Part nostalgia-bomb, part note-taking and part FAQ, what started in GameTrailers as a video game blog is now on Blogger. This blog is a look back at video games, both popular and obscure, from the video game industry's infancy all the way to the previous console generation.
And here's the ending for when you make it past the third loop!
When you make it past the third loop, you'll be able to get a medal depending on how many points you have. 10000 points gives you the bronze, while 12000 points will give you the silver. You'll have to get 14000 (and beat the River Jump, sadly) to get the gold.
Grew up with this game as a kid. Some of the games I could figure out, some I couldn't. Still, pretty fun game. The Peanuts license didn't see a whole lot of games, and most of them are on PC. There are a few out there on handhelds and consoles, though, and they all keep with the comic strips in terms of good ol' Sunday comic fun.
The game originally came out in 1988 in Japan under the name "Donald Duck," and was a sports competition in Italy between him and Daisy Duck, with Huey, Dewey and Louie as referees of sorts. Kemco held the rights to the Disney license in Japan at the time, but Capcom had it for America, which led to a sprite change where Snoopy and Peanuts was licensed instead. This time around, it was between Snoopy and Spike, and the three nephews were all changed to Woodstock and his bird friends.
Also, it's really nice to make a Red Baron reference here and have Snoopy in his goggles when he's on the plane in the intro.
Sack Race
You have to tap the A button quickly, but not too quickly. This way, you'll be able to take the longest possible hop across and get an earlier lead on your opponent.
You definitely don't want to lose your timing or run into any of the open manholes, as they will cause you to fall down and lose precious seconds. If you're too far behind, Woodstock will push you forward enough to give you a chance to catch up and hopefully take the lead, so you can't lose by a total blowout in this game.
Oh, and wait for the balloon to pop at the start before moving. Otherwise, that's a fault.
Boot Throwing
Rotate the Control Pad and throw the boot when it's in a down-forward position. This lets you throw it the farthest possible distance when you have enough power.
You have only two attempts. Make them count.
Pogo
When you're at the right distance, press Right and A at the same time to clear the walls. If you hit the wall, you'll crash into it and the game will end.
You'll want to clear all four bars to get the most points.
Overboard
In this one, you'll want to push Spike off the boat with the A button. Keep tapping it, and stay on the move so that you don't get pushed off.
Pile of Pizza
Here, you'll want to be very careful. The goal isn't too far away, but it is possible to go too fast and drop too many pizzas. You'll want to get to the end as quickly as possible and still have as many pizzas in your hands as possible, and combining these two goals can be tricky. Just be careful and don't let the pizzas wobble too much.
River Jump
This is the worst, and even I could never get this one down. You run with the A button and put the pole in the river with B. Your timing has to be perfect, as you can still be in the air with the pole only to fall down and get dunked.
Game Clear
When you clear all six games, you get to see your grand total one more time. If you're playing the 1 Player Total Game, you'll need to earn or surpass set amount of points (called "Clear Point" by the game) to continue on to the second loop. It's 2000 for the second loop, 5000 for the third loop and 10000 to clear the game.
Here it is: the final stage. Once you've cleared this, you're done.
Wario finally finds where the treasure is: a hidden door in a tree. It's time for payback on Captain Syrup after all she's put us through!
The Really Final Chapter
Time Attack: Steal the Syrup's Treasure!
Unlike the rest of the game, the coin counter is replaced with a timer. Your task is to find Syrup's treasure in the shortest amount of time.
1:01 - For this one, you'll want to ground pound the middle of the starting area and bash your way to the lower-left corner of this screen, then ground pound to enter the area below.
2:01 - You'll want to be perfect with your jumping as you jump onto the dressers and avoid the flying skulls as you make your way to the door in the top center.
2:49 - You'll want to stun the lightning beetle and take it with you to break the enemy blocks that get in the way of the next door. Throw it in the narrow crawlspace, then pound the ground when it comes to so you can walk into it from behind and stun it, giving you easy access.
3:58 - First ears, now mouths. As you question the home decor of this secret tree cave, throw the Spear Goons on the paths in the walls and jump on them from the side opposite where you're going. If you're going right, jump on them from the left. If you're going left, jump on them from the right.
4:24 - I hate this part. You've done this before, but here you're really going to have to be good at jumping off the very edge and changing direction mid-jump if you want to continue as quickly as possible.
5:28 - You'll have to use the birds as platforms to get to the next door.
