__ __ __ _ _ ___ __ ___ _ ___ __ | \ / / | | | \ | | \ /\ /\ / \ | \ | / \ | / \__ \__ | | |___/ |__ |___/ | | | | | |___/ | | | | \ \ \ | | | | | \ | | | |---| | \ | | | |___/ ___/ ___/ \__/ | |__ | \ | | | | | | \ | \__/ __ __ _ _ __ __ _____ __ _ _ / \ / \ | | | / \ | | / \ | | | | | | | |__ | | | | | |\ | | | | | | | | | | | | | \| \__/ \__/ |___ |___ |__ \__/ | | \__/ | | ____ |___ \ \ \ ___/ / |___ ( \ \ ___/ / |____/ VinnyVideo's FAQ/Walkthrough for BS Super Mario Collection 3 Dai-3-shuu =============================================================================== Table of Contents =============================================================================== [INTRO] Introduction [WALKT] Walkthrough [QUEST] Frequently Asked Questions [VERSN] Version History [COPYR] Copyright [CONTC] Contact Information Navigation tip: Press Ctrl and F to bring down a search bar. Then type in the name of the section you're looking for - like [CONTC] for the Contact Information. =============================================================================== Introduction [INTRO] =============================================================================== It's no secret that VinnyVideo likes old, obscure video games, but this may be the most obscure game he's ever covered! BS Super Mario Collection 3 was released around early 1998 for the Broadcom Satellaview, a Japanese-only device that plugged into the bottom of the Super NES (the only use for that port, by the way) and interacted with a satellite TV feed. The BS was an innovative concept designed to combine video gaming with TV content, but it never really caught on, in part because of its hefty price tag. This game consists of several levels that appeared in the Super Mario All-Stars version of Super Mario Bros. 3. All of the levels are from Worlds 4, 5, or 6 (or Bowser's Castle) and include many of my favorite levels from what is still my favorite video game of all time. There are also a few things that are new to this game, and the objects on the world map have been rearranged, but the level layouts are exactly the way they are in Super Mario All-Stars. The most noticeable difference is the lack of background music. The game was originally broadcast with an eclectic selection of popular music and voice acting, including songs as offbeat as "The Power of Love" from Huey Lewis & the News. Unfortunately, since the Satellaview is no longer supported, the emulated version lacks music altogether. Some of the sound effects are slightly different from my own copy of Super Mario All-Stars, although there are different versions of that game with these sounds. You'll also notice that BS Super Mario Collection 3 is interspersed every few minutes with strange cutscenes of Japanese text and manga-style cartoon. Being fully illiterate in the language of the land of the rising sun, I will have to rely on my readers to find out what these cutscenes actually say. At present, there's no known way you can play this game except by emulating it, and it seems unlikely that Nintendo will ever re-release this. But you never know. With that introduction out of the way, let's go on to the walkthrough! =============================================================================== Walkthrough [WALKT] =============================================================================== When you turn the game on, wait a little bit (use your emulator's fast-forward feature if you wish) until the opening cutscene appears. I don't understand what the Japanese text says, so if any of my readers are actually familiar with Japanese, please feel free to fill me in. If you're using ZSNES, the game should begin at World 4-1. Some emulators behave differently - for example, one begins with a three-minute countdown and skips the first half of World 4. My revised walkthrough begins at 4-1, however (I appreciate Mariofan144 telling me about this omission I made in the original version of the guide). If your emulator is working properly, the game begins at World 4-1. Depending on the number of points you score in the next area, you may wind up in a different world for the next phase of the game. If you score a lot of points, you'll play the later worlds; if you don't score many points, you won't get to Ice Land. If anyone knows the exact number of points needed to reach a certain area, please let me know. You'll have 10 minutes for the first phase, 3 minutes for the fortress, 15 minutes for the second world, 3 minutes for the airship, 12 minutes for the third phase, and just 3 minutes to finish Bowser's Castle: =========================================================================== /---------------------------------------------------------------------------\ | Timer |10 min.| | 3 min.| |15 min.| | 3 min.| |12 min.