IntroductionEditTurn on your game. A red curtain will appear. After it reaches the top, Mario and Luigi move around. Luigi hits the top of the screen, and the logo appears, along with lots of enemies and power-ups. Mario jumps up to the Super Leaf, transforms into Raccoon Mario, and lands on the Goomba, who is just about to leave the screen but gets stomped on. Mario then kicks the Koopa Shell at the Buzzy Beetle, knocking it out. As the Koopa Shell travels off screen, Luigi comes back and holds the shell in his hands, and tends to attack Mario. Mario dodges, stomps on the shell, and attacks back at Luigi, who flees off screen. Then another Koopa Shell appears from the left, and hits Raccoon Mario, who is now small Mario. Mario now has nowhere to hide but behind the bushes. As the menu screen appears, three Koopa Troopas walk by. After the first Koopa Troopa goes offscreen, another Koopa Troopa appears speeding up behind the third.
- Up: Enter doors or upside down pipes.
- Down: Crouch (not small or Frog Mario), enter pipes, or slide down slopes.
- Left: Walk to the left.
- Right: Walk to the right.
- A Button: Jump, swim (except for Frog Mario, as he can swim with the Control Pad), fly as Raccoon/Tanooki Mario, or begin any level.
- B Button: Hold to accelerate, pick up/kick shells, throw fireballs, wag Raccoon Mario's tail, or turn into a Tanooki Statue. You can also open up the Item Depository using this button.
- Select: Move the cursor on the title and game over screens.
- Start: Start your game or pause.
How to PlayEdit
- The game starts at five lives.
- You can play by yourself as Mario, or with an opponent as Luigi.
- In 2-player games, if you press A on the "M" or "L" icon, you will enter a Mario Bros. battle mode screen.
- At the end of each level is a Card Roulette. If you touch it, you'll clear the level.
- The goal is to reach the king's castle by clearing every action panel required.
Statusline and Map ScreenEdit
- World Display: Shows what world you are on.
- Lives: You can hold up to 100. If you lose your last life, your game is over, and you can continue or quit.
- Speed: To increase by flashing the "P", hold the B Button.
- Score: Available in seven digits, you get points for anything.
- Coin Display: Collect 100 coins, and you gain an extra life.
- Time Limit: Most levels begin at 300 seconds, while some can only give you 200, and a few give 400. You lose a life if time runs out.
- Start Panel: Where Mario starts.
- Action Panel: Contains one typical level. Each world has around 5 to 10.
- Mushroom House: Each contains three different items to put in your depository.
- N-Spade Panel: You can try to get multiple extra lives if you get a perfect picture.
- Fortress: Each is guarded by Boom-Boom.
- Hammer Brothers: They wander around all over the place, and you must fight him to steal the treasure item and end the level. Clear one, and a bridge will appear, or a lock will disappear.
- Memory Match: If you clear a certain amount of levels, this will appear. Here, you get 18 cards, and nine pairs to get. Mushrooms, Flowers, Stars, coins or a 1-UP.
- White Mushroom House: They'll appear if you collect enough coins on a certain level.
- Castle: They are at the end of levels, and an airship will fly everywhere if you lose a life inside.
- Pipe Switchers: They can transport you from one place to another on the map. Some are blocked by locks.
In Worlds 1, 3, 5 and 6, the Hammer Brothers can also turn into ships. You can get plenty of coins here, but you'll still only have 200 seconds.
Mario Bros. Battle ModeEdit
- The goal in here is to kill the most enemies or collect the most coins without dying.
- If one player gets killed, it is the other player's turn. No lives are lost, though.
- The enemies consist of Spiny, Fighterfly and Crab. The Spinys have the same abilities as Shell Creepers.
- If the players take too long to finish, fireballs will appear and try to kill off the players.
- The last enemy will turn blue and go faster.
- Super Mushroom: Turns Mario into Super Mario. Worth 1,000 points.
- Fire Flower: Turns Super Mario into Fiery Mario.
- Super Leaf: Turns Mario into Raccoon Mario.
- 1-UP Mushroom: Gives an extra life. From giant blocks, there are 3 of them.
- Coins: Worth 50 points, or 100 points from a "?" block.