5:59 - Spikes and conveyor belts. I am also convinced that you could do a tackle, then duck down and jump to get past the spikes just before the next door.
6:42 - Use the big rocks to become Flat Wario, then avoid the water droplets as you climb up and jump to the right to reach the door on the other end of the room.
7:37 - All this for a giant spear man? Really? Well, it's not like he's impossible to finish off, anyway.
And now for the end of this crazy story...but we're not done yet.
Final Chapter: Uncanny Mansion
Final Story: Capture the ghost!
(continued)
To beat the ghost, simply jump up and tackle it when it's made its way down...and don't let it grab you unless you want to start the battle over. The ghost gets faster with every hit, but it's still a (mostly) easy battle.
The puzzle piece here will be the last, and the picture was...a treasure map! The map leads to Captain Syrup's treasure trove, which is now ripe for the taking for Wario.
Wario tackles Captain Syrup and her goons, but falls into a trap door before he can get his treasure. He falls down a pit, then we find out it was a dream the whole time.
Capture a ghost? But what about Captain Syrup? This will take two videos to do. The first one shows everything prior to the boss, while the second is just the boss battle and the fifth ending.
Final Chapter: Uncanny Mansion
Final Story: Capture the ghost!
0:07 - The upper corners at the start leads to some big coins.
0:32 - There are two doors to the right. The one on the platform has a switch inside that moves the blocks around yet again. Use the old stove up top to reach it.
0:54 - The door to the right of the switch room leads to a bunch of coins and enemy blocks. There are some big coins at the top.
2:19 - The door to the right of the entrance leads to nothing, so you might as well go back.
2:27 - Now that you've triggered the switch, you can reach the doors below. Go down the stairs and enter the door on the platform to trigger the switch again. Watch out for the snowman.
2:46 - The boss door is in plain view as soon as you enter the door to the right, but we're not using it until the next video. There are even more big coins at the bottom of this room.
5:08 - After a bunch of needless backtracking, the switch is triggered on the lower level, allowing for access to the lower left corner of the room.
5:17 - Get whatever coins you can, then tackle the old stove top over the pit at the top to get to the door on the lower left corner of the room.
6:29 - Another switch, which you'll need to trigger to continue. Do that.
6:46 - From there, you can use the stove top to access the upper left corner, which takes you to the last treasure room of the game. Here, you'll win a skull. It's now time to head to the boss room.
Thank you, game. Thank you for the very useful advice. YOU MIGHT AS WELL TELL ME COWS GO MOO.
Final Chapter: Uncanny Mansion
Story 4: Coming back is difficult
0:07 - There's not much you can do aside from getting some coins. The door to the next room is in the sunlight on the other side of the room.
0:34 - There's some more coins you can get around here before entering the door not far from where you came in.
1:11 - More coins, as well as the door to the next area on the other side of the room.
1:34 - The door at the lower-right leads to the next area.
1:53 - A switch! Trigger it, get the coins, then go back out.
2:00 - Aside from the blocks switching positions, this room is dark in the lower portion and there are now enemies everywhere. Now it's time to go backwards.
2:44 - Other than pelicans, there's not much else...save for another door that you can now reach near the left end. Enter it.
3:06 - Break the dresser in the upper-right corner and let the ghost turn you into Zombie Wario so you can continue. That way, you can get the coins in this room.
3:33 - Now to break the enemy blocks, get some more coins and head back to the left side of the room.
4:32 - You'll now be able to enter the treasure room in the lower portion of this room and win a bottle of wine. Just avoid the ghosts as you make your way back to the door near the upper-left corner.
5:59 - The exit is at the beginning. Take the time to go up and get the last of the coins, and avoid the ghosts as you do so.
If you know what you're doing, you can finish this story off rather quickly.
Final Chapter: Uncanny Mansion
Story 3: The way to the open door
0:15 - Door V is the only door open. When you go through, you'll be at the exit. DON'T FINISH THAT STORY! There's more to it! (Well, you can't anyway. There's no ground below the door.)
0:32 - Go through door IV. Get all the coins you can and leave.
1:29 - Enter door I. Become Zombie Wario so you can get all the coins that you can at the moment.
2:34 - Enter door III. The door to the right leads to the treasure room, where you can win a chalice.
4:02 - Enter door II. The switch here will let you get the coins that you couldn't before.
4:31 - Enter Door IV, then Door V. This takes you back to the exit. Now you can exit.