| | 3 min. | ---------|-------|--|-------|--|-------|--|-------|--|-------|--|-----------| | Path 1 | 4-1 |->| 4-F |->| 4-4 |->| 4-A |->| 5-1 |->| 8-Castle | | Path 2 | 4-1 |->| 4-F |->| 4-4 |->| 4-A |->| 5-5 |->| 8-Castle | | Path 3 | 4-1 |->| 4-F |->| 5-1 |->| 5-A |->| 5-5 |->| 8-Castle | | Path 4 | 4-1 |->| 4-F |->| 5-1 |->| 5-A |->| 6-1 |->| 8-Castle | \---------------------------------------------------------------------------/ =========================================================================== The game opens with a cutscene showing a conversation involving Mario, Toad, Princess, and an unspecified anime girl, all seated at microphones. I have no idea what they're saying or doing. -------------------------------------------------- The Fire Flower House -------------------------------------------------- Before you do anything else, visit the house on the southwest corner of the world map. Go inside and you'll find a weird (but somewhat cute) hyper-manga girl who wears a pink "N" sweater - I guess for "Nintendo." She'll ask you a question, and choose the first answer ("yes" - the only word I'm capable of reading in Japanese!). For the next question, choose the first answer. For the rest of the game, whenever you return to the world map, you'll be Fiery Mario if you're Small or Super Mario. If you have a better power-up, you'll keep it instead. This is a nice bonus, so make it a point to visit this house as early as possible. If for some reason you elect not to visit the Fire Flower House, there'll be other opportunities to visit it in later worlds. -------------------------------------------------- World 4-1: Meet Some Giant Bad Guys! -------------------------------------------------- World 4-1 is the first level in Giant Land, the world where meanies become massive! These giant foes don't behave much differently from their smaller counterparts, but keep in mind that when you stand next to a Giant Piranha (Piranhacus Giganticus), it won't notice Mario! Different timing is necessary if you want to avoid getting munched. At the beginning of the level, kick a Koopa to break the block and reveal a Super Leaf. See that odd waterfall? You can fly up to find a watery area with a pipe. Enter the pipe to find an underwater room where Big Bertha is guarding a pair of 1-Ups. Outside, there's another [?] Block with a Super Leaf if you need one. Keep going and you'll find a few Koopas standing on clouds. If you're Raccoon Mario, you can accumulate points and even unlimited 1-Ups by stomping them without touching the ground, although it's tricky to pull off. This is the best place to accumulate points if you're trying to influence which branching path you take later in the game. Once you're done with your turtle-stomping binge, run off to the goal! -------------------------------------------------- World 4-2: A Water World on Steroids -------------------------------------------------- The land rises and sinks here, but this one is easier than some levels because Boss Bass decided to stay home. Keep moving across the pipes and bridges in the early part of the level. Move quickly and the Cheep-Cheeps won't have a chance to nibble on Mario. Use the Ice Blocks to dispose of enemies and nab a Super Leaf from the giant [?] Block. The action flares up when you hit the P-Switch. Grab the coins and get the Starman from the [?] Block! When the P-Switch's power wears off, get the remaining coins and boogie to the goal! I don't think you can get a White Mushroom House in this version of the game, though. -------------------------------------------------- World 4-3: Underneath the Land of the Giants -------------------------------------------------- A pair of Sledge Bros. guard the first part of the level. These overgrown cousins of the Hammer Bros. create shockwaves when they land, so if you're on terra firma when they hit the ground, you'll be stunned briefly. If I had a Starman in my inventory, I'd use it here and blow right by them. If you don't have a Starman or don't want to use it, just run-jump over the Sledge Bros., or run under their high jumps, and you should be OK. Take the pipe into the main part of the level. The underground section is ordinary but tricky. There are a few tricky jumps, and watch out for the Spinies that fall from the ceiling. After a few jumps, you'll spot a lonely [?] Block. Hit it for a Super Leaf. Stomp the Buzzy and trigger the Spiny on the ceiling, and fly up for some hidden coins. Drop down and hit the 1-Up block. Follow the 1-Up Mushroom until you can reach it, but watch out for the Spiny! The final four jumps are potentially dangerous thanks to the bouncy wooden blocks that can knock you off the ledge. Be careful. -------------------------------------------------- The Treasure Ship -------------------------------------------------- The Treasure Ship level is blocked by a door that disappears once you accumulate 100,000 points. On this special Airship, keep running about to collect each row of coins. Just before the boss pipe, keep jumping to find an invisible 1-Up. Go down the pipe to meet a weak boss - a pair of Boomerang Bros. Stomp 'em both and you'll receive a fun prize like a Tanooki Suit, Frog Suit, or Hammer Suit. By the way, all the other worlds have a Treasure Ship level that operates the same way as this one, so I don't see any need to repeat these instructions. -------------------------------------------------- Boom, Boom, Pow! -------------------------------------------------- Once