text:
A Guide to Super Mario Bros. 2/World 7-2

Finally, you've come to Wart's twisting castle, the source of all the evil in the World of Dreams. Now is the time to show your strength! The final world is long, complicated and tricky. It's filled with many of the obstacles from the earlier worlds, plus some new and unusual challenges. Conveyor belts, spikes, chains, and two separate paths to the final boss, Wart, are just some of the tough trials you'll have to overcome.

This stage is a huge maze of challenging rooms, chains, conveyor belts, and some very tall ladders. While it has some challenging jumps, jumping high isn't as important as an ability to jump far. You may have underestimated her in the past, but be prepared to change your tune about the Princess. You will be grateful not only for her ability to pinpoint her landings, but also to float over the conveyor belts. And her Wart-fighting skills are top notch.
 * Balanced character selection

Start Area
In map B, you can go up or down. If you decide to head for the heights, follow the Upper Path. If you go down, read the Lower Path. It really doesn't matter since you can enter Sub-space from either path and obtain at least one all-important Mushroom. You can also move to the Final Area either way. Since you can move freely between each path and area, it's a good idea to increase your character's life meter to four before you go on to meet Wart. It's not a requirement, but it will help. In Super Mario Advance, you will have to explore both paths if you wish to collect all five red Ace coins.
 * Two ways

Map A

Peachy keen. Use the Princess' floating ability to traverse the cloud-like platforms. Pick up one Snifit and throw it into another to remove the bullet projectile threat in the area, stay keen and see the grass below that one Ninji, as it has a 1-up as a root.

Part 1

(1) A moving floor. When you walk into the castle, the floor starts moving. You've got to keep your footing and, worse yet, battle bad guys. The blocks that descend from the ceiling keep you from relying on the Princess' ability to float past the danger. Take your time and keep moving.

Part 2

(2) Run and jump. Not only does Panser spit flames at you, but the floor keeps right on moving. A hero could get hurt like this. Make small jumps and move ahead steadily. If you're using the Princess, make a running leap off the top conveyor belt and float over the flames if you can.

Choose your path. From here, you must make a choice. If you climb down the chain in the earlier portion of map B, you will embark on the Lower Path. If you proceed all the way to the right and climb up the chain at the end, you will be following the Upper Path.

Upper Path
The Upper Path is shorter than the Lower Path, but it comes at the cost of having virtually no assistance as you travel through it. There are no objects to use to throw at enemies, nor are there any cherries to collect.

Map C

(6) Get your strength back in the bonus room. After passing through the door at the bottom of map E, you've reached a room with no enemies. This is one of the few places in Wart's castle where you can increase your life meter. The grass on the right holds a Potion. Enter Sub-space and take the Mushroom right away. You can take coins if you like, but you won't need to use them after you beat the game.

Map D

(3) Everything depends on your timing. You can use the chains to escape all those flying Sparks. Jump onto a chain and go from one to the next, timing each jump to avoid passing Sparks. You are always safe from a Spark attack when you are touching a chain. If you have enough life in your meter, you may want to take a chance and rush through this part. Look out for the crowd of Sparks that appear on the platforms above.

(4) Be sure to go left. Chains are hanging on both sides, but if you intend to increase your health, take the one on the left and climb up. If you take the one on the right, you won't be able to get to the door that leads to map E. You will, however, be able to climb to the top and proceed to the Final Area.

(7) The most difficult place! You have to climb up with Sparks circling around you. The slightest hesitation will hurt you since the Sparks are going around fast. This is a tough spot—you can't drop your guard for a second.

Map E

(5) Avoid Panser. You'll open the door from map D and find yourself outside Wart's castle. Is there something underneath you? Press the direction pad to the right when you go down. You can get away quicker if you jump down the stairs. Watch out for Panser's flames when you're climbing. Don't get stuck in a place like this.

Lower Path
The Lower Path is a bit longer than the Upper Path, but you will be able to defend yourself a lot better on the Lower Path. You can pick up and throw objects at Sparks to remove them, and cherries dot the path for opportunities to summon Starman.

Map F

(8) Mushroom Block floors. Pull out the blocks at your feet and keep going down. Protect yourself from those dangerous Sparks by throwing blocks at them and remember to always keep moving. If you pick up the cherries on your way, Starman will come and help you out. And now is the time you could definitely use some help.

Map G

In the World of Dreams, chains are insulators. As you pass through this narrowing hallway, you will have to time your passage between Spark patrols. As long as you stand in front of a chain, you are safe from their attack.

Map H

(9) Secret Room. Enter through the center door of map G before you go for the door on the right. You will warp out to a safe room. There you'll find a Potion. Take the Mushroom in Sub-space. This world is full of places where you can get hurt, so it's wise to increase your life meter whenever you have the chance.

Map I

(10) Stay in the center. This place is easier than most. That's because you can escape Spark attacks simply by holding onto the center chain. The cherries on the side might tempt you, but you should just ignore them and keep going—unless you're very very sure of yourself.

Map J

(11) Slip through by a hair's breadth. Inside this narrow little room, Sparks move around and around. You'll find yourself in many predicaments like this in World 7-2. Since you don't have a block to use as a weapon, you'd better run away fast! Watch what the Sparks do and run when the time is right.

Map K

(12) A long climb. You're in another tough spot here. You have to climb up the moving floor and avoid attacks from Shyguy, Snifit, and Spark. You'll have to jump like an acrobat to get through this area. Stay awake, and move up carefully in steady little jumps, and you'll reach the top.

Map L

(13) What are you doing, Birdo? Climb up the chain and you'll find Birdo guarding the way to the Final Area. You don't necessarily have to fight her here. Get past her by crouching below or jumping over her.

Map M

You're almost there. If you took the Upper Path, you will arrive on the left through door D. If you took the Lower path, you will arrive on the chain to the left of door J.  Either way you came, you will need to visit map N before you return here and unlock door J.  You can either take door I, or jump up to the conveyor belt on top, and run to the chains on the right.

Map N

(14) Take the last Key! You can get to this room from map M either by using door I or climbing down the chains on the right. In here, you'll face a red Birdo who is hoarding the key that unlocks the door leading to Wart's room. Defeat Birdo, take her key, open door J in map M, and you will be one step closer to the final challenge. Just watch out for Phanto.

Map O

(15) Hawkmouth gate attack! Here's a room with only two Mushroom Blocks, a Crystal Ball, and the Hawkmouth gate. Take the crystal as usual, but look out! The Hawkmouth gate is coming toward you. Is this more of Wart's evil magic? Hit it three times with the Mushroom Blocks to make it open its mouth, and then hop in. Hurry before it shakes off being stunned!

Boss: Wart

Wart Removal. Wart, creator of all the monsters in the World of Dreams, and the source of all its evil, awaits you in this room. You've come this far, you can't back down now. This will take all the strength and courage you've got. This guy is sly, wily, strong and full of ways to stop your progress. But you have a few tricks of your own to achieve victory and bring peace to the universe.

Wart will walk back and forth along his platform shooting bubbles that spread out in an arc and fall to the ground. You can stand between the bubbles as they fall to avoid them, which should be your number one priority. The three pipes will pop out vegetables. Catch one, then walk up to the side of Wart's platform. When he opens his mouth, quickly jump up and throw the vegetable at him. If it hits a bubble it will disintegrate, so be sure to get it in before the bubbles appear.

The Princess has an advantage in this fight. If you can anticipate when Wart is about to open his mouth, you can float her up in the air just before and toss the vegetable in his mouth while you're there, instead of having to time your jump perfectly. You can also try sneaking behind Wart to toss the vegetables so that you aren't in the way of the bubbles that flow from his open mouth. It will take six vegetables to give Wart a serious enough case of indigestion, that he'll be forced to give up his conquest of the World of Dreams. Save the Sub Cons!


text: File:SMB2 dream staircase art.jpg

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

title: File:SMB2 dream staircase art.jpg


text:
User talk:Unazcorp0

Welcome to Wikibooks, Unazcorp0!

 First steps tutorial Wikibooks is for collaborative development of free textbooks.

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If you already contribute at other Wikimedia projects, our Wikimedia Orientation should quickly get you started. (Would you like to provide feedback on this message?)

  Getting help   Made a mistake?   Goodies, tips and tricks Thanks, Mbrickn (discuss • contribs) 00:11, 11 July 2021 (UTC)
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title: User talk:Unazcorp0


text: File:SMB2 box art.jpg

title: File:SMB2 box art.jpg


text: File:Doki Doki Panic game cover.jpg

title: File:Doki Doki Panic game cover.jpg


text:
Chess/Computer Chess/Star Wars Chess/Gameplay

Plot
The story takes place sometime between the start and end of the Galactic Civil War between the Rebel Alliance and the Galactic Empire. The two forces establish an uneasy truce and decide to settle this with a game of chess in order to determine who holds the future for the galaxy.

Gameplay
Many characters from the Star Wars Trilogy are playable chessmen:

Normal rules of chess apply, but at least in the DOS version, a pawn reaching the opposite end may become a queen only. Inspired by Battle Chess published by Interplay since 1988, one chess piece taking an opposing one gets a brief battle scene. The player may turn it off to speed the game, especially if the computer is slow. Sega CD and Windows 3.x, not DOS, feature checkmating scenes, plus a large tube descending from above to vacuum some defeated characters.

Han Solo frozen in carbonite also appears in PC version only as a non-playable character.


text:
Chess/Computer Chess/Star Wars Chess/Sample moves

Sample moves by computer vs. computer
The computer may or may resign in this game depending on which console versions.

Lowest level in DOS version
Setting the computer to the lowest level means the fastest (5 seconds) but weakest moves. Longer thinking time by the computer may be added in the increment of 5 seconds. Reversible algebraic notation is hereby used:

The Rebels win!