- Brick Blocks: Worth 10 points. In Big Island, cropping a huge block is worth nothing.
- Suits: Normally from giant blocks. They change Mario into a different form.
- Hammer: Breaks blocking rocks on the map.
- Music Box: Puts all Hammer Brothers to sleep.
- Anchor: Stops all airships from moving.
- P-Wing: Gives Raccoon Mario endless flying.
- Jugem's Cloud: Allows Mario to skip a level.
- Warp Whistle: Sends Mario to World 9, the Warp Zone.
Enemies (ones that are not in SMB)Edit
- Venus Fire Trap: These Piranha Plants spit fire.
- Boomerang Bros.: They can throw boomerangs.
- Hammer Bros.: They throw hammers.
- Fire Brothers: They spit out fireballs, two at a time.
- Dry Bones: One stomp crushes him into pieces, but then he comes back up. Cannot be fireball'd.
- Fireworms: They can hop around and jump down. Can be kicked by Raccoon Mario's tail.
- Thwomp: These enemies can quickly drop down and go back up, slide diagonally or move horizontally.
- Boo Diddley: If you face away, they'll follow you.
- Boom-Boom: Stomp on him three times, throw five fireballs or one hammer at him to defeat him.
- Angry Sun: He'll get angry and start spinning all over the place in desert levels.
- Chain Chomp: He can try to tug out of the block and take a bite.
- Jelectro: This enemy can't be defeated at all. Even one touch is not a good idea.
- Big Bertha: He'll fly out of the water and eat you alive.
- Lakitu now throws green Spiny eggs.
- Huge enemies: They have stronger abilities than normal enemies. Mostly found in World 4.
- Hotfoot: They walk off their candles and follow Mario.
- Fire Chomp: They can fly from nowhere and spit out fireballs, then explode.
- Bob-ombs: Just like in SMB2, they blow up after you stomp on one.
- Spike: They can throw spikeballs.
- Ptooie: Like Piranha Plants, they blow on spikeballs.
- Spiked Cheep-Cheep: They swim and look just like regular Cheep-Cheeps.
- Bloober with offsprings: They can release their offspring, and give more damage.
If you kill an enemy, you only get 100 points, but you can still double your points repeatedly until you reach 1000, then it doubles again until you earn a 1-UP.
World 1: Grass LandEdit
What's On the Map?Edit
6 Action Panels, 2 Mushroom Houses, 1 N-Spade Panel, 1 Fortress, 1 Hammer Brother (Starman).
Kick the red Koopa Troopa shell to the "?" block for a second power-up. The 1-UP Mushroom requires Raccoon Mario. Fly up to the cloud blocks to find a brick block. The bonus room is also high up on the tallest pipe. Inside are coins that are shaped like a "3".
This level is all green hills. Hit the P-switch under the pipe, and you can climb up to enter a bonus room (guarded by a green Venus Fire Trap) with 20 coins.
Let the Koopa Troopa knock out the brick blocks, and reveal a Magic Note Block. It'll send you all the way to Coin Heaven, with 35 coins and a 1-UP surrounded by more. The exit is near the Card Roulette. You can also take a shortcut behind the darkness, and you will end up collecting a Warp Whistle.
The first self-scrolling level. If you collect 44 coins in here, you will earn a P-Wing from the White Mushroom House. Pipe exit, with a Boomerang Brother to the left.
Lava castle, with only two power-ups (Fire Flower and Super Leaf). If you fly up to the first room's end ceiling, you will encounter another Warp Whistle. Otherwise, take the door, avoid the lowering spikes, and simply defeat Boom-Boom.
First underground level. Slide down and kill off the Buzzy Beetles. There is also the same Coin Heaven as in 1-3. It is to the northeast of the second pipe. Another pipe exit, different to the one in 1-4.
You must cross platforms and ride on ones to reach the end. Near the end of the level is a Koopa Troopa. Any enemies seen present in the scene will turn into coins, all multiples of 2,000.
Larry Koopa's AirshipEdit
This is probably the easiest airship to pass. Stomp on Larry Koopa to defeat him, and you'll earn a P-Wing.