the 10-minute timer expires, you'll see a cutscene showing Bowser's Doom Ship. Then you'll be whisked off to the first fortress in Giant Land. Watch out, as you have only three minutes to complete this level if you want to play the Spade Game. -------------------------------------------------- World 4-Fortress #1: Two Ways to Go -------------------------------------------------- Meet Hot Foot! This little flame hides in candlesticks and likes to burn plumbers. He's a lot like Boo Diddly in that he chases Mario when he's not looking. Face him, though, and he'll stop. This fortress is unique in that there are two ways to go, each with its own dangers. At the start, you'll find a tricky horizontal Thwomp. If you don't like them, take Route 2, accessed through the middle in the series of five pipes. Inside, there's a Dry Bones and a Boo. Take the power-up in the second [?] Block from the right, and jump to reveal a pair of invisible blocks leading to the exit pipe. From there, you're home free. If you took the regular route, you'll see more Hot Foots and Thwomps, including a tricky Thwomp trap where you have to slide through a small gap (run and then duck just before you reach the narrow passage). This is a cinch for Small Mario, however. At the end of the fortress is - you guessed it - Boom-Boom, the guardian of many a fortress (and the antagonist in my "Marioy 2" game, if anyone ever noticed). For the 1% of you who have never faced Boom-Boom in the past, you stomp him three times to defeat him. After each hit, he'll duck into his spiked shell, becoming momentarily invincible. Don't touch him then. Stomp him again when he starts moving, but be fast or he'll start jumping around and be really fast. Once he's bopped out, take the Magic Wand (which replaces the question- mark ball normally seen after SMB3 fortresses) to conclude the level. Note: If you don't finish this level within the countdown indicated on the bottom of the screen, which works separately from the regular timer, you will automatically advance to the next portion of the game. If you finish before the 3-minute timer is up, you'll get to play the Spade Game until time expires. It's a great way to stock up on extra Marios - just keep pressing B as fast as you can and you should line up the sets of panels several times. -------------------------------------------------- The Next Step -------------------------------------------------- Afterwards you'll see a cutscene showing an ominously levitating Bowser, and you'll be placed on a modified map of either the second half of World 4 or the first half of World 5. The time limit resets to 15 minutes. You'll have access to three levels, and you can play them as many times as you wish and in any order you please. You don't HAVE to visit any of them to advance in the game. Mushroom Houses and the Treasure Ship, however, can be completed only once. Also keep in mind you can't get to the Treasure Ship quite yet, and that the pipes on the overworld map are disabled. Now, or whenever the bridge is down, visit the Mushroom House for a random goodie from Toad: a Super Mushroom, Fire Flower, Starman, or 1-Up Mushroom. -------------------------------------------------- World 4-4: Stop Bothering Me, Lakitu! -------------------------------------------------- Lakitu won't even let Mario take a swim in peace. At the start, grab your Fire Flower from the [?] Block and go right down the shaft. If you have a Frog Suit, however, you can swim through the drain pipe at the bottom-left corner of the level, where many coins await you. Getting here without being a froggy, however, is virtually impossible in the Super NES version. This is the only level in the game where you can really take advantage of the Frog Suit in your inventory, so go ahead and use it. Anyway, keep going, swimming carefully through the pipes and coral. Lakitu is tossing Spiny Eggs from overhead, so stay on the alert. At the end, swim up the staircase and enter the pipe that leads to the level exit. Run to the card and touch it (preferably jumping at a 45-degree angle at full speed so you can get a Star card), and... Course clear! You got a card. (VinnyVideo's message board signature) -------------------------------------------------- World 4-5: Bills Galore -------------------------------------------------- This stage introduces Missile Bill, who is similar to Bullet Bill but will reverse direction to home in on plumbers! The hill at the start hides a Super Leaf in the big [?] Block. Stomp the big Paratroopa and use its shell to get the power-up. There's also a Fire Flower in the nearby set of [?] Blocks, but the Missile Bills make it difficult to acquire. Keep heading right (the usual direction in a Mario game), staying high to avoid the gunfire. Just ahead is a high block, which holds a vine. Hit it and access it by bouncing on a Missile Bill. Take the vine up to a pipe, wherein you'll find a Tanooki Suit in the massive [?] Block! And you were expecting a Grand Goomba. This is as good as being Raccoon Mario, except you can press Down while holding the