 * 1) Ng1-f3 Ng8-f6
 * 2) Nb1-c3 Nb8-c6
 * 3) e2-e4 d7-d5
 * 4) e4xd5 Nf6xd5
 * 5) Bf1-b5 Qd8-d6
 * 6) 0-0 e7-e6
 * 7) Nc3-e4 Qd6-f4
 * 8) d2-d3 Qf4-g4
 * 9) Nf3-e5 Qg4xQd1
 * 10) Rf1xQd1 Nd5-b4
 * 11) Bc1-d2 Nb4xc2
 * 12) Ne5xNc6 Nc2xRa1
 * 13) Rd1xNa1 Bc8-d7
 * 14) Nc6-d4 c7-c6
 * 15) Bb5-c4 Bf8-e7
 * 16) h2-h3 0-0
 * 17) Nd4-f3 Ra8-d8
 * 18) d3-d4 Rf8-e8
 * 19) Ra1-c1 h7-h6
 * 20) Bd2-a5 b7-b6
 * 21) Ba5-c3 f7-f6
 * 22) Bc4-b3 a7-a6
 * 23) Nf3-h4 Kg8-h7
 * 24) Nh4-f3 Be7-f8
 * 25) Bb3-c2 f6-f5
 * 26) Ne4-d2 Bf8-d6
 * 27) Nf3-e5 Bd6xNe5
 * 28) d4xBe5 c6-c5
 * 29) Nd2-c4 Rd8-b8
 * 30) Nc4-d6 Re8-d8
 * 31) Rc1-d1 Bd7-b5
 * 32) Rd1-d2 Bb5-c6
 * 33) Bc2-b3 Bc6-d5
 * 34) Bb3xBd5 e6xBd5
 * 35) Rd2xd5 Rb8-b7
 * 36) e5-e6 Rb7-c7
 * 37) Rd5-e5 Rd8xNd6
 * 38) e6-e7 Rc7-c8
 * 39) e7-e8=Q Rd6-d1+
 * 40) Re5-e1 Rc8xQe8
 * 41) Re1xRd1 Re8-e7
 * 42) Rd1-d6 Re7-b7
 * 43) f2-f3 g7-g6
 * 44) Bc3-f6 b6-b5
 * 45) Rd6xa6 c5-c4
 * 46) a2-a4 b5-b4
 * 47) Ra6-c6 Rb7-a7
 * 48) Rc6xc4 Ra7xa4
 * 49) Rc4-c7+ Kh7-g8
 * 50) Rc7-g7+ Kg8-f8
 * 51) Rg7xg6 Kf8-f7
 * 52) Rg6xh6 Ra4-a2
 * 53) g2-g4 Kf7-e6
 * 54) Bf6-h8+ Ke6-d7
 * 55) Rh6-b6 f5xg4
 * 56) h3xg4 Ra2-a8
 * 57) Bh8-f6 Ra8-f8
 * 58) Kg1-f2 Rf8-c8
 * 59) Rb6xb4 Rc8-c2+
 * 60) Kf2-e3 Kd7-d6
 * 61) Rb4-e4 Rc2-c1
 * 62) b2-b4 Rc1-b1
 * 63) Ke3-f4 Rb1-d1
 * 64) b4-b5 Kd6-c5
 * 65) Re4-e5+ Kc5-b6
 * 66) Bf6-g5 Kb6-a5
 * 67) Kf4-f5 Rd1-d3
 * 68) Bg5-e3 Rd3-d7
 * 69) b5-b6+ Ka5-b4
 * 70) Kf5-e6 Rd7-g7
 * 71) Ke6-d6 Rg7-h7
 * 72) Kd6-c6 Kb4-c4
 * 73) b6-b7 Rh7-g7
 * 74) b7-b8=Q Rg7-g6+
 * 75) Kc6-b7 Rg6-g7+
 * 76) Kb7-a6 Kc4-d3
 * 77) Qb8-b5+ Kd3-c2
 * 78) Re5-c5+ Kc2-d1
 * 79) Rc5-c1#

The Empire prevailed

 * 1) Ng1-f3 Nb8-c6
 * 2) Nb1-c3 Ng8-f6
 * 3) e2-e4 d7-d5
 * 4) e4xd5 Nf6xd5
 * 5) Bf1-b5 Nd5xNc3
 * 6) Bb5xNc6+ b7xBc6
 * 7) b2xNc3 Qd8-d5
 * 8) 0-0 Bc8-g4
 * 9) d2-d4 e7-e6
 * 10) Ra1-b1 Ra8-d8
 * 11) Rf1-e1 Bg4xNf3
 * 12) g2xBf3 c6-c5
 * 13) Re1-e4 Bf8-d6
 * 14) Rb1-b5 0-0
 * 15) Rb5-a5 Qd5-h5
 * 16) h2-h4 Bd6-e7
 * 17) Ra5xa7 Be7xh4
 * 18) Ra7-b7 c5xd4
 * 19) c3xd4 c7-c5
 * 20) c2-c3 c5xd4
 * 21) c3xd4 Rd8-b8
 * 22) Rb7-d7 Rb8-b1
 * 23) Re4-e5 Qh5-g6+
 * 24) Kg1-f1 Rf8-c8
 * 25) Re5-c5 Rc8xRc5
 * 26) d4xRc5 h7-h6
 * 27) Rd7-c7 Bh4-g5
 * 28) Rc7-c8+ Kg8-h7
 * 29) Qd1-d4 Rb1xBc1+
 * 30) Qd4-d1 Rc1xQd1+
 * 31) Kf1-g2 Bg5-f4+
 * 32) Kg2-h3 Rd1-h1#

 * 1) Ng1-f3 Ng8-f6
 * 2) Nb1-c3 Nb8-c6
 * 3) e2-e4 d7-d5
 * 4) e4xd5 Nf6xd5
 * 5) Nc3xNd5 Qd8xNd5
 * 6) d2-d4 e7-e6
 * 7) Bc1-f4 Qd5-e4+
 * 8) Bf4-e3 Qe4-g4
 * 9) h2-h3 Qg4-g6
 * 10) Bf1-d3 Qg6-h5
 * 11) 0-0 Bf8-d6
 * 12) Rf1-e1 Bc8-d7
 * 13) Nf3-g5 Qh5xQd1
 * 14) Ra1xQd1 g7-g6
 * 15) d4-d5 Nc6-e5
 * 16) d5xe6 f7xe6
 * 17) Ng5-e4 Bd6-e7
 * 18) Bd3-e2 Bd7-c6
 * 19) Be3-d4 0-0
 * 20) Ne4-c5 Be7xNc5
 * 21) Bd4xc5 Rf8-f5
 * 22) Bc5-d4 Rf5-g5
 * 23) Bd4xNe5 Rg5xBe5
 * 24) f2-f4 Re5-e4
 * 25) g2-g3 e6-e5
 * 26) f4xe5 Ra8-e8
 * 27) e5-e6 h7-h6
 * 28) Be2-d3 Re4xRe1+
 * 29) Rd1xRe1 Kg8-g7
 * 30) Kg1-f2 Kg7-f6
 * 31) Bd3-c4 Kf6-e7
 * 32) Kf2-e3 Re8-f8
 * 33) Ke3-d4 Bc6-g2
 * 34) Bc4-d3 Rf8-d8+
 * 35) Kd4-c4 Bg2xh3
 * 36) Bd3xg6 Bh3xe6+
 * 37) Kc4-c5 Rd8-d5+
 * 38) Kc5-b4 Rd5-g5
 * 39) Bg6-e4 a7-a5+
 * 40) Kb4-a4 Rg5-e5
 * 41) Re1-e2 Be6-c4
 * 42) Re2-e1 Bc4-b5+
 * 43) Ka4-b3 Bb5-c6
 * 44) Be4xBc6 Re5xRe1
 * 45) Bc6xb7 Re1-e3+
 * 46) Kb3-a4 h6-h5
 * 47) Ka4xa5 Re3xg3
 * 48) a2-a3 h5-h4
 * 49) Ka5-b4 h4-h3
 * 50) Kb4-c5 h3-h2
 * 51) Bb7-f4 Rg3-e3
 * 52) Be4-c6 Re3-e1
 * 53) b2-b4 h2-h1=Q
 * 54) Bc6xQh1 Re1xBh1
 * 55) a3-a4 Rh1-h2
 * 56) c2-c4 Rh2-h5+
 * 57) Kc5-c6 Kh5-h4
 * 58) Kc6-b5 Ke7-d7
 * 59) a4-a5 Kd7-c8
 * 60) a5-a6 Rh4-e4
 * 61) Kb5-c5 Re4-e5+
 * 62) Kc5-d4 Re5-e2
 * 63) b4-b5 Kc8-b8
 * 64) Kd4-d5 Re2-d2+
 * 65) Kd5-c5 Rd2-c2
 * 66) Kc5-d5 Rc2-e2
 * 67) c4-c5 Re2-b2
 * 68) Kd5-c6 Kb8-a7
 * 69) Kc6xc7 Rb2xb5
 * 70) Kc7-d6 Rb5-b2
 * 71) Kd6-c7 Rb2-d2
 * 72) c5-c6 Rd2-c2
 * 73) Kc7-d7 Ka7xa6
 * 74) Kd7-d6 Ka6-b6
 * 75) c6-c7 Rc2-d2+
 * 76) Kd6-e7 Kb6xc7
 * 77) Ke7-e6 Kc7-c6
 * 78) Ke6-e5 Rd2-e2+
 * 79) e5-d4 Re2-e1
 * 80) Kd4-c3 Re1-d1
 * 81) Kc3-c4 Rd1-d8
 * 82) Kc4-b3 Kc6-b5
 * 83) Kb3-c3 Rd8-d7
 * 84) Kc3-b2 Kb5-b4
 * 85) Kb2-c2 Rd7-d6
 * 86) Kc2-b2 Rd6-d2+
 * 87) Kb2-c1 Kb4-c3
 * 88) Kc1-b1 Rd2-d1+
 * 89) Kb1-a2 Rd1-c1
 * 90) Ka2-a3 Rc1-a1#


text: Category:Book:Star Wars Chess

title: Category:Book:Star Wars Chess


text: Category:Book:Super Mario Bros. 2

title: Category:Book:Super Mario Bros. 2


text: Chess/Computer Chess/Star Wars Chess/Printable version


text:
Super Mario Advance/Yoshi's Challenge

After you complete the Super Mario Bros. 2 portion of Super Mario Advance, a new variation of the game becomes available. This is known as Yoshi's Challenge. In Yoshi's Challenge, two eggs are hidden in the Sub-space of each level, for a total of 40 eggs. While they are usually found in similar places as the mushrooms, they're often not in the exact same locations, so you must do some hunting, even if you know precisely where all of the mushrooms are.

In addition to the challenge of finding these eggs, you must do so without dying. If you die during the level, any eggs that you have found will be lost. You can collect them once again after you die, but you will only get credit for finding eggs as long as you complete the stage you found them in. Contrary to popular belief, you are not required to find both eggs in one run. You can find one egg and complete the stage to get credit for that egg, and then return to the stage to find the second egg at a later time.

A couple of things to note about Yoshi's Challenge:
 * Your saved score will continue to accumulate as you play through Yoshi's Challenge.
 * Your remaining lives will similarly be recorded, whether they increase or decrease.
 * You can choose any stage, and collect the eggs in any order that you like.
 * You are not required to find all 100 A-coins in order to unlock the challenge.
 * You can collect any missing A-coins along the way, but it is recommended that you do not focus on finding A-coins as they can cause you to take some unnecessary risks, and potentially lose any eggs you found.
 * The eggs will replace two of the mushrooms. As a result, the most number of health units you can possess in any one level is three; the two you start with and one mushroom if one is available in the stage.  Most, but not all stages have one mushroom in Yoshi's Challenge.
 * As stated above, you must collect any eggs and complete the stage, including defeating any bosses, in order to earn credit for finding an egg.