Princess Toadstool's message: "If you see any ghosts, be careful. They'll give chase if you turn away." This will refer to fortress levels in the future.
World 2: Desert LandEdit
What's On the Map?Edit
5 Action Panels, 2 Secret Levels, 3 Mushroom Houses (1 Frog Suit), 2 N-Spade Panels, 1 Fortress, 3 Hammer Brothers (2 Boomerang, 1 Fire) (the Fire Brother has the last Warp Whistle), 2 Pipe Switchers.
Most of the blocks are not flashing because they'll jump from one place to another. There are also two bonus rooms: one with a P-Switch that reveals 16 coins, and the other with a P-Switch, revealing nothing. Both the entrance and exit are guarded by green Piranha Plants.
There are Piranha Plants present from the quicksand in this level. 30 coins will give you an Anchor from the White Mushroom House. Pipe exit.
This fortress is made with gray stone blocks. The green pipe will lead you to part 2 of the first area. After that, you must cross four Thwomps in a row to touch the door. Area #2 has spikes that rise and fall, including the door that leads to Boom-Boom.
You must find a Note Block to climb your way up to a brick block that holds a P-Switch. Stomp on it, and you'll get plenty of coins. Pipe exit. If you don't hurry, you'll need the Koopa Troopa's shell to kick your way through.
You only get 200 seconds this time. After you pass the whirling tornado (that can try to spin you back), the Angry Sun will start to move. Run quickly!
If you're Raccoon Mario, you can fly up through the brick blocks to find a plentiful of coins. A Boomerang Brother is present near the Card Roulette.
There are Chain Chomps in here, one of them near the Card Roulette. If you have the Koopa Troopa's shell reveal a vine, you can climb up to another bonus room, with a power-up and a P-Switch revealing more coins.
Also known as Grass Land 7, both the door entrance and pipe exit in this level take place outside. Raccoon Mario and the Buzzy Beetles can mostly break through the walls. You may also find a bonus room with another P-Switch. The pipe is both an entrance and an exit.
Morton Koopa Jr.'s AirshipEdit
This one has a blue color scheme. Near the end of the airship are three Monty Moles. After you defeat Morton Jr., you'll earn Jugem's Cloud.
Princess Toadstool's message: "You can stomp on your enemies using Goomba's shoe." This refers to future levels in which you can defeat Goombas in green shoes from the bottom.
World 3: Water LandEdit
What's On the Map?Edit
9 Action Panels, 5 Mushroom Houses, 5 N-Spade Panels, 2 Fortresses, 2 Hammer Brothers, 6 Pipe Switchers. For some of the Mushroom Houses and N-Spade Panels, you may need the canoe, which requires a Hammer.
At the very bottom of the beginning is a Fire Flower. You can also take a shortcut from the ceiling at around midway. Pipe exit.
This level has platforms hovering above water. If you get past halfway, Cheep-Cheeps will start jumping high. The pipe exit is guarded by a green Venus Fire Trap. At the top is a 1-UP Mushroom.
Big Bertha first appears here. One swallow and you immediately lose a life. The water rises and sinks. Risk yourself from taking the pipe exit by keep going right for another 1-UP Mushroom.
If you take the wrong door, you'll fall down into the water and must start over from the first pipe. The last door takes you to a secret coin room, while the sixth pipe leads to Boom-Boom. This time, he's got wings.
Another green hill level. Lakitu will appear near the end, and he throws green Spiny eggs. Starting here, Venus Fire Traps appear from upside down pipes.
It's easier if you use Frog Mario. This way, you can go down the second pipe, which leads to a bonus room with 10 coins, and a giant "?" block with three 1-UP Mushrooms. The pipe exit is completely different, with a blue sky.
Another self-scrolling level with only platforms. This level's pipe exit has a Koopa Paratoopa in it.
There are Spike enemies in here. Take the vine, and you can climb to a P-Switch, more coins and a Coin Heaven. It has 56 coins, and a Treasure Box with Jugem's Cloud.
Underwater castle, with a new enemy called Stretch. They have Boo Diddleys inside them. Boom-Boom has wings again.