run button to (momentarily) become an invincible statue! Hit the P-Switch by the big block to make some coins appear outside. Float down, using the coins as your guide, and watch out for any nearby bullets. From here, make your way past the Bills to the exit. -------------------------------------------------- World 4-6: Little or Big, Take Your Pick -------------------------------------------------- What a weird world. Three Stars, two 1-Ups, two sides... wild. By entering the doors found throughout the level, you can make the bad guys big or small. See that group of blocks at the start? There's a 1-Up in the second [?] Block from the upper-right corner. Grab it and run-jump across the gap to the very special door. It really doesn't matter whether you switch to the little side or not, although there's two extra 1-Ups on the side with the smaller enemies. Make your way past a few otherwise normal enemies and a block with a Super Leaf inside until you come to a pair of bouncy wooden blocks. Bonk them from the side to send a Starman bouncing. Nab it! Just ahead is a Koopa guarding a 1-Up in an invisible block, three spaces left of the pipe. Watch out for the other invisible blocks overhead, though, since they've cost many a Mario. The rest of the stage is as easy as making a few easy jumps and dodging a few Paratroopas. By the way, if you backtrack from the first door on the small side, you can get an extra Starman in the brick on the bottom row, third from left. Also on the small side, a 1-Up is hidden in the clouds and is accessible if you're Raccoon or Tanooki Mario. These goodies are out of the way and often missed in strategy guides. -------------------------------------------------- Another Non-English Cutscene -------------------------------------------------- Once the 15 minutes are up, you'll see a background from Bowser's Castle in Super Mario Bros., and a long time will elapse before you see Japanese script and an apparent disagreement between Mario and Toad. The timer then goes to 3:00 and you're off to the Airship. -------------------------------------------------- World 4-Airship: Iggy and the Rocket Engines -------------------------------------------------- Iggy's flying boat has two power-ups and no enemies except Rocket Engines and a lonely Rocky Wrench. Think the Koopa engineer is nuts? Far from it! This ship is fairly tough. Also, since it's the slowest-moving airship around, you'll have to use patience. The second Rocket Engine guards a few coins. Next up is a Bolt Lift - keep jumping on it to move it across the gap. If you stay on the lift, you'll reach a Rocky Wrench, a power-up, and an easier path to the goal. From the upper deck, jump across the gap, and try not to fall so you won't have to deal with any more Rocket Engines than you have to. Wait for the screen to scroll so Mario is as far left as possible, then make a LONG leap of faith. If you're lucky, you'll be on top of the highest part of the Airship. Otherwise, you'll reach a tricky section where you have to time your jumps just right through a succession Rocket Engines. It's very easy to get hit here. Once you reach the gray pipe, wait for the screen to scroll all the way right so you can collect the power-up. Then go down the pipe and face Iggy, who, incidentally, is my favorite Koopaling. Iggy isn't much different from Boom-Boom - stomp him three times to KO him. He isn't that difficult, but the screen layout is relatively tricky. He's also a very high jumper, so be careful not to let him squash you, and make sure to dodge the bubbles he shoots from his wand. Once the fight is over, you're off to the Spade Game. Or, if you run out of time, straight to a cutscene with a strange mix of Super Mario Bros. clouds and Yoshi's Island hills. Toad seems happier now. I don't know why. The timer is set to twelve minutes, and we're on a map similar to that of either World 5 or World 6. -------------------------------------------------- World 5-1: A Tower of Blocks -------------------------------------------------- If you use your Raccoon/Tanooki tail to smash the bricks at the beginning of the level, you can clear enough space to run and fly to the Sky High Pipe. This takes you to a hidden room. Inside, run to fill your P-Meter, squat, and jump, and you'll fly through the narrow passage and reach a secret exit with a P-Wing. Alternatively, take the pipe inside the secret room to reach a hidden area with four 1-Up Mushrooms. Otherwise, you're stuck climbing a staircase full of Nipper Plants and Chain Chomps. Use your tail or firepower on the bouncing Nippers if you can, and be careful as you sneak past the ever-unpredictable Chain Chomps. There's a Super Leaf in the first bouncy block in the level. At the top of the tower, hit the fourth [?] Block from the left for a Starman, which makes the final sector of the level a breeze. After finishing this level, visit the Mushroom House if the bridge is passable. -------------------------------------------------- World 5-2: A Slimy Sewer -------------------------------------------------- Hop down the drain at the start of 5-2. Uh-oh! Mario's