Perfect completion
Every time you obtain a complete set of egg for each world (six in most cases, except for World 7 which only has four), the eggs will hatch into baby Yoshis which quickly grow to full-sized Yoshis. Once you have collected all four Yoshis, you will receive the "PERFECT" screen shown to the left. After you accomplish this, a full-grown Yoshi will replace the Yoshi egg that was added to the lower right corner of the title screen. (Note that the change in sky color from blue to tan is a function of finding all 100 A-coins.)

title: Super Mario Advance/Yoshi's Challenge


text: File:Super Mario Advance box art.jpg

title: File:Super Mario Advance box art.jpg


text: File:Doki Doki Panic character select.png


text: File:Doki Doki Panic FC title.png

title: File:Doki Doki Panic FC title.png


text:
Mario franchise strategy guide/Enemies/Bullet Bill

Bullet Bill (called Killer in Japan) is an enemy character from the Mario video game series. It is a huge, slow-moving bullet that is fired from a cannon. Bullet Bill first appeared in Super Mario Bros. The only way it could be destroyed was by jumping onto it or running into it after obtaining the star power up. Using fireballs has no effect on it and there is no way to destroy the cannon that it is fired from. Generically, "Bullet Bills," are used to refer to the plural. Bullet Bills generally have beady eyes and a fierce scowl painted on them, a clear reference to the shark-faced Flying Tigers of World War II. In most games, Bullet Bills are depicted with arms instead of a mouth, and sometimes they are depicted with both. As of New Super Mario Bros., only arms are exclusive to Bullet Bills, while mouths are only used for Banzai Bills.

Game appearances
Super Mario Bros.: Bullet Bill first appears in World 5-1. It is usually discharged from a large cannon, known simply as a Bullet Bill Blaster (or, rarely, a Bullet Bill Dispenser). On occasion, Bullet Bills will be shot from random locations somewhere offscreen.

Super Mario Bros. 2: Bullet Bills did not appear in the American version of Super Mario Bros. 2 by name, but there are similar missile creatures that are shot from Autobombs, which are ridden by Shy Guys. However, Bullet Bills were abundant in the Japanese game that was later released in the U.S. as Super Mario Brothers: The Lost Levels.

Super Mario Bros. 3: Bullet Bills did not appear as much in Super Mario Bros. 3 as they did in previous games, mainly appearing in later worlds and on the bosses airships. A new type of Bullet Bill appeared in this game, the red Missile Bill, that follows Mario rather than flying in a straight line.

Super Mario Land: Starting in the third world, Bullet Bills appeared and acted in the typical manner, although the manual calls them "Gira" (which is probably a corruption of kiraa, its Japanese name).

Super Mario World: This game features the first appearance of Torpedo Ted (Torpedo in Japan), which is a Bullet Bill that is launched underwater. Banzai Bill (Magnum Killer in Japan) also makes its first appearance, which is a larger version of a Bullet Bill. The Pidgit Bill replaces Bullet Bill once the Special World is completed.

Super Mario World 2: Yoshi's Island: This game introduces a yellow Bouncing Bullet Bill that bounces and ricochets off walls after being fired. In the Game Boy Advance incarnation there are red Bullet Bills with gnashing fangs that home in on Yoshi.

Super Mario RPG: Legend of the Seven Stars: In this game, Bullet Bills are fired by cannons or Snifits as an attack.

Super Mario 64: Bullet Bill was only found in one location in the level Whomp's Fortress. In the levels after the player defeats the big Whomp, a Bill Blaster will appear at the top of the fortress. The Bullet Bills shot out would home in on Mario. Bullet Bill can be defeated in the DS remake, but only by Mario (or any other character) eating a mushroom, becoming bigger and invincible, and able to kill him by running into him.

Paper Mario: Gold Bullet Bills known as Bombshell Bills are introduced in Paper Mario, and appeared again in Paper Mario: The Thousand-Year Door they also have upgraded cannons of the same colour being gold called B. Bill Blasters.

Mario Kart: Double Dash!!: The Bullet Blaster, which is the shape of a Bullet Bill, is Bowser Jr.'s Kart.

Super Mario Sunshine: This game contained a Monty Mole that manned a cannon, firing Bullet Bills at Mario. These Bullet Bills are purple, with a red nosecone. They homed in on Mario and exploded after a short time. They could be destroyed with a burst of water from FLUDD. Rarely, Monty Mole would fire a golden Bullet Bill, which when destroyed, would yield extra coins. Bullet Bills were also fired by Mecha Bowser, one of the bosses at Pinna Park. Finally, in the final battle against Bowser and Bowser Jr., Bowser Jr. would fire regular black Bullet Bills and the occasional blue Bullet Bills, which when jumped on, gave Mario a 1-Up Mushroom or a water bottle.

Super Smash Bros. Melee In the Peach's Castle stage, Banzai Bill would randomly shoot at the castle tower with a timer. It would explode, hurting players in a large radius. Bullet Bills were also present in the background of the Yoshi's Island stage but did not affect players within the match. There is also a Banzai Bill trophy which is found randomly within the game.

Mario & Luigi: Superstar Saga: Bullet Bills and Bill Blasters returned as enemies at Stardust Field. The game also featured Sniper Bill, a large Bullet Bill that uses a Super Scope as a weapon. It is found in Bowser's Castle.

Mario Kart DS: Bullet Bills appear as items in this game, and would transform drivers into a large Bullet Bill, careening drivers through the course and into other characters for 4 to 7 seconds, but can only be obtained when the player is in 6th, 7th, or 8th position. They are also obstacles on the Airship Fortress level.

New Super Mario Bros.: Bullet Bills appear in some stages in this game as enemies. Banzai Bills also appear, slowly spinning as they are shot out of huge cannons.

Super Mario Galaxy: Bullet Bills (Although with red eyes) appeared in the demo playable at the E3 2006 Demo.

Cameo and other media appearances
Bullet Bill has not appeared in many spinoffs, other than occasionally as an enemy in a Mario Party minigame, or in the form of a baseball bat in early screenshots for Mario Superstar Baseball (note that Bowser's Power Shot is also a Bullet Bill). He also appeared in Mario Power Tennis in a mini-game, fired by a giant Bowser robot. There is a Bullet Bill shaped hole in the Nintendo 64 version of Mario Golf.

Bullet Bills sometime appear in some Super Mario cartoon episodes, and a Banzai Bill in the background of a Wii tech demo. Bullet-bills are related to Bob-ombs. Bullet Bill also can be seen on the shirt of Fyer, (from Twilight Princess) the man who operates the cannon in Lake Hylia.

In the Super Mario Bros. film, the cartridges used to operate the "Thwomp Stomper" jumping boots are made to resemble Bullet Bills. In addition, one of the more prominent signs in the city of Dinohattan is for an establishment known as "Bullet Bill's."


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Mario franchise strategy guide/Bosses/Tryclyde

Tryclyde (sometimes referred to as Triclyde) is an enemy character that appears in Super Mario Bros. 2. Tryclyde is a large, red serpent with three heads and the ability to breathe fire. His design is based on the hydra, a mythological creature, though his actual species in the Super Mario universe is that of a cobrat. Tryclyde serves as Wart's lackey, and was apparently an outsider before Wart took him in due to his cunning and evil nature.

Though normally depicted as having a red body, his body was green with red stripes in Super Mario All-Stars. Like Mouser, Fryguy, and Clawgrip, Tryclyde waits for Mario and his friends in his lair, and can only be defeated by having large objects, such as mushroom blocks, thrown at him.

When first confronted in Super Mario Advance, Tryclyde utters in a raspy voice, "Step right up, if you're ready to get toasted!" The voice is provided by Charles Martinet. While Tryclyde was the boss of Worlds 2-3 and 6-3 in the original Nintendo version, he was removed from the sixth world and replaced with Mouser in the Game Boy Advance remake.

Tryclyde was also a semi-regularly recurring villain in the animated series The Super Mario Bros. Super Show. A member of the Koopa Pack (consisting of himself, Mouser, and Koopa Troopa), Tryclyde often went up against Princess Toadstool in battle. In his first appearance, "The Great Gladiator Gig", where he was referred to as Tryclydius, Bowser used him in an ancient Rome setting as "his champion" (gladiator, that is). Tryclyde subsequently joined the Koopa Pack and participated in several missions. He was voiced by Harvey Atkin. Like all the villains in SMB2, Tryclyde did not appear in later Mario cartoons.


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Mario franchise strategy guide/Bosses/Fryguy

Fryguy is an enemy character that appears in Super Mario Bros. 2. Fryguy is essentially a giant living fireball that spews smaller fireballs when it is angry. Fryguy only appears once in Super Mario Bros. 2 at the very end of World 4 - which, ironically, consists of ice, snow, and cold seas. According to the original SMB2 game manual, "Wart gave life to this entity which is created from fire. He spits fireballs when he is mad."

Fryguy, along with Mouser, Tryclyde, and Clawgrip, is one of the boss characters that appear at the end of each world in Super Mario Bros. 2. Fryguy lives inside a very tall castle-type fortress, waiting for the arrival of Mario and his friends. Fryguy cannot be touched safely and must be hit three times with a mushroom block; after that, he splits into several miniature versions of himself which also must be destroyed in order to finish him off.

Fryguy appears on the enhanced Super Mario Bros. 2 game in Super Mario Advance. The background of the room in which he is fought looks different, and his sprite is also somewhat modified. When his chamber is entered, Fryguy is created when bubbles rise up to a mask. He says, "I'm too hot to touch!"

Fryguy was also a semi-regular on The Super Mario Bros. Super Show, where he worked for Bowser. He also appeared occasionally in the Nintendo Comics System Mario comic stories, which revealed that there was more than one of him. According to the comics, Fryguys are made by exposing Toads to fire or lava. In one episode, "Duh Stoopid Bomb," one of Bowser's inventions makes a Snifit a genius. The Snifit takes over the fortress and drops Bowser into the Fryguy kindergarten. Additionally, in the Super Mario Bros. movie, the firespitting weaponry used by King Koopa's troops are referred to as "FRY GUY flamethrowers".

Also, in Mario Hoops 3-on-3, Fry Guys (or a very similar lookalike) appear on the Bowser Castle court randomly. They fry the characters and make them run around almost uncontrolably, dropping the ball if they have it.


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User:Jccsvq

I am a retired (astro)physicist curious about the history of science and mathematics, and all kinds of ancient computing, measuring or observing instruments used in mathematics, astronomy, geodesy, surveying, navigation, etc.

I was a professor at the University of Seville (Spain) for 43 years.

Why am I here
What brings me here is my interest in all kinds of abacus, especially the eastern one, call it suanpan or soroban. About a year ago I started writing (in this disastrous English) a series of articles with the desire to share what I had learned about this topic, especially about traditional methods, and I opened a website and a blog to collect the articles and share them... just to find out that I don't want to be: Instead, it is enough for me:
 * not the author
 * not the owner
 * not the webmaster
 * not the SEO analyst
 * to be a contributor and
 * enjoy learning from others

So it seems I went the wrong way ...

Project
Now I am gathering and adapting some of my writing into a wikibook about abacus traditional methods, for which there is not much information accessible in English, in the hope that it can grow with the participation of other contributors.

 * I have started it in my Sandbox on July 13, 2021...
 * ...and by the end of August it is reaching a degree of completion that would justify moving it to the main namespace. It could already be useful to others.

 * I have been using a couple of tools for the easy creation of the abacus diagrams and procedure tables that populates the book.

 * Finally, on September 13, 2021, I have moved the book to the main namespace under the title: Traditional Abacus and Bead Arithmetic.