Big Bertha and the water scroller return. If you collect 44 coins, the White Mushroom House will get you another P-Wing. The pipe exit is partly above a bridge on the water.
There are Bullet Bills and Bob-ombs in this level. You can also pick up blue (later white) brick blocks and throw them. Turn all the way to the left and take the pipe down to the 3-5 bonus room with a Frog Suit. Empty pipe exit.
Wendy O. Koopa's AirshipEdit
This airship introduces flames that shoot out and back inside cannons. Defeating Wendy O. Koopa earns you a Music Box.
Princess Toadstool's message: "The white block contains magic powers that'll enable you to defeat your enemies." I have no idea what this means.
World 4: Giant LandEdit
What's On the Map?Edit
6 Action Panels, 4 Mushroom Houses, 3 N-Spade Panels, 2 Fortresses, 3 Hammer Brothers, 4 Pipe Switchers. Occaisonally, you may need the Hammer.
Fly up to the top in order to enter an underwater bonus room with two Big Berthas that spit out small fish. Pipe exit similar to 1-5's, except with a green-ish background. This pipe exit will later be seen in Big Island 2, 3, 4 and 5.
This level has yet another rising and falling water, but no Big Berthas. Collecting at least 22 coins earns you an Anchor.
You start by passing two Sledge Brothers, then you enter a pipe that leads to a tunnel.
If you take the third pipe in the group with five pipes, you'll encounter a tunnel with Dry Bones and Boo Diddley. The fifth "?" block contains a Fire Flower. The exit of the bonus room will lead to Boom-Boom.
Giant underwater level, with Lakitu and Spinies. If you use Frog Mario, you can swim through the pipe. It will send you to another bonus room with two P-Switches.
This one's got flashing Bullet Bills that can switch directions. The vine will take you to a secret room with a Tanooki Suit. I've also heard that if you use the game genie code that enables you to walk through walls, you can automatically clear the level.
The doors will change all enemies from giant to regular size. In this case, there are no Venus Fire Traps or red Piranha Plants present.
About halfway after the lava, there is a secret door that leads to a pipe maze. Climb up the switches to reach another pipe, which will lead to two more secret rooms, the last one with three 1-UP Mushrooms and lots more coins. Be careful -- one of the sideway pipes has a Piranha Plant coming out of it.
Iggy Koopa's AirshipEdit
This one is very hard. It only scrolls slowly. However, there are no black cannonballs or Bullet Bills. You'll earn a P-Wing after the battle ends.
Princess Toadstool's message: "The thief who stole the Whistle has escaped to the east side of the Sand Dunes." This refers to the last Hammer Brother in World 2.
World 5: Sky LandEdit
What's On the Map?Edit
9 Action Panels, 3 Mushroom Houses, 3 N-Spade Panels, 2 Fortresses, 3 Hammer Brothers, 3 Pipe Switchers, 1 Tower. There are two parts of this map -- one on land and the other in the skies.
This level first introduces the Buster Beetle. He can also throw bluish-white brick blocks. If you can fly up to the upside down pipe, you can find a Music Box. The exit will lead to a P-Switch that reveals coins shaped like large 3's.
There are two ways you can clear this level -- keep climbing up or fall all the way down into a green cave.
The upper exit has a secret room with three 1-UP Mushrooms. Includes the 1-5 pipe exit, which is also later to be shown in Sky 3.
In this level, you can stomp on any enemy by using Goomba's green shoe. If you clear this level with the shoe still on, the shoe will instantly disappear.
There is a secret room with a 1-UP Mushroom. You may need Raccoon or Tanooki Mario to reach it.
This level can send you from the land half to the sky half. If you want to return to the land portion, just simply go down the pipe.
It's filled with lots of spinning bars. Some do not spin if you don't stand on them, some will spin for a short time and stop, and some will spin endlessly. The same pipe exit will later be seen on Sky 6, 8 and 9.
The secret room which is from the second pipe contains 10 coins and a Tanooki Suit. The White Mushroom House will award you another P-Wing if you collect 28 coins.
This scrolling level has red Parabeetles.
Supposedly, the pipe that the green Venus Fire Trap is guarding leads to someplace else. You can instantly clear the level if you fly high enough to the ceiling and cross above the blue wall.