falling down into the sewer! Find a Note Block to save Mario a LONG drop. Bounce up to a nearby pipe, guarded by Koopas. It leads to a cavern with a few slopes and Goombas. Go down the next pipe, break a few bricks, and hit the giant [?] Block for a trio of 1-Ups. Then make your way to the exit pipe. If you had fallen at the start of the level, you'll drop down to a flooded area with a few pipes. The center pipe is the only one that works, and it leads to a treacherous section full of Ice Block-heaving Buster Beetles. This latter route is one of the most difficult sections in Super Mario Bros. 3 and should be avoided at all costs, unless you're just chasing danger. -------------------------------------------------- World 5-3: Meet Kuribo's Goomba -------------------------------------------------- Funny... we start the level going from right to left. Jump over the Spiny and the Venus Fire Trap and get the Super Leaf. Meet Kuribo's Goomba! This guy just jumps around and is fairly harmless, but you can steal an awesome power-up from him. Hit him while he's resting on a block to knock his socks off - literally. Then jump in Kuribo's Shoe! With this big green boot, you can safely stomp on carnivorous plants, including Munchers! Keep going left past the Spinies. See the patch of Munchers? There's a 1-Up in one of the blocks above them. Go down the pipe and begin heading right. Stomp more Piranha Plants and Spinies, using care to avoid losing Kuribo's Shoe. Soon this level will end, far too soon. Sadly, you can't use Kuribo's Shoe in other levels (programming limitations are to blame - it has to do with sprite conflicts), and a few decades would pass before we ever get another opportunity to use this nifty power-up. -------------------------------------------------- World 5-Tower: The Treacherous Tall Tower -------------------------------------------------- 5-Tower is basically like a fortress, although it has a few unusual properties, as we will see. At the start, take the Super Leaf, but be careful, since it's surrounded by Roto-Discs. The next story has a pair of Thwomps. Go near to make them crash down, and zip past them while they're resetting. The blocks make it a bit more dangerous than usual. Go up the next pipe and you'll be outside. That Micro-Goomba, which blends in with the standard blocks, is guarding a 1-Up Mushroom if you have a Raccoon Tail. If you had a P-Wing, you could fly over the wall and get another 1-Up. Take the pipe to the next room, which has a Thwomp and some spikes. Needless to say, spikes should NOT be touched. The next pipe leads to another outside section. Get rid of the Koopa and bonk the [?] Blocks to reveal a vine. Climb it and take the pipe, and that's it. We're now on a different part of the map. By the way, if you enter the pipe on the overworld map, you'll reach a special area with a few blocks you can hit with your tail for a 1-Up. If you take this secret pipe, however, you'll appear back on the island part of the world map. -------------------------------------------------- World 5-4: For Those Who Love Rotary Lifts -------------------------------------------------- This level is loaded with Rotary Lifts. It's best to be Raccoon or Tanooki Mario so you can fly through the whole level. Plus, there are a few coins in the clouds. For those of you who take the low route, it's imperative to familiarize yourself with the different patterns of Rotary Lifts. A few spin constantly, but most alternate between spinning and stationary. Your safety cannot be guaranteed when you're on a spinning Rotary Lift. A few Rotary Lifts tilt to the side where Mario's standing. Don't let these tilt too far, though, or you may fall. One more thing: Stay away from the waterfall. The pipe at the end of the area leads to the exit - and Lakitu. If you touch the card with four Spinies on screen, you'll get a 1-Up. You can pull this off at the end of most of the stages in Sky Land, and it'll come in handy if you're trying to earn a high point total. -------------------------------------------------- World 5-Airship: It's the Gauntlet! -------------------------------------------------- This is the airship level you'll see instead of Iggy's airship if your adventure didn't take you to the second half of World 4. Roy's airship is one of the harder airships in the game thanks to its abundance of cannons and Bullet Bills. It's helpful to get the power-up at the start of the level, as there's plenty of chaos just ahead. Cannonballs and Bullet Bills are firing, so try to get on top of the two-way shooters if you can. Next up is a relatively harmless eight-way launcher. Now brace yourself for The Gauntlet! Here you'll find a massive number of cannons firing in the same area. Try to use one of the cannonballs moving upward to get on top of the platform, where you'll be relatively safe from the onslaught below. Otherwise, run past the cannonballs and bullets and hope for the best. Afterwards you'll face Roy. This Koopaling is heavy, so when he hits the ground, the entire ship shakes. Jump right before he lands so you won't get stunned - because if you