Second project ... maybe
Related to the previous project, the WikiBook: Using an Abacus seems like a project abandoned at a very early stage long time ago. It would be interesting to take it up again since it could be an additional resource for those who are new to the study of the abacus.

Hmm, who knows, we'll see ... For now I am gathering some content in User:Jccsvq/sandbox/Worksheet_1.

Other personal interests
Include:
 * Music
 * Flute-making
 * Botany
 * Plant photography

Some subpages

 * Sandbox
 * /sandbox/Abacus Traditional Methods/
 * /sandbox/Worksheet 1/
 * /sandbox/Worksheet 2/
 * /sandbox/Abacus references/
 * Abacus diagrams and procedure tables

title: User:Jccsvq


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User:Jccsvq/sandbox

Tempo

 * "+" indica la posición de la columna unidad antes y después de la operación.

SANGA

The "SANGA" character is believed to be a pictorial representation of a Sumerian abacus.

Diagrams 2
text

text

text

Tables
as explained in Chapter: Division by powers of two.

Contributors
User Jccsvq (discuss•contribs) has contributed the base or initial text of this book by adapting some of his writings from his personal website jccAbacus.

Testing notes...
Article text more text more text.
 * Bulleted text
 * Bulleted text.

(intervening text...)

title: User:Jccsvq/sandbox


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Mario franchise strategy guide/Enemies/Snifit

Snifits (Muucho in Japan) are enemies in the Super Mario Bros. series of games. Snifits are a species related to the Shy Guy.

History
The Snifit was introduced as an enemy in Yume Kōjō: Doki Doki Panic, a NES video game released in Japan. This game never made it to the U.S. in its original form, but was transformed into Super Mario Bros. 2. Most of the enemies in the game were from the Japanese version, which included Bob-ombs, Snifits, Birdo, and Shy Guys. Along with the aforementioned Shy Guys and Bob-ombs, as well as Goombas, Piranha Plants and Koopa Troopas, they are common enemies in the Mario universe.

Snifits made their comeback in Super Mario World 2: Yoshi's Island. They then appeared in Super Mario RPG, appearing exclusively as servants of Booster. They and blue-robed Snifits called Spookums patrolled Booster Tower, serving as guards and playpals for Booster and guests, when welcome.

Appearance
A Snifit is basically a Shy Guy relative with a black mask with an extended nozzle on the front that makes it make up a Gas mask, hence the name. Snifits can fire bullets from these nozzles. Snifits are somewhat rare compared to Shy Guys, although they are often found together. While Shy Guys come in a variety of shapes, sizes, and colours, the Snifit is almost always garbed in a grey robe, and is usually found either patrolling corridors or as a stationary guard. There are, however, a few different types of Snifits, such as the Laser Snifits, Spiny Snifits, and Ice Snifits that appeared in Mario & Luigi: Superstar Saga. They shoot harmful items from their nozzles (with the exception of Spiky Snifits, which sometimes shoot mushrooms); these are often cannonballs but it can extend to ice, spike balls, lasers or even explosives.

Snifits also appeared in Super Mario 64 (known as "Snufits" in the English version) floating through the caverns of the Hazy Maze Cave, and they later took on a friendly role in Mario Party 2 as the Snifit Police in the "Space Land" level. Snifit also appeared in Mario Party 3 as a partner for Princess Daisy in duel boards. In these games, the Snifits had a notable absence of legs, and were more balloon-like. In Super Mario 64 DS, they once again lost their balloon-like form, taking on their normal appearance, albeit with a ghostly tail.

The garbagemen in the 1993 Super Mario Bros. movie are identified, in a single line of dialogue from Iggy, as Snifits (earlier in the movie, similarly garbed henchmen lacking the breathing filter apparatus were likely meant to be Shy Guys, though they were not identified as such through dialogue).

Other Snifits
These are other kinds of Snifits that appear in the Mario games.

Ice Snifit
An eskimo Snifit that appears in Mario & Luigi: Superstar Saga. Ice Snifits attack by shooting chunks of ice/hail at Mario and Luigi. If attacked with Mario's Firebrand, their parka will be destroyed.

Laser Snifit
A variation of Snifit that appears in the Woohoo Hooniversity level in Mario & Luigi: Superstar Saga. Laser Snifits attack with a hoop laser that Mario or Luigi must jump through. When the stampede of scientists run out of the Hooniversity, one of the scientists trips, then an odd chemical turns the scientist into a Laser Snifit.

Snifaro
Snifaros are two Snifits in a sarcophagus that can be used like a rocket. If a Bro Flower is used on a Snifaro, the sarcophagus will overheat and break, forcing one Snifit to run off, and the one with the headdress to fight like a standard Snifit. Snifaros have two attacks: they hover over to Mario or Luigi, then the bottom and top Snifit shoot them in random order, or the top Snifit would pop out, then activate the sarcophagus' rocket propulsion system and fly into Mario or Luigi.

Snufit
Snufits are small Snifits floating through the caverns of the Hazy Maze Cave in Super Mario 64.

Spiky Snifit
A cactus-like Snifit that appears in Mario & Luigi: Superstar Saga. They either fire a tin can or a mushroom at Mario and Luigi.

Enemy

 * Super Mario Bros. 2 - Found in three colors: red, gray and pink. Pink Snifits walk like pink Shyguys, walking in one direction and reversing when meeting a wall or the edge of a platform, stopping only to fire a bullet.  Gray Snifits remain in one place, but jump up and down while they fire.  In the desert levels (Worlds 2 and 6), the gray ones are green.  Red Snifits are like pink Snifits except they will walk off the edges of platforms and will change direction to walk toward the player upon landing.  Oddly enough, there is only one red Snifit in the entire game (in level 3-3), excluding ones seen in the Bonus Round slot machine.
 * The Super Mario Bros. Super Show! - Snifits made several appearances as King Koopa's minions and in some cases, hand-held weapons utilized in a manner similar to machine guns.
 * Nintendo Comics System - Snifits were shown to be high ranking soldiers of Bowser, with stories such as Duh Stoopid Bomb! showing Snifits as being the leaders of Bowser's Shy Guy henchmen.
 * Super Mario Adventures - A single Snifit can be seen in the comic.
 * Super Mario All-Stars - Features an enhanced remake of Super Mario Bros. 2. All pink Snifits from SMB2 are blue in this version.
 * Super Mario World 2: Yoshi's Island
 * Super Mario RPG: Legend of the Seven Stars - They work for Booster.
 * Super Mario 64 - As Snufits, flying Snifits in Hazy Maze Cave.
 * Super Mario Advance - An enhanced remake of Super Mario Bros. 2, based heavily on the All-Stars version. As in All-Stars, all pink Snifits are instead blue.
 * Yoshi's Island: Super Mario Advance 3 - An enhanced remake of Yoshi's Island.
 * Mario & Luigi: Superstar Saga - As Spiky Snifit, a cactus enemy with a Snifit mask that could shoot spikey orbs or mushrooms. Along with Laser Snifit, a Snifit that shot circle-like lasers out at you, Icy Snifit, which wore heavy clothing, and Gunner Guy, which was at Bowser's Castle, which was a bazooka-shaped Snifit.
 * Super Mario 64 DS - An enhanced remake of Super Mario 64
 * Mario & Luigi: Partners in Time - As Snifaro, a flying coffin with a Snifit and a Snifit with a pharaoh head dress.
 * Yoshi's Island DS - In the standard Snifit design, but breathes fire instead of shooting bullets and they're called Zeus Guys - a name of an enemy in the last Yoshi's Island.
 * Super Mario Galaxy - One boss greatly resembles a giant Snifit robot, while two others have snifit-like noses.

Friendly

 * Mario Party 2 - Space Land's police force
 * Mario Party 3 - Partner in duel mode


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Mario franchise strategy guide/Enemies/Piranha Plant

A Piranha Plant (パックン フラワー) is a Venus fly trap-like enemy in Nintendo's Super Mario video games. Piranha Plants are almost always portrayed as a leafy green stalk topped with a white-spotted green or red globe, almost bisected by a toothy white mouth. Like Super Mushrooms, their coloring resembles that of the hallucinogenic Amanita muscaria and they are one of the most instantly recognizable Mario-related creatures, appearing in almost every Mario game. They are also the precursor to "ambush" enemies. They were most likely inspired by the Audrey Junior plant in the 1960 cult film The Little Shop of Horrors.

Piranha Plants typically hide within pipes, periodically emerging and ensnaring unwary passersby. There are two varieties of normal Piranha Plants: green and red. Often they have big white lips around enormous, toothed maws. Green Piranha Plants don't attack people that are touching their pipes, but the faster-moving Red Piranha Plants (which originated in the Japanese Super Mario Bros. 2, a.k.a. Super Mario Bros.: The Lost Levels) will emerge even if someone is standing next to or on the very edge of their pipes. Pipes infested with such plants are usually vertical, but horizontally dwelling Piranha Plants are not unknown, and some even hang from the ceiling. They are most dangerous when their pipes are the only platforms across a ravine. Some species can also spit fireballs (such as the Venus Fire Trap in Super Mario Bros. 3), or even jump all the way out of their pipes (the Jumpin' Piranha Plant from Super Mario World). Others live entirely outside pipes, being either rooted in the ground or even walking about on rootlike legs. Although they are immune to jump attacks, Piranha Plants are vulnerable to projectiles, such as fireballs, Troopa shells, and hammers.

Appearances in the Mario series
Piranha Plants originally appeared in Super Mario Bros., being, in fact, the third enemy Mario encounters; and they have otherwise changed little since their first appearance.

They were absent from the American Super Mario Bros. 2, due to the game's unusual origins, unless one counts the fire-spouting, non-carnivorous Panser Plant, which may very well be a relative of the underwater Lava Lotus and land-dwelling Volcano Lotus (Ponkey in Japan). The Panser came in three colors: red ones who would shoot their fireballs in an angle towards its enemies, gray ones who would shoot their fireballs in a straight-upward kind of pattern, and pink ones who also shot fireballs in an angle, but also had the ability to walk and chase their enemies.

Super Mario Bros. 3 introduced several new Piranha Plant species: Venus Fire-Trap (spits fireballs), Ptooie Plants (which could blow spiked balls), and two sub-species: the hopping Nipper and the indestructible Muncher. Additionally, the king of World 7 in Super Mario Bros. 3 is transformed into a Piranha Plant in the original NES game.

The Jumping Piranha Plant (P-Pakkun in Japan) and other Piranha Plants are replaced by the jumping Pumpkin Plant (also known as P-Pakkun in Japan) and other such plants once the Special World is completed in the video game Super Mario World.

Super Mario World 2: Yoshi's Island had introduced another change in the Piranha Plant's design, which was used later in Paper Mario, Paper Mario: The Thousand-Year Door, Super Mario 64, Yoshi's Island DS, and other games. There was also a boss called Naval Piranha, which is a regular Piranha Plant powered up by Kamek, causing it to protude many vines and grow in size. Yoshi's Story was the first to introduce towering, tree-sized Piranha "Stalks" (in other words, their stems were tall, thorned, beanstalk-like stalks), which the Piranha Grove swarmed with. Yoshi's Story also introduced the juvenile Piranha Plants and baby Piranha Plants: Flying juveniles called Piranha Pests and walking seedlings called Piranha Sprouts.