Also known as the Lava Fortress, Sky Fortress 2 is a castle with a red background and lots of lava (especially on the ceiling). Beside of that, fireballs also shoot from the roof. Boom-Boom returns flying with wings again.
This level is very short, with Lakitu appearing about halfway.
An upwards-scrolling level. About halfway, Fire Chomp will start to appear.
Roy Koopa's AirshipEdit
If you stomp on Roy Koopa even once, he will start to shake the ground for a short time. If you defeat him, you'll earn another Jugem's Cloud.
Princess Toadstool's message: "Be careful in the Ice World. The creatures trapped in the ice will come to life if warmed."
World 6: Ice LandEdit
What's On the Map?Edit
10 Action Panels, 2 Mushroom Houses, 3 N-Spade Panels, 3 Fortresses, 3 Hammer Brothers, 4 Pipe Switchers.
If you have a P-Wing, the door will lead to an icy secret room with a P-Switch and more coins which will turn back into brick blocks if you don't go quickly... Some of the Piranha Plants will breathe spike balls and never go back in their pipes.
The first ice-scrolling level. You can also get a 1-UP Mushroom on the last bottom scroll. First icy pipe exit.
I've heard there is a secret room in this level, but I can't find it.
You first take the blue donut platform ride, then enter the door that'll transport you to the last room before Boom-Boom.
There is a Coin Heaven beside the two large ice blocks. It is just like 3-7's, except you can leave this Coin Heaven.
It's harder, so you get 400 seconds. First, you must use Raccoon Mario and carry a Koopa shell while flying, then kick it right after it is above the two Nippers. After that, you can take the pipe and finally leave the level.
It's a half underground and half underwater level. The pipe exit has Spike in it.
If you collect 78 coins, you will get yet another Anchor from the White Mushroom house. At the end of the level are a group of cold coins surrounding a Koopa Paratroopa.
This is the only castle with ice blocks everywhere. It's harder in the Boom-Boom battle, because he can slip on ice too.
This is the only warm level that's not so icy. Stomp on the P-Switch, and 88 coins will appear above.
If you have a Frog Suit, you can swim past the pushing winds from the pipes and enter a secret room with three 1-UPs. The pipe exit is slightly different to 6-5 this time.
Quickly climb the vine and stomp on the P-Switch to change the Munchers guarding the pipe into coins. Inside, you'll find a Hammer Suit.
The second room has three Boo Diddleys and a floor that rises to the door. It will lead to Boom-Boom.
Lemmy Koopa's AirshipEdit
It's a blue tank, and this time, Lemmy will release green bouncy balls. Defeat him and you'll get another P-Wing.
Princess Toadstool's message: "I am well. Please retrieve the Magic Whistle hidden in the darkness at the end of the Third World." This refers to a past level, Grass Land 3.
World 7: Pipe LandEdit
What's On the Map?Edit
9 Action Panels, 3 Mushroom Houses, 3 N-Spade Panels, 2 Fortresses, 2 Piranha Plant levels, 16 Pipe Switchers. One of the pipes is stuck on all directions, and will therefore lead to nowhere.
The door leads to one of the first pipe mazes of the game, but not the exact first. There is a 1-UP Mushroom hidden at the very top. Pipe exit.
Filled with Nippers and red Venus Fire Traps, you must find 46 coins to retrieve the P-Wing from the White Mushroom House. Contains 3-1's pipe exit.
It's a green hill level, with Lakitu at around halfway.
This is the only underwater level of World 7. It also self-scrolls, has Jelectros and spiked Cheep-Cheeps. With Raccoon or Tanooki Mario, you can fly up to find two 1-UP Mushrooms.
Yet another underground maze, with hard puzzles to solve. You will also find two secret 1-UP Mushrooms in here.
Giant Piranha Plant 1Edit
This one has undefeatable Munchers that hide in small pipes and come in and out with rhythm. The prize is a P-Wing.
It's harder, and you only get 200 seconds. If you find the secret door, you'll find a pipe that leads to a secret room with a Tanooki Suit. The exit leads to the next rooms, and you must use the Tanooki Suit to fly up to Boom-Boom.