do, you're a sitting duck. The good news is that Roy is slow and the arena is relatively flat, and as usual, he only takes three hits to defeat. -------------------------------------------------- World 5-5: Donuts, Coins, and Tanooki Suits -------------------------------------------------- World 5-5 is unique because nearly all of the level is built on Donut Lifts. These classic Mario obstacles fall if you stand on them for too long, so be careful. There are a number of Para-Goombas patrolling the area, so be careful. Grab the Super Leaf in the bouncy wooden block near the first pipe. Use your tail or a Koopa to shatter the blocks blocking said pipe. Go down the pipe to enter a coin room with a Tanooki Suit! When you emerge, you can head back left and repeat the process to amass coins and collect the Tanooki Suit again. There are a couple of other power-ups in the level, but why settle for a Super Leaf when you can get an awesome Tanooki Suit? Once you've collected enough a satisfactory number of coins, rush right past the remaining enemies to the goal! And no, I don't think you can get a White Mushroom House in this game, no matter how many coins you collect. -------------------------------------------------- World 5-6: Fly the Friendly Para-Beetle Skies -------------------------------------------------- This stage introduces a new enemy: Para-Beetle. These guys resemble flying Buzzy Beetles. They float from right to left and give you a free ride. How sweet! They're still enemies, albeit friendly ones, so don't touch them from the side or from below or they'll bite. You'll be depending on them, since you use the Para-Beetles as stepping stones to cross this cloudy world. The Super Leaf in the [?] Block will undoubtedly come in handy. After the two Note Blocks, you'll notice a set of seven blocks. The second block from the right contains a P-Switch, and hitting it will give you an easier route to the goal. Just watch out for the Fire Chomp that shows up near the end. -------------------------------------------------- World 5-7: Plenty of Cool Tricks -------------------------------------------------- If you have a Starman in your inventory, you can use it to race through this stage with ease. Your original invincibility will carry you through most of the level, and if you're still invincible, some of the other blocks will hold Starmen. But don't do that - this level is too much fun to skip over like that! Be careful at the start of the level - some of the blocks are actually Pile Driver Micro-Goombas. Look out! Snag a Fire Flower from the first bouncy wooden block. Head down to the pipe and bash the block to the left of it if you'd like a 1-Up. Then head down the pipe to a fun area. There are two cool tricks you can do, both easy to do with a P-Wing and quite tricky otherwise. Fly up to a P-Switch hidden near the middle of the blocks in the sky. Hit it to turn oodles of blocks into coins! There's also a Super Leaf inside one of the bouncy blocks on the ground. Unfortunately, it's tough to build enough momentum to fly here and reach the top of the area. Once you're done padding your pockets with coinage, build up speed and fly over the wall on the right side of the area. Look! It's the goal! If you want to go the normal way, take the pipe back to the main part of the level. Hurry past the onslaught of Bullet Bills, Micro-Goombas, and Lakitu to the goal. -------------------------------------------------- World 5-8: Lakitu's Loony Land -------------------------------------------------- This is a short, simple cloud world, but it's also tricky, as it's hard to finish the level without getting hit with one of Lakitu's Spiny Eggs. For that reason, you'll definitely want to get the power-up at the start of the level. From here, hold down the run button and sprint to the right. Stay on the move and make your jumps carefully, and you'll leave Lakitu in the dust. Other than a second power-up, there are no secrets here to distract you, so keep moving. -------------------------------------------------- World 6-1: Walking in a Winter Wonderland -------------------------------------------------- Not surprisingly, Ice Land opens with a slippery stage full of ice. The traction - or lack thereof - might take some getting used to. If you want to use a Starman from your inventory, the remaining coin blocks will also hold Starmen, although I don't usually do that. At the start of the level is a nice little Fire Flower that will help you dispose of the Ptooies that lie ahead. This genus of Piranha Plants likes to juggle spiked balls - spiked balls that are prudent to avoid. Soon you'll find a pair of Ptooies together. If you're Raccoon Mario, you can fly into the sky at this spot to find a coin room. Duck and slide under the ice wall and hit the P-Switch to reveal tons of coins! Exit the coin room, if you went that route, and keep hopping and bopping past the Ptooies to the goal. -------------------------------------------------- World 6-2: Ice and Jumping Don't Mix -------------------------------------------------- This level isn't fantastically difficult, but there's