Naval Piranha makes a reappearance in Tetris Attack, the Super Nintendo puzzle game remade from the Japan-only Panel de Pon, which is basically the same game with different characters. The Naval Piranha is the tenth boss out of twelve overall, but is the final boss of Easy mode. Naval Piranha replaces the original tenth boss of Panel de Pon, the Dragon. Naval Piranha gained a voice in this game as well.

Super Mario RPG showcased Piranha Plants in their usual red, white, and green, as well as a few different palette-swapped forms. The regular variety is referred to as Piranha Plant; others include Chewy and the boss Smilax.

In Super Mario 64, they appear in three variants - the first, and most commonly seen is the sleeping Piranha Plant. They will become annoyed when Mario (or anyone) awakens them, snapping wildly at them. Then they go back to sleep once Mario goes away. The next two are large and small Piranha Plants, which appear on Tiny-Huge Island. The visuals of the Piranha Plants were upgraded in Super Mario 64 DS.

Although normal Piranha Plants did appear as enemies in Super Mario Sunshine in Bianco Hills, most of this game's Piranha Plants were huge and paint-covered. A lot of the goopy Piranha Plants seem to be actually made of paint, but a variant of them (a humongous, goopy Piranha Plant head that rolls) suggests that they may be actually Piranha Plants, because when sprayed it reveals normal colors underneath. This game also introduced Petey Piranha and supported the fact that Piranha Plants can be squirted in the mouth to defeat them, and "organic" ones can be fattened up on water.

In Paper Mario, Piranha Plants come in many shapes and forms, including the Chapter Boss, Lava Piranha. In the sequel, Paper Mario: The Thousand-Year Door, the Piranha Plant is actually the strongest form of the species, and appears only in the Pit of 100 Trials, while the weakest is the Pale Piranha. Oddly, in the Japanese version, the Pale Piranhas are called Pakkun Flower (the real name of regular Piranha Plants) while the Piranha Plants in the Pit are called Killer Pakkun. Pirahna Plants return in Super Paper Mario in their familiar in-pipe form.

Piranha Plants appear in New Super Mario Bros., in and out of pipes, and also as fire-spitting Venus Fire Traps and large Super Piranha Plants. They both make a weird cry when they are defeated.

Piranha Plants also appear in the Mario Party series as obstacles in the mini-games and boards or as non-playable characters.

The Piranha Plant also appears in The Legend of Zelda: Link's Awakening.

Eating habits
Piranha Plants are omnivorous and will eat anything they can get their sharp teeth on. They are very infamous for popping out of pipes when the player least expects it, causing harm to Mario or Luigi. In Super Mario Bros., the Piranha Plants would not attack if Mario was up against the pipe or standing on it, but in the Japanese Super Mario Bros. 2 there was a red variety that would bite no matter what. In Yoshi's Island, they would wait for Yoshi to get too close and hold him in their mouths for a few seconds while Baby Mario floated about in a bubble. In Yoshi's Story, there is a special type of Piranha Plant that would hover around in the air and follow Yoshi. If Yoshi was caught, he would be spit out in a shrunken form, unable to use eggs for a short time.

Habitat
Piranha Plants are most well-known for living in the pipelines in the Mushroom Kingdom, especially in the underground segments.

Piranha Plants also thrive on Yoshi's Island. In Yoshi's Story, a large swampy area was very heavily inhabited by Piranha Plants of many kinds, aptly called Piranha Grove. It was mentioned that no Yoshi that went in had ever come out alive, because there were too many Piranha Plants for one Yoshi to handle without becoming lunch, but the Yoshi kids in Yoshi's Story got through.

In Paper Mario, Piranha Plants thrive in Forever Forest. There are also Putrid Piranhas that live in Jade Jungle of Lavalava Island. A new species, Frost Piranha, is found in the cold Shiver Snowfield and on Shiver Mountain. The Lava Piranha lives in the fiery volcano, Mt. Lavalava, where it guards Misstar for Bowser.

In Paper Mario: The Thousand-Year Door, monochromatic Pale Piranhas live in the Boggly Woods and in the Great Tree. Putrid Piranhas can be found in the jungle on Keelhaul Key, and Frost Piranhas are located on the path to Fahr Outpost. The original red, white-spotted Piranha Plants are much stronger and are deep in the Pit of 100 Trials.

In Super Mario RPG, Piranha Plants live in Bean Valley, far away from the Mushroom Kingdom. The Shy-Away working for Valentina waters them with special nutrients to create Smilax and MegaSmilax to stop Mario from reaching Nimbus Land.

On Isle Delfino, Piranha Plants can be found near the lake in Bianco Hills. They explode when over watered by Mario's FLUDD and spit sludgy brown paint-like goo similar to (if not the same as) the subtstance Shadow Mario/Bowser Jr. has used to pollute the island.

Naval Piranha
Naval Piranha (Big Pakkun in Japan) is a magically empowered Piranha Plant who first appeared in the video game Super Mario World 2: Yoshi's Island with many vines growing out of her.

Naval Piranha has three attacks, the first of which is a ramming attack. In the second attack, Naval shoots Nipper spores out of her mouth which become Nippers if they touch the ground to make Yoshi's fight more difficult. For Naval's last attack, she sends her vines to attack Yoshi. Her weak point is her belly button.

Naval Piranha also appears in the video game Tetris Attack, as the second of four bosses. She appeared as a villain along with Hookbill the Koopa, while Raphael Raven had turned good. This game confirmed her gender, through hearts she would litter her speech with.

Naval Piranha also made a small appearance in Mario Party Advance as a boss. In the closing credits it says she now lives and thrives in the desert.

Naval Piranha is not to be confused with the Lava Piranha boss from Paper Mario, despite the two looking almost identical.

The easiest way to beat her is to have an egg, stand on the leftmost edge of the bridge (if you go past the first wooden plank of the bridge it doesn't work) carefully aim at the Piranha Plant (which becomes Naval Piranha), and destroy it without Kamek starting the transformation. This produces an amusing reaction from Kamek, who screams "OH MY!!!" and flees. You then get the key. To destroy her after she transforms, Yoshi must stand on either side of the platform and bank an egg off the wall to hit the bandaged swollen spot on her stem. Doing this several times causes her to explode.

Lava Piranha
Lava Piranha is the boss of the fifth chapter of Paper Mario. He is assisted by two Lava Buds, who have eight HP each. If you don't leave them alone, the Lava Buds will summon a small fireball, which is registered as a character in the fight (called a Petit Piranha) and has 1 HP, but takes away 6 HP from Mario. The Lava Piranha himself has a flame attack that takes away five HP, and he has 40 HP.

After defeating Lava Piranha (Lava Buds and fireballs are not needed to win), it looks like you've won the chapter. You even get Star Points. But suddenly, the ground rumbles, and the Lava Piranha and the Lava Buds burst out of the ground, with fire on their heads. They all have the same HP as before. Now, many attacks from you and your partners will not damage them and get 1 point of damage themselves, unless you have specific badges that protect you from the fire.

Lava Piranha's flame attack is now 7 HP of damage. Almost everything is stronger.

After defeating him, he will be gone for good, and you will have almost finished chapter 5. Now that Misstar is freed, Mario flees the volcano (after some humorous cutscenes). The Lava Piranha is seemingly gone for good.

Lava Piranha has a loose grip on English, but it is a wonder he can speak an understandable language in the first place. The Lava Piranha actually has a worse grip at English than its underlings, the Putrid Piranhas. While the Putrid Piranhas speak as if they were in the military, the Lava Piranha speaks in broken sentences, ex. "ME GUARD STAR SPIRIT. MARIO WANT STAR SPIRIT.  MARIO BAD.  HUCK HUCK HUCK!"

Petey Piranha
Petey Piranha is a goop spewing Piranha Plant that first appeared in Super Mario Sunshine. Since then he has become a regular in the Mario series, reappearing in Mario Pinball Land, Mario and Luigi: Partners in Time, New Super Mario Bros and Super Princess Peach as a boss, and becoming a playable character in Mario Golf: Toadstool Tour, Mario Power Tennis, Mario Kart: Double Dash!!, Mario Superstar Baseball and Mario Strikers Charged. This makes Petey the first playable Piranha Plant character in the Mario series (unless one counts Naval Piranha in Tetris Attack). His lips are green instead of white like most Piranha Plants. (In Super Mario Sunshine, the original Super Mario 64, and Mario Party 1-6, however, all Piranha Plants' lips are green.)

Smilax
Smilax is a larger species of Piranha Plant found in Super Mario RPG. He started out as what appeared to be an ordinary Piranha Plant, but, with the help of Shy Away became a huge, 3-headed plant similar to Lava and Naval Piranha called Megasmilax.

Big Bungee Piranha
Big Bungee Piranha is the fourth boss of Yoshi's Island DS. Although it originated as a standard Bungee Piranha, help from Kamek's magic supersized it into a monstrous purple Piranha Plant dangling from the ceiling, eager to be fed. Its two largest vines extended over two screens, attempting to snare Yoshi, while the Big Bungee Piranha itself occasionally paused to extend downwards to take a bite out of the dino. To defeat it, you would have to roll a rock when it targets you where it targets. It's teeth will crack and it would open its mouth (Presumably, in pain) and you wouuld have to smack its dangling tonsil. Repeat three times to defeat this boss.

Mom Piranha
Mom Piranha is the tenth boss of Mario & Luigi: Superstar Saga. After destroying the regular piranha plants scattered around Beanbean Airport, the egg in the center of the runway opens up revealing the larger, red Mom Piranha. Mom Piranha appears with two other piranha plants that may be either red or blue, depending on which attack they are weak against. Mom Piranha will periodically change colors from red to blue and vice versa. Like all enemies in this game, her attacks can be either dodged or deflected with proper timing.

Other media
On the television series based on Super Mario Bros., Piranha Plants made various appearances, usually acting as obstacles for the heroes, much as they do in the games. In the Super Mario Bros. 3 cartoon, Venus Fire Traps and Ptooie plants were used in a manner similar to guns. Additionally, a Super Mario World episode called "Fire Sale" featured a vociferous, wise-cracking Venus Fire Trap named Mama Fire Plant, whom Kootie Pie kidnaps in order to heat her domain in Iced Land.

Similar enemies in other video games
Enemies similar to Piranha Plants also appear frequently in the Crash Bandicoot series of video games. In these games, their only means of self-defence is biting and swallowing any living creature who approaches them, though some forms in Crash 2 can spit explosive projectiles through their mouth instead. Unlike their Mario counterparts, they can only be killed by spinning or jumping on them, or belly flopping on their heads, or not at all in Crash Team Racing. They may appear in a purple, red or orange colour, depending on its native environment. These forms of Pirhana Plants appear in Spyro: A Hero's Tail, virtually unchanged. A harmless piranha plant also appears in Naughty Dog's first PlayStation 2 game, Jak and Daxter: The Precursor Legacy in Samos the Sage's hut, as a nod to the Crash franchise. Some not-so harmless piranha plants also appear in Daxter. Several appear in Pinobee: Wings of Adventure. In the SNES/GBA game Mr. Nutz, there were Piranha Plant lookalikes. In the second level, the plants were small from far away, but grew large when the player would get close to them.

