at the time. The game featured the mascots of the Yume Kōjō festival — a family consisting of siblings Imajin and Lina and their parents, Papa and Mama — as its main characters. The rest of the characters, including the main villain, Mamu (named Wart in the Super Mario Bros. 2 release), were all creations by Nintendo for the game. The game takes place within a book with an Arabian setting. All four characters are playable, and the game is not fully completed until the player plays through as all four.

Even though it was not originally conceived as a Mario game, Shigeru Miyamoto had a larger involvement in this game than he did with the original Super Mario Bros. 2 (known outside Japan as Super Mario Bros.: The Lost Levels) which was released in Japan. Some elements from the Mario universe already existed in Doki Doki Panic, such as the Starman, Coin, jumping sound effects, the POW Blocks, and level warping. The game's soundtrack was already composed by Kōji Kondō, the composer for the first Super Mario Bros. game.

For Super Mario Bros. 2, the Yume Kōjō family members were replaced with Mario, Luigi, Princess Toadstool, and Toad, and the Arabian elements were removed. Numerous other small changes were made, such as the B Button on the NES controller making the characters run. A full list of differences can be found on the /Changes/ page. Several elements in Yume Kōjō: Doki Doki Panic would later become staples of the Mario franchise, such as the characters Birdo and Shy Guy.