an auto-scroll, and the only stepping stones are clouds and ice! Bounce along the clouds and ice early in the level. Stomp the Koopa and kick the shell at a block for a much-needed Super Leaf. Soon you'll find more ice, clouds, and coins. After that is a high wall. Make your way up using the clouds, and hurry so you don't get squished by the auto-scroll. Bash away at the 10-Coin Block and head down the ice. A block containing a 1-Up will come into view, and use the clouds to reach it. A few more jumps and you're home free. -------------------------------------------------- World 6-3: Want a Free Tanooki Suit? -------------------------------------------------- Here's another athletic area, but fortunately, there isn't an auto-scroll. Take the moving platform past the first gully. Use a Koopa to score a Super Leaf, and then procede to the L-shaped platform. Stomp the Koopa, grab its shell, jump, and toss the shell at the block. If you time it right, you'll hit the block and reveal a vine. Climb it to a room with 30 coins and a Giant [?] Block with a Tanooki Suit! From here, if you'd like to take the easy way out, build up your P-Meter, exit the bonus room, and fly to the goal! Otherwise, you'll have to traverse a few tricky jumps over ice. On the bright side, there's a 1-Up waiting near one of the lifts. In the original NES version, this 1-Up Mushroom was all-white because of palette oddities. -------------------------------------------------- World 6-4: Another Trip to Coin Heaven -------------------------------------------------- More ice and lifts, anyone? At the start of the level, use the Rotary Lifts to get to a large ice mass. Drop down to the lower level, hit the block, and grab that 1-Up Mushroom - carefully. Hop on the rail life and jump to the right of the two large blocks of ice and you'll reveal a Magic Note Block. Bounce on it and gather a truckload of coinage in Coin Heaven! If you stayed at a lower elevation, follow the lift to the block with the Super Leaf. The two paths converge near the P-Switch. This P-Switch turns some blocks into coins, but watch out for the tricky combination of ice, Rotary Lifts, and a Fire Chomp. The final jump is especially tricky, since it involves a Rotary Lift over a pit. If you'd like to go for a flight, there's a 1-Up block and some coins directly above the third Rotary Lift to the right of the P-Switch. -------------------------------------------------- It's-a me, Bowser! -------------------------------------------------- After the time is up, you'll see a new cutscene and you'll get a chance to visit the castle of Kuppa (for English speakers, Bowser)! You've got only three minutes, though, if you want to have the satisfaction of defeating Bowser. This is a good time to use up any P-Wings or Starmen you might have sitting around in your inventory. -------------------------------------------------- World 8-Castle: King Koopa's Castle -------------------------------------------------- This stage is tough! The good news is that Princess is finally waiting for you in the castle's dungeon. Run past (or fly over) the Bowser Statues at the start. Beware, as some of them fire lasers. Let the unusual elevator take you up the passage, ignoring the door. Trigger the Donut Lift and take it down. These stairs up ahead can be tricky. Watch the Roto-Discs spinning everywhere, and duck if necessary. At the top is a 1-Up in an invisible block, and if you're not Small Mario, you can duck-jump and use this block to slide through the wall. Next up is a passage full of Donut Lifts and Podoboos, which fly much higher than usual. Climb as high as possible, and enter the door. One story below this door is a much-needed power-up. If you can't get high, there's another lower door, but it's guarded by a horizontal Thwomp and a tricky Donut Lift. The latter route has more lasers, but it also has a power-up and a slightly easier final boss. Regardless of the path you take, the next section has a few Bowser Statues (mostly dummies), followed by a lava pit. And those look a lot like Bowser's fireballs! Go in the door and give that Bowser the boot! Bowser isn't that difficult for a final boss. Stand near the middle of the room, dodging his fireballs. After two or three flames, he'll jump into the air and try to jump on you. As he's in the air, move to the side. Lure Bowser over to the side of the room, and repeat this process until he's destroyed enough blocks to fall through the bottom and send you to the ending! For the record, this ending is identical to the one seen in Super Mario All-Stars and includes scenes from all eight worlds. Of course, before the ending, you'll get to play the Spade Game until time runs out. Really. =============================================================================== Frequently Asked Questions [QUEST] =============================================================================== Q: How do I play BS Super Mario Collection 3? A: As far as I know, the only way this game will run is if you use a special Japanese/Chinese-language emulator (I'm a little unsure of its name). If you see a 3-minute