Furthermore, it is said that the Deku Babas from  series resemble Piranha Plants; this is directly exemplified in the Hyrule Circuit stage of Mario Kart 8, in which Deku Babas try and bite at passing racers (something that Piranha Plants do in the Yoshi Circuit stage of Mario Kart: Double Dash!!).


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Mario franchise strategy guide/Enemies/Magikoopa

A Magikoopa is an enemy creature from Nintendo's Mario series of video games and first appeared in Super Mario World for the Super Nintendo Entertainment System. It takes on the appearance of a Koopa Troopa dressed in a blue cap, blue robe, and spectacles, and uses its magic wand to fire magic at Mario. This magic can also change certain blocks into other enemies. Magikoopa also has the ability to teleport itself to another location after launching its attack, meaning a fast player is needed to defeat it. The most famous of the Magikoopas are Kamek and Kammy. Magikoopa is also a playable character in Mario Superstar Baseball.


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Mario franchise strategy guide/Enemies/Pokey

Pokey, sometimes called Prickly Pete, (Sanbo in Japan) is a cactus monster that first appears in Super Mario Bros. 2 in the desert levels of World 2. Pokey consists of four green segments that detach when an enemy or object is thrown at him; to completely defeat Pokey, all four segments must be killed.

Other appearances
Pokey also appears rarely in Super Mario World, where he is also prominently featured in the game's opening screen demo. Pokey's height depends on whether or not the player is riding Yoshi. If Yoshi is unavailable, Pokey has four segments (counting his head), allowing the player room to simply jump over him. If the player is riding Yoshi, Pokey has five segments. Yoshi can then easily dispose of Pokey by eating him. Pokey is yellow rather than the light green shade of SMB 2, and has remained this color for most of his reappearances. In the Game Boy Advance port Super Mario Advance 2, if all exits are found, Pokey is redesigned with spiked stone totem pole of blank faces.

Pokeys appear in Super Mario 64 in the desert world. Poison Pokeys appear in both Paper Mario games. They also appear in Super Mario Sunshine, where they are flowers until Mario comes close, then they leap out of the ground. The player must then venture close, causing Pokey to smash down onto Mario if he is not quick. The spikes on his head then stick into the ground, allowing Mario to jump on his head, killing him. A new kind of Pokey, called Skellokey, appears in Mario & Luigi: Partners in Time. Pokey was at first drawn to appear cat-like. Recently this feature has been replaced by a pink flower crowning his head.

They are more recently featured in New Super Mario Bros., where they are to be mostly avoided. They can be crushed by Mega Mario or destroyed (piece by piece) by Mario when he has the Fire Flower. Removing the head section in this manner kills them instantly. This game also features a character named "Mummipokey", the boss of World 2. It is a gigantic mummified pokey with red eyes (similar to the Skellokeys from Mario & Luigi: Partners in Time). Defeating the Mummipokey as Mini Mario unlocks access to World 4. Nintendo Power mistakenly called the Mummipokey a "mummified sandworm" in issue #203.

Pokeys also made an appearance in Super Princess Peach. They behaved in their basic fashion, but the game also introduced an interesting variation of the enemy called the Mad Pokey. It is red in color, and the flower on its head is more sharp and threatening compared to the normal Pokeys. It can also stretch its segmented body to block the player's progress. Peach can only defeat Pokeys by using vibes, or crush them using Poundbrella.

Pokeys have been seen in the demo of Super Mario Galaxy, and it is assumed they will be in the actual game.

Pokeys made occasional appearances in The Super Mario Bros. Super Show!, such as in "Butch Mario & the Luigi Kid", where several Pokey bounty hunters appear to attack Mario, Luigi and Toad.

Cameo appearances
Pokeys have made appearances in the Mario Kart series. Often (such as in Mario Kart: Double Dash!!), these Pokeys are far larger than their counterparts in the Mario platformers, dwarfing the racers.

Pokey made a cameo appearance in The Legend of Zelda: Link's Awakening, in the Yarna Desert on Koholint Island, and again in Oracle of Ages and Oracle of Seasons. Pokey also has a similar family member in A Link to the Past.

In Mario Party 7, the objective of the mini-game "Pokey Pummel" requires the players to whack at the Pokeys until they are destroyed.

Lookalike
A spiked, stone creature similar to Pokey appears in Kameo: Elements of Power.


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Paper Mario/Party Members/Watt

Watt is a useful young Sparky. Her attacks are able to negate any defense points which an enemy may have. She can also lower the enemy's defense(?) and increase Mario's attack power.

title: Paper Mario/Party Members/Watt


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Mario Adventure/What is Mario Adventure?

As said before, Mario Adventure is a very good ROM hack of Super Mario Bros. 3. You’ve never played Super Mario Bros. 3 like this before, I assure you! (Well, unless you already played this game). This page outlines the main changes.

Completely new maps
These maps are designed from scratch, structured differently with new graphics. Each map has several unnumbered levels, a fortress, and a final level that looks the same as the regular levels, but is always at the end.

Completely new levels
The SMB3 levels have been thrown away. The new ones are generally a lot harder, the same way that Lost Levels is harder than SMB1. Some of the later levels have special objectives, such as surviving for a set time or collecting all the coins.

Juiced-up items
Thankfully, there are new, powerful items that can help you through the hard stuff. Most notably, the Magic Wand will let you clear the path of enemies, and the Fire Flower lets you jump a lot higher, helpful for navigating platforms. Kuribo’s Shoe now carries over between levels and can even be stored by pressing Run and Up at the exact same time.

New enemies
Some enemies have had their looks changed, and many have had a few behaviour changes. For example, Boos turn invisible when you look at them, Bullet Bill Blasters shoot a lot more frequently, and Piranha Plants will come out even when you’re on the pipe. Buzzy Beetles are now Gold Shy Guys, and Lakitus are now bomb-dropping Warkitus.

Save Feature
A “battery” saves the game, so you don’t have to use the state-saving ability of your emulator. It saves your score, coins, time, and items, as well as keys collected and worlds finished. It doesn’t save every level you beat, but when you finish the world, you can skip past levels freely. Saving and loading is automatic and instant; don’t you wish it was like that nowadays? You can erase the game save by pressing Up and Select at the title screen when it says to press start.

Keys
Each world has a hidden key. By clearing the world, you get a hint about where the key in that world is. After you collect the key, reset the game and use the key to open a door in the Warp Zone. You need to get all the keys, as well as clear all the worlds, before you can play World 8. If you really can’t find a key, check out the Key locations section.

Spare Item Box
Just like in Super Mario World, but it appears at the left of the status bar. Pressing Select swaps your current suit with the one in the spare item box. When you collect an item, the suit you were in replaces the one in the spare item box, if any. Do a find on “? spare” without the space for more info.

Infinite Lives
No worries about replaying levels after a Game Over. Mario Adventure doesn’t keep track of lives lost, so tackle a level as many times as you want. Practice, practice, practice, there’s no harm in it (unless you go in with an item, then you’ll risk losing it).

Coins
You can hold up to 9999, and can use them at Mushroom Houses to buy a random item (300 coins) or play a game (just like the Spade House) for an item (100 coins). Instead of 1-Up Mushrooms, this game has Gold Mushrooms that are worth 50 coins, and hitting enough enemies consecutively also results in 50 coins. Spare time when you finish a level is worth coins too.

Weather
It’s random each time you enter a level. Early day, late day, night, rain, or even snow. When it’s snowing, the ground is much more slippery, but for other weather it’s just a graphical change, although the rain and snow allow you to see hidden blocks more easily.

New Status Bar
The status bar has a built in game timer, shows your keys and cleared levels, and even displays the name of the world you’re on.

Sound Test
A little cheat code. At the start of the game, enter the classic Konami code: up, up, down, down, left, right, left, right, B, A, Select, to enter the sound select. Left and right moves between songs, A plays them.

A few bugs
With all the new features, there are a couple bugs in the game, but most of them are graphical. The biggest thing to make sure you don’t do is collect items when your inventory is full and the last item is a key. Your key will be replaced, and you won’t be able to get it again, so you’d need to erase your game. This shouldn’t be a problem if you use keys to unlock doors as soon as you collect them. Aside from that, certain objects and enemies look screwed up on occasion; for example, a Boom-Boom sometimes looks like a messed-up Dry Bones. Try to ignore this weirdness, it usually goes away quickly. The word “up” in “time-up” is replaced by a treasure chest. This is because the same “up” is used as graphic when you get lives in the spade house game (ie “2-up”), but in Mario Adventure, you get treasures instead of lives. Aside from the easy-to-avoid key bug, there aren’t any game-breakers here.


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Mario Adventure/Key locations

The keys aren't too hard to find, but there's a whole world to hunt around and sometimes the clue isn’t so specific about which level to go to. As a last resort, this page will tell you where to go for the keys.

World 1: Koopa Plains
“Between two hills in a level at the bottom of the world is a block you cannot see”

Well, there’s three levels that fit that description, but it’s the middle level of the bottom row that has the key. You have to know to hold Down for a while on the white block to get through. A little while after the music note block pit, you’ll see two groups of hills with eyes on them in the background. In between them is a music block. Ride it to heaven. Finish the level (or die, it doesn’t matter), and reset the game to use your key.

World 2: Hot Foot Caverns
“A fire spitting boo is guarding the entrance which lies near the end of the world and the level.”

It’s the right-most level, and yep, it’s near the end of it. When you get to the Fire Boo, jump to the lowest wood platform. The left side of that has an invisible music note block. Unless you’re Fire Fire Mario, hop onto a higher platform before attempting to jump on the music note block.

You can see where the invisible blocks are, because no rain will be falling through them. When you see the Fire Boo, look for the one spot that is clear of rain.

World 3: Lakitu Glacier
“Under the Bottom of the ocean is the key to finding the key”

It’s pretty vague. Looking at the map, you’d probably go for the lower levels since they look like they’re underwater, but no, this ocean is actually above water. It’s the fourth level on the path.

When you see the chain chomp, swim down and to the right. There’s enough space to swim under the blocks. Move up the upside-down pipe to get the key.

World 4: Kuribo’s Woods
''“The right of the cloud gets the key... at least it did in the past!”''

The “past” past of the clue refers to the level one step left of the fortress. That level is based on World 1-1 from SMB1. A music note block appears just right of the first cloud, right at the start of the level. Now you get to play a new version of the level filled with Brothers, and the Boom-Boom is replaced by a key.

World 5. Starry Slopes
“The arrow points to the coins needed to pay the toll to see the door”

OK, so hopefully you remembered where there was an arrow in this world. Well I’ll just tell you; it was the fortress. Like the World 4 clue, this clue isn’t really accurate. The fact is, the arrow is made of the coins needed to pay the toll to see the door.