This level is a bit similar to 7-1, except it's more complicated. Another pipe exit.
Also known as Dark Land 0, this level only gives you 200 seconds. You must steal all of the Starmen in order to cross the Munchers. If you miss too many times, you will lose a life.
There is a Coin Heaven that looks exactly like 6-4's. It is to the right side of an upside down pipe. The secret room that the Ptooie is guarding is the first pipe. Inside you'll find a Hammer Suit.
This one is very hard. In fact, it's a huge maze. Pipe exit, takes place in the desert.
More lava pipes, except this time, filled with Venus Fire Traps and Piranha Plants. The last pipe you must enter is guarded by a Piranha Plant.
Giant Piranha Plant 2Edit
This time, the prize is just a Super Mushroom.
Ludwig von Koopa's AirshipEdit
This airship will also scroll pretty slowly, but then a bit faster. Like Roy Koopa, Ludwig will also shake the ground.
Message from the King of the Koopas: "Yo! I kidnapped the Princess while you were running around. She's here in my castle, if you dare to try and rescue her. Ha ha ha..." Unfortunately, you'll get no item this time.
World 8: Dark LandEdit
What's On the Map?Edit
2 Action Panels, 1 Fortress, 3 Tanks, 1 Airship, 3 Hand Traps, 1 Koopa Castle, 12 Pipe Switchers, and absolutely no more Mushroom Houses, N-Spade Panels or wandering enemies.
Koopa Tank 1Edit
This level introduces large cannonballs that pop out of bigger pipes. The boss is just a Boomerang Brother, and you'll earn a Starman for defeating him.
Koopa Tank 2Edit
This tank takes place on watery lava. You can try jumping out of the lava when you reach the end pipe.
Hand Trap 1Edit
All types of Hammer Brothers are present in order of appearance: Fire, Hammer, Boomerang and Sledge. Fortunately, you cannot fall in the lava under the bridges. If you reach the end pipe, there stands a Treasure Box with a Super Leaf in it.
Hand Trap 2Edit
This one's got Podoboos and the same prize (Super Leaf).
Hand Trap 3Edit
This time, Cheep-Cheeps fly out of the lava. The end prize is still the same.
This level scrolls very fast. A P-Wing may be recommended. Boom-Boom flies this time.
It's nothing but darkness. If you fly high enough to reach the tallest pipe, you'll enter a room with three 1-UP Mushrooms.
A dark desert level. If you take the first quicksand, you'll fall into two pipes -- the first one with a power-up and the other with 100 coins. Otherwise, if you slide down the hill, an Angry Sun will start chasing you.
This one's very long, so you get 400 seconds. Here's how to do it: Take the last door in the first area, then keep going right until you see the door on three hovering gray blocks. Now stomp on the P-Switch and run very quickly to the secret door at the end. The P-Switch will then expire, and you'll have to find another one to reach the very last door. You will then fall down and when the floor moves again, crouch down under the spikes and you'll reach Boom-Boom.
Koopa Tank 3Edit
This tank also contains a flying Boom-Boom.
Castle of KoopaEdit
Again, you get 400 seconds. If you take the wrong doors, you might have to start over to the beginning.
Here's how to do it: Go up the donut lifts, climb up and down the staircases, and take the very top or bottom door. Jump over the Bowser statues and lava while avoiding the flames that come from Bowser, and you'll be ready to fight.
To defeat Bowser: Simply stomp on him repeatedly, fireball him, throw hammers at him or just make him stomp on the floor three times so hard that they'll break, and he'll fall all the way down. The door will then open.
You'll then see a message from the Princess: "Thank you! But our Princess is in another castle!... Just kidding! Ha ha ha! Bye bye."
World 9: Warp ZoneEdit
But that's not all. If you blow your Warp Whistle, you will be sent to World 9! From World 1, you'll go to Worlds 2, 3 or 4; in Worlds 2-6, you'll go to Worlds 5, 6 or 7; and in World 7, you'll go to World 8.
If you blow your Warp Whistle in World 8, you'll have to start all the levels in that world over again. But if you blow your Warp Whistle in the Warp Zone (World 9), you'll go directly to World 8.