timer appear when you start the game, you're good to go. Please don't e-mail me about getting this game to run on your favorite emulator or where to find this game. Q: What are the controls? A: In short: A/B: Jump Y/X: Hold to run; press to use fireballs or raccoon tail, if applicable Control Pad Left/Right: Move Mario Control Pad Down: Duck START: Pause game (this doesn't stop the main timer, though) You can change the controls by pressing START and then SELECT on the title screen. On the pause screen, choose the "MAP" option to return to the world map. On the map, Y/X accesses the inventory, and A/B selects an item for use. At the beginning of the game, the inventory holds a Mushroom, Fire Flower, Frog Suit, Tanooki Suit, Hammer Suit, and a Starman. Unfortunately, there's no P-Wing, and you can't hold more than seven items. Q: What happens if I run out of lives? A: Nothing, really. They just give you some more! Q: How can I make the wait times better? A: Grab a cool Wild Cherry Pepsi, or better yet, a nonalcoholic Southern beverage like Cheerwine. Or use a fast-forward feature. Q: What does "Kuribo" mean? A: "Goomba" in Japanese. Kuribo's Goomba translates literally to "Goomba's Goomba." And not that this item appears in BS Super Mario Collection 3, but Jugem is the Japanese name for Lakitu. Q: What's the greatest number of lives you've collected in this game? A: 33. I had a good run with the Spade Game. My points record is 87,050, although that was playing through each level only once. You can surely do better than that if you try. Q: Do you speak Japanese? A: No, but if you do, please e-mail me at VHamilton002@gmail.com and you can help me translate the cutscenes in this game. I'll give credit, of course. Assistance from someone fluent in both English and Japanese would be a huge help for a couple of other projects I've been working on, too. =============================================================================== Version History [VERSN] =============================================================================== It's the moment we've all been waiting for: the Version History. Unlike most of the guides I've written, however, the current edition of the guide is significantly different from the original 1.0 version. ------------------------------------------------------------------------------- Date | Version | Size | ---------|---------|------|---------------------------------------------------- 6-25-09 | 0.25 | 7KB | Began guide. Typed Giant Land walkthrough. 6-26-09 | 0.6 | 19KB | Completed basic guide framework and the rest of the | | | main walkthrough. 6-27-09 | 1.0 | 25KB | Finished things up. 9- 2-09 | 1.1 | 25KB | Added a note about Game Overs. 8-18-14 | 1.2 | 29KB | Made a lot of additions and corrections in light of | | | new information from Mariofan144 about world order | | | and the Fire Flower House. 11-19-15 | 1.3 | 42KB | Added the rest of the levels I'd been missing and | | | fixed an outdated note about Kuribo's Shoe. The | | | introduction is more detailed now, too. ------------------------------------------------------------------------------- =============================================================================== Copyright [COPYR] =============================================================================== (c) 2009-2015 VinnyVideo. All rights reserved. All trademarks mentioned in this guide are property of their respective holders. You can post this guide on your Web site as long as you give proper credit to VinnyVideo and you don't change anything I wrote. The latest version of this guide will always be available at GameFAQs and Neoseeker, but don't count on there being frequent (if any) updates. =============================================================================== Contact Information [CONTC] =============================================================================== If you have any questions or comments about this guide, please send an e-mail to VHamilton002@gmail.com. That's zero-zero-two, by the way. Please follow these guidelines when you e-mail me: * Do include "Super Mario Collection" in the subject line. * Do send polite suggestions for ways to make this walkthrough better. * Do tell me about any errors or omissions you find in this guide. * Do send information about any glitches, tricks, or codes you discover in this game. * Do ask any questions you have about BS Super Mario Collection 3 gameplay. I will respond eventually if you follow all of these rules. * Do make a reasonable effort to use decent spelling and grammar so I can understand what you're trying to say. * Do use patience. I check my e-mail quite sporadically. * Do not send spam, pornography, "flaming," or profanity. Be nice. And lastly, a public service message: Fight for and affirm the rights of all humans, regardless of race, age, or creed! And... When a tornado's coming your way, move to the basement, or jump in the ditch and cover your head. No one's likely going to read this, though. Check out the full list of VinnyVideo FAQs here: http://www.gamefaqs.com/users/VinnyVideo/contributions/faqs For George Winterling