Anyway, start the fortress as normal, but make sure you collect every coin. When you get to the arrow, collect all those coins, but instead of dropping down, go back to the start of the level. The dropping music note blocks have a door on them now. Enter the door, pressing up as soon as you land on the block before it drops. Congrats, that’s key #5.

World 6: Colossal Classics
“In the Land of Giants, a tiny way is for tiny people where music notes are silent and fake”

Look at the fortress, now take the low route to the left of that, and play the first level you run into. When you get to the part with the music notes, get shrunk into little Mario if you’re not already. Now go on the ? block and hop. The top row of music notes are fake. You get a key made out of coins, then go down a pipe so you can get the real key.

World 7: Desert Dares
“Toot!” (letter comes with a whistle)

Toot the whistle.

title: Mario Adventure/Key locations


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Talk:Mario Adventure

I'm the original author of a Mario Adventure FAQ. I changed it slightly and put it on this Wikibook, so it can be editible by anyone. If you haven't played Mario Adventure, give it a chance, it's a solid old-school platformer :) --Headcase 19:50, 25 February 2006 (UTC)

My FAQ is now fully dumped onto this wikibook. Many Worlds in the walkthough are incomplete. If you've found good strategies to use in this game, don't hesitate to put it in the Wikibook.

 * This appears to be the original article? --Mbrickn (discuss • contribs) 20:54, 26 July 2021 (UTC)

title: Talk:Mario Adventure


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Mario Adventure/Warp Whistle levels

If you blow a whistle in Mario Adventure, you’re taken to a different bonus level depending on what world you were on.

World 1: A bunch of ? blocks. There’s two Fire Flowers and two Raccoon Tails to collect, as well as some coins. Keep in mind that only one power-up can be displayed on-screen at a time, and if you hit another ? block with a power-up in it, the first one will go away.

World 2: Battle Goombas up a hill, then slide down it (use Down to slide). When you slide to the bottom, press A on the music note block, keeping your momentum, and you’ll launch right up into another music note block. Continue this 5 times and you’ll get to the top, which has better prizes; an invisibility suit or a wand.

World 7: Takes you to the key.

World 8: Lots of prizes. Two Fire Flowers, two Raccoon Suits, and a Kuribo’s Shoe to boot (pun not intended). No wand though, which is what you need to fight the many Bowsers the easy way.

title: Mario Adventure/Warp Whistle levels


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Mario Adventure/Bowser's Castle

This is it. After clearing seven worlds and gathering seven keys, you finally get access to the last world. The map is a long path of levels, with no mushroom houses or hammer bros. There are eight levels, the first seven have the theme of an older world. The first level is like Koopa Plains, the second is like Hotfoot Caverns, etc.

A deadly surprise awaits at the end of each level though. The game saves every level you’ve beaten in this world, so you can go back to other worlds, stock up on items, and charge back to Bowser’s Castle to take on the next level. This world is normally very difficult, but you can bypass a lot of the hard stuff just by collecting a few wands in older worlds and using them here.

Koopa Plains revisited

 * Location: The first level on the path
 * Time Limit: 300

A lot to go through here. Try to do it quickly or you’ll run out of time. Don’t worry about the door, just get past all the obstacles (the chain chomp ? block only has a coin in it). At the bouncy music note blocks, drop down and go left for a power-up and a potion. Once you get that potion, bounce back up to where the closest chain chomp is. Go through the coins that used to be bricks. If you don’t make it in time, go back to the start of the level and go through the door for a retry.

Now you have to swim all the way left, hit the brick at the start of the level, then swim back and go back to start to climb the beanstalk. Don’t go in the door by the beanstalk.

Once you get to the top, there are plenty of chain chomps. You can use the glass blocks and koopa shells to knock them out. The bricks in the corners just have 50-coin mushrooms, not worth going for unless you have a raccoon suit to whack it.

After you go up the pipe, take a short hop, keeping close to the wall. You’ll land on a moving platform, which you have to keep pace with. After jumping a few pipes, you must take the platform under a bunch of blocks, then race around a tunnel and land in the platform before it moves across the next set of blocks.

Survive that for a door to Bowser. In this world, every level ends with a fight against a Bowser, probably fake versions of him. This layout it pretty similar to the final boss in SMB3. If you need more help with Bowser Battles, check the Bowser Battles section further down in this world (find “+ Bowser Battles” without the space).

Hot Foot Caverns revisited

 * Location: The second level on the path
 * Time Limit: 300

Starts off with fire brothers, so jump on them. Go all the way right for the power-up, then grab a glass block to drop down. Keep holding the glass block as you go right and hit the brick, which holds a potion. Don’t get the potion yet. Climb up the wood platforms. The first two have walking flames. Grab a glass block, don’t get hit by the fire-spitting plant next to it. Carry the glass block and hop on the potion. Take the coins and keep to the left of the bricks. The bricks will change back into coins and you’ll drop to the ledge on the left. Jump and kick the glass block at the brick on the right side. If you’re Super, you have to take a short distance duck-slide under the wood block without much spare room to work with. After that is your second Bowser Battle.

Lakitu Glacier revisited

 * Location: The third level on the path
 * Time Limit: 300

Just like Lakitu Glacier, this level is really slippery. Climb up the platforms, and once you jump over the ice wall, there’s a pit underneath. After you pass the second ice wall, drop down to safe ground below (and an evil face made of coins). Then you have to jump across some slippery one-block platforms. Ignore that pillar; it’s strictly background. Try to cross the bouncing music blocks without touching the upside-down spinies. Don’t go too fast through this area. Then when you get to the pool of water, drop to the bottom of it, and enter the (usually) invisible door in the center. This will take you to the next Bowser Battle.

Kuribo’s Woods revisited

 * Location: The fourth level on the path
 * Time Limit: 300

There is no especially good way to get the shoes off any of the goombas in this stage, so it's better not to waste time on that and instead take them down before they take you out instead. When you get to the logs, drop, and go right. Watch out for the winged goombas. Climb up the wood blocks and you’ll move up to a platform with lots of glass blocks.

Grab a glass block, and make your way left. There are four piranha plants. You can either kick a glass block at each one (moving back and forth), or make sure you stand on the left side of the pipe, so piranha plants don’t pop out.

While holding a glass block, go down the falling log pit again. Kick the glass block at the isolated brick. It has a potion inside; use it to take the lower passage. Enter the door to take on the local fake Bowser.

Rain causes a small glitch that makes this level much easier. Guess we can call this one a convenient feature instead! The platform that forces you to cross the piranha plant pipes is gone, so you can go back with the glass block the same way you came.

Another very minor glitch is that sometimes one of the piranha plants won’t appear. Not a big difference, you'll likely be glad when this other "feature" happens.

Space Slopes revisited

 * Location: The fifth level on the path
 * Time Limit: 300

A Super Leaf (Raccoon Mario) is a pretty useful item here as the SMB3 desert tornado is back in black. Run at it and jump when you’re about half a block’s width away from hitting the middle of it. When you land, jump again to clear the other tornado. Otherwise, if you run into the second tornado, you’ll be dropped into the pit and that's no good, but this is where a Super Leaf can save you since you can float back to the edge and keep trying to get away. Being able to consistently cross this pit will be important. Now that you’re here, hit one ? block, collect that power-up, and then do the same for the other ? block. Don’t hit both of them before collecting either or you’ll lose one!

Now you’ve got a pile of glass blocks. Grab one, and do the same thing you did before to get back to the other side of the gap, while holding the block. Use the Raccoon suit so you can float, making the jump easier. You’ll have to take 4 glass blocks to break 4 bricks, which means you have to go back and forth 4 times, 8 jumps total. The fasted method with the Raccoon suit is do the jump as normal (with a running jump), and when Mario is about fall into the pit, press jump a few times to fly a little higher. Then the ability to fly will run out (check the timer below the world number) and you should float to safety, then jump through the second tornado. Other methods tend to slow you down, and you need as much time as possible for the Bowser Battle.

A curiosity observed on this stage while flying high as Raccoon Mario is that the tornadoes clip through the stage ceiling as a glitch. These will do the same thing as the ones on the ground and spin you in the air if you fly into them, so be aware they are there if you want to fly up high in this stage!

Colossal Classics Revisited

 * Location: The sixth level on the path.
 * Time Limit = 300

Now this one’s simple. Climb or fly up the big clouds to the far right and enter one of the small rooms with flying turtles in it from above. To the left of where you entered is an invisible block to get out of the room. Hit the flying Koopa once, then avoid it and grab the glass block, climb out of the room, run to the right, and kick the block at the next Thwomp. Don’t let the glass block hit the koopa, or it will be lost. You have to defeat 4 Thwomps to get to Bowser.

If you want to do this faster, or have run out of blocks, you can use a single Koopa shell four times. However, the shell will bounce off of bricks placed after every Thwomp. You have to (duck and) jump to stop the shell so you can grab it again try to run at it (very hard to do it you’re Super), so you’ll hop over it as you stop it so you won’t hit it again. For the fourth Thwomp, just run into it with the shell. You’ll lose the shell, but you won’t need it. It’s tougher but faster than using glass blocks.

Note on an easy way to do this stage: If you brought Raccoon Mario and you are using the Koopa shells to bust through the Thwomps, release the shells and follow them in the narrow thwomp space while flying. The neat thing here is that the shell will hit and pass through the defeated Thwomp, hit the brick, then rebound back. If you are flying while doing this, the Koopa shell will safely stop like you stomped it, then you can drop to the side and pick it up to do the trick again to the next Thwomp-block combo in line. Rinse and repeat the trick until you reach the pipe leading to the local fake Bowser.

Desert Dares Revisited

 * Location: The seventh level on the path.
 * Time Limit = 300 (fail at about 50)

This stage is a bit misleading at a first glance. The potion at the end is a red herring; you can’t go through those bricks even if you turn them into coins because they have stuff in them, so ignore 'em. Instead, you must collect all of the coins such as the ones by the glass boxes, the coin arrow, and the ones on the platforms that go up to the left. Next, drop to the beginning of the level, and there should be a door at the right side of the pyramid leading to the final fake Bowser. If not, move to the left edge of the level and back or try again as you may have missed a coin somewhere.

Note: For those who are interested, there IS actually a way to find out what's in those mysterious boxes blocking your path (but this will not allow you to complete the level and will make you wait for the timer to run out, which will be explained).

Pop the potion out of its box, slide under the bricks nearby, then stop ducking. Mario will walk through the bricks and potion to the other side of the wall. For your reward, you get a whopping ONE COIN EACH in that three-box brigade as you wait for your fifty seconds to be up since you really can't get back to the left side of the stage. It's not a reward, per se, but it's an interesting trick and there may be other areas in the game where you can pull similar shenanigans like this to better effect and make unintended shortcuts in some levels with experimentation. Just be careful trying this in some levels as you can get caught and be forced into waiting for the timer to run out.

Big Bad Bowser Battles
At the end of each level is a battle against a fake Bowser. It gets harder each time, but with masterful timing and cunning, you can trick him into dropping off the bottom of the screen with clever jumping skills!

Of course, one can also simply use a Magic Wand to beat big bruiser Bowser by brute force. That’s right, if any of these battles are too much of a challenge, just pull out a wand from your inventory (or reset the game and get one from another world if you don’t have one). It takes quite a few sparks from the wand to beat Bowser, but it’s often much easier than getting him to drop through layers of bricks and lava. Still though, all of these battles are definitely beatable without a wand, albeit potentially hard, so where's the fun and challenge in that?

There is ANOTHER rather old, but still gold leftover trick from SMB3 if you use the advice of "know thy enemy" that may help immensely with the Bowser battles. A quirk regarding Bowser's sprite is that you will only take damage from the top half and NOT the bottom half! You can also jump off of Bowser's head for no damage to either party in a pinch (if you are properly centered and not hitting the top sprite section weirdly), but don't do that while our big King Koopa friend is jumping unless you want to take a hit. It also goes without saying not to run or collide into Bowser's head if you're Super Mario or another costumed Mario as Bowser has teeth and likes to bite (too bad we don't see animations for that though, this is just the local tongue-in-cheek explanation for collision damage here).

If you are Small Mario (or crouching as Super Mario, Raccoon Mario, or any other suit that is not one block high, noting that Small Mario or Small Mario wearing a Kuribo's Shoe counts as one block) and Bowser is dropping on you, STAND STILL and you will not be hurt unless you were hit by an incoming fireball, were slightly beyond the bottom half of Bowser's sprite and got nailed by a fireball he spat out, stopped ducking as Super Mario or other two-block-high Mario costumes, or jumped due to gamer instinct and/or a lack of trust of this guide. What will happen is that Bowser will be doing his usual thing in your space while belching fire as always before making another jump (which will either be directly above your spot or very slightly to the side of you in the direction Bowser is facing). If you are Small Mario, you may move freely around Bowser's lower-half sprite, just beware moving out just enough to get torched on fireballs. Always try to stay as much in the center as possible so that our friend Bowser doesn't give you the gift of Mario barbecue.

Now that the precautions are covered and Bowser is ready to make a jump down onto your space, you can either repeat this trick (if he lands on you and you're ducking or small, you will not be hurt unless you hit lava or buddy up and follow Bowser offscreen into the abyss), or you can quickly bail out to another spot, taking care that Bowser's head (the damaging part of the sprite) or fireballs do not hit you. You can also slide-duck under Bowser as Super Mario or even run to his lower half as Small Mario to nice effect to do this trick, but always be aware to not touch his upper sprite half or touch fireballs while doing this, or you will get hit. If you're a bit too close to the edge of his sprite's bottom half, he may still be able to touch you with fireballs.

 * 1. Three rows of bricks

A lot like the final boss layout from SMB3, but no indestructible bricks around the edges and no door with blocks above it for protection. Stand about half a screen away from him and dodge his fire breath. When he jumps, run away so he doesn’t ground pound you. Now jump over him to the right side, and get him to ground pound those bricks. Then move back to where he has pounded some bricks, stand in the middle of the groove, and as he’s about to ground pound, take a short hop out of the groove and let him hit it again. Now it’s two blocks deep. Lure him somewhere else and go back into the groove. As he ground pounds into it, hop away from him again, and he’ll fall out of the bottom of the screen.

 * 2. Four rows of bricks, only three blocks wide.

This is like the first level, but now it’s four bricks high, and much of the area is indestructible. No big deal, just form a pit at the area with the destructible bricks. Lure Bowser carefully, jumping out of the pit as he’s about to pound down.

 * 3. Four rows of bricks, strip of lava above the bottom row.

This is where the Bowser Battles start getting tough. The last set of bricks is guarded by deadly lava, though Bowser isn’t affected by it. You can have Bowser crush the first three rows as normal, but then you can’t enter the pit without falling into lava. Lure Bowser a few steps from the pit. Then jump to the other side of the pit, and wait for Bowser to jump. As he jumps at you, take a short hop (don’t hold the jump button for very long) over the pit, timed just so Bowser will pass over you as you’re both over the pit. If you timed it properly, Bowser will ground pound right into the pit and fall. This takes some practice, but keep at it.

 * 4. Four rows of bricks, strip of lava above the 2nd-to-bottom row.

Same thing, but the lava has been moved up. That means you have to do the short hop over the pit twice this time. Doing the short hop precisely and consistently takes practice! It’s a satisfying challenge to overcome, though it’s pretty easy if you use wand attacks. Still though, you got this far, so why not go for a proper challenge?

This fight also has an audio glitch. If you enter the battle while still listening to the potion music, then when that music ends, the ordinary fortress music plays instead of the Bowser music. This is reminiscent of a bug in Sonic 3 where if you played the drowning music against a mini-boss, then hop out of the water, that game plays the Sonic & Knuckles mini-boss music instead, even though that game wasn’t connected or even out at the time. The point is that the game is cued to play different music, but it’s no biggie and it won't affect any gameplay. If you just can’t get pumped into battle without the appropriate music, wait for the potion music to end before you face Bowser.

 * 5. Four rows of bricks, strip of lava separating the top row from the other three, and two sets of bricks to use as platforms.

You could do it the same way as battles 3 and 4, but the platforms allow a new strategy.

First, stand on the left platform. After Bowser jumps at you, jump over to the right platform. He should be on the left platform. Now, when he pauses to jumps at you, immediately jump to the left platform (the one he was on), in a way where you will crash into him in midair above the top of the screen.

The way this works is that you don’t get damaged by him if you’re off-screen. If you position it right, he’ll ground pound the two bricks left of the right platform. Now lure him back onto the right platform so you can do it again. Keep doing this until he falls off the bottom!

If it’s more comfortable for you, mirror the strategy so left is right and right is left.

 * 6. Three rows of bricks, a strip of lava, and then three more!

Use the small hop strategy here from battle #3 here. You’re higher up, and it’s a really tough challenge. Use the SMB3 lower sprite trick to help you out and watch out for fireballs while doing so. Make sure not to stay under Bowser's lower sprite while using the respective trick if he's about to bust into the lava, or Mario will have a nasty time sitting down for weeks.

 * 7. Mamma mia! Two pools of lava on top, five rows of bricks, a row of lava and yet another row of bricks below!

This one's pretty intimidating with all rights. There are two ways of doing this and they’re both kind of ugly (disregarding the bringing of a Magic Wand and blasting Bowser out of the fight), but tricky stunts were always the theme for Desert Dares, so expect no less for Desert Dares Revisited and its respective fake Bowser. Grit your teeth, get comfy and get ready to rumble, don't forget to bring out your best skills and tricks.

If you’re good at the small-hops from battle #3, do that but over the existing lava pits, so Bowser destroys the blocks underneath the lava until he falls. If you let the platform at the edge of the level get destroyed, it’ll be really hard to hop over the lava pit, so watch out for that.

The other way you can beat him is to drill down the center, but it’s hard to complete this strategy without having to stay really close to Bowser, making the fire breath attacks difficult. Use the SMB3 non-damaging lower sprite trick for this one. The platforms to the outside of the lava pools can be valuable in this case, just don’t let Bowser destroy them.

Again, you could also just zap him a bunch of times with the wand, but where’s the fun and accomplishment in that unless you're really having a hard time here?

If you beat this without a Magic Wand, pat yourself on the back, then get someone else to pat your back, preferably your bro or somebody you know, of course.

Now don't touch that dial (if your TV or monitor actually has one), the final level is coming:

Bowser’s Castle, uh, visited

 * Location: The eighth and last level on the path (even though the path keeps going).
 * Time Limit = None

This level features nearly every enemy in the game like a sort of enemy cast roundup. "Nearly" means all except the dreaded bomb-throwing Warkitu, Boom-Boom, Stretch boos, and perhaps a couple other ones. Still, who wants those crashers invited to this Mario Party?

This level is quite a long run, but there are some power-ups along the way, like one high-up near the beginning in the alcove that the Piledriver Goomba came out of above. It ends with brothers of all kinds. After defeating the Hammer Brothers and climbing the bricks, take a big jump over the giant Spiked Hammer Brother below. This can be a bit tough without a Fire Flower or wand (from outside levels), so take your time. There’s no limit in this castle, but it sucks to have to start over after coming so far.

When you get to the next area, you lose all your items and are reverted to Small Mario. You won't be able to bring in a wand or other fancy stuff in here without cheats, so don't try. Run through the tunnel with gaps to get two fire flowers, past the note block and on over to the lava pits; don't fall in or do anything silly like that here as it’s time for the final battle!

Bowser’s above the ceiling and in the rafters offscreen (!!) and coming on through, breaking what bricks that are in his beeline path to Mario. You'll hear a bunch of thumps and see some of the brick breakage at the bottom of the screen so you'll know that he’s working his way on down for a grand entrance of shock and awe. Just wait for a minute or two, preferably while using the old SMB3 ducking trick earlier described on the middle or lower block of the right platform so he crashes on you with his bottom half and does not hit you with his damaging upper one. None of the bricks where you are at, including in the lava pits, are breakable, so you'll have to use different tactics against our fiery turtle-dragon friend.

You have a Fire Flower, another one in your stock, and one in the music note box for later use (try not to hit it out and use it prematurely!), so three total for lobbing fireballs at Bowser, the ONLY weapons that can damage him. If you lose them all, you won’t be able to beat Bowser and you'll have to take yourself out in the lava to do the level over and get Fire Flowers for a rematch. This can stink pretty badly for such a long stage so try hard not to get hit.

If you do get hit once and revert to Super Mario, it is recommended that you make sure you get hit as Super Mario and not Fire Fire Mario if you cannot dodge a hit and the note block flower is used up. That way you can shoot Bowser a bit more, have a bit more of a chance (and maybe even take Bowser out if you're lucky) and not have to redo the stage immediately for Fire Flowers by an unavoidable, tricky or unlucky fireball potshot. Always remember that Super Mario cannot harm Bowser, making this form the insurance policy (in this case meaning the meat shield) for your reserve Fire Flower against stray fireballs if you have to jump. Repeat this phrase: Only Fire Mario can damage Bowser in the final battle, Fire Fire Mario form is to always be protected!

Our good friend Bowser takes a rather sizable number of hits, like at least a hundred if not more so don't get discouraged if it looks like nothing is happening. This is not quite as hard as some of the earlier fake Bowser Battles but there's no bringing a wand this time, so you have to be good with the Fire Flower. A controller (if you're using a keyboard, you get extra applause) with turbo set up might be useful too if you want some rapid-fire on those fireballs.

Finish this intense battle and you’ve won the game!

Credits
This is not really a level, but your reward for beating the game beyond some bragging rights!

You rescue Peach / Princess Toadstool again, though her ending speech is a little different.

Whereas SMB3’s ending showed off all the worlds, Mario Adventure uses the end sequence for credits, though there are some pictures to look at too.

After you win, you’re taken back to the title screen, but your victory has been saved. Now you can play all the levels in World 8 whenever you want. Also, whenever you beat any World 8 level, A door opens up and you can see the ending again. Those seem to be the only changes. The game timer still counts up, so you might want to record how long it took to beat the game if you took less than 10 hours.

title: Mario Adventure/Bowser's Castle