0:46 - All of the blocks here will be out of your way, and you'll be able to fly around with the owl. Just above the owl is the treasure room, where you can win an old book.
3:08 - From here, head to the upper right corner with the owl.
4:22 - Just avoid the spikes and go to the right. There are two coins above the raging currents of the pool of water below if you need them.
4:48 - From here, it's a maze to reach the exit in the upper-right corner. The first door you see as you go through the maze takes you...
5:18 - Break the enemy blocks here and hit the switch, and you'll be able to go back to the maze and ride to the exit with the owl. Go back to that room, hit the switch again, and you'll be able to make your way to the exit.
This time around, Captain Syrup and her goons flee into a haunted mansion. Oh, those guys. Always fleeing to somewhere that they can easily trap themselves and make it easier for Wario to find them. Of course, this is a haunted mansion, so I can kinda give them the benefit of the doubt here.
Final Chapter: Uncanny Mansion
Story 1: Defeat the giant spear man
0:43 - To the right is a door with a picture of a chicken above it. Enter that room first.
0:59 - WHAT IS A CHICKEN DOING HERE?!? Well, at least we know what the chicken picture stands for. Go through the door, come back out, and chickens show up. Oh, and there's a crawlspace to the right of that door you can tackle into and enter for some coins. Notice the enemy block. We'll need to open access to this crawlspace to get here, anyway.
Anyway, stun the chicken and use it to break the enemy blocks to the left. From there, enter the door to the left. This is the electric beetle room.
1:29 - Tackle the zombies to get rid of them temporarily, so you can get all the coins. Also, don't worry about the spiders. They're part of the background and won't hurt you.
1:46 - When you leave this room, electric beetles will be in the main hall. Go up and to the left, then enter the door.
1:52 - Avoid the ghosts. Otherwise, you'll turn into Zombie Mario and you'll have to walk into sunlight in order to turn back to normal. If you go up and to the left, then tackle the dresser, a ghost will come out.
To the right of all that is a door. If you tackle the block to the right and tackle jump to the other side of the upper portion of this part of the room, you'll get some coins.
2:23 - You're in the upper portion of the main hallway. Since a picture of a spear goon is above the door, there will be Spear Goons here. Enter the door to the right of this one.
2:32 - Not much to this room. Enter the door on the other side.
2:38 - Avoid the ghosts and hit the switch at the top of this room.
2:57 - The lights are now on when you go back out. You can now take the platforms to the upper portion of this room and get some more coins.
3:31 - The monkeys that throw the spiked balls will appear when you come back to the main hallway of doors. Go back to the chicken room.
3:42 - Since the lights are on, you can go to the right and use the platforms to enter the upper portion of the chicken room.
4:04 - More ghosts. More coins. Return to the main hallway, and enter the electric beetle room.
4:40 - There are now platforms directly above you now that the lights are on here. Avoid the zombie and you'll be able to enter the treasure room, where you can win a wall clock. From there, head back to the main hallway.
5:58 - Enter the upper-left (pelican) room. Guess what? Below the gap in the bridge beyond that door in the upper portion of the room is...another door. Enter that door.
6:38 - Avoid the ghost circling around the platforms carefully so you don't have to keep returning to that one part over and over again. When you make it, you'll be able to enter the door at the upper-right corner of the room.
6:16 - Now go the right, go up the stairs and enter the first window.
6:30 - Use the Ground Pound to get the Spear Goon to come to you, then throw him through the wall to the right of the boss room door. Just keep going right. It's there.
0:07 - There is a door on the lower level between the first two crushers. Enter it.
0:29 - There are a ton of coins that you can get here with the help of the fire foxes.
1:33 - Now to mumble and fumble with the conveyor belts and enter the door at the upper level.
2:36 - At least this room is much easier. Avoid the drunken penguins as you enter the door to the right.
3:00 - The door in the middle of the area with the two guys with the hammers leads to the treasure room, where you can win a Game Boy, of all things. After this, you'll want the hammer guy to squash you so you can enter the door in the upper-left corner of the room.
5:03 - The rest of the level is the boss room and Captain Syrup herself. When she comes down to your level, tackle her three times. She'll then go back up and send bombs out at you. Avoid the bombs as they attack you and jump on the tops of the bombs that fly around. Throw them straight up at her. She'll go down after another three hits.
5:34 - ...the exit! Use the spear goon to gain access...but stop! Don't exit that story! Instead, go to the right and make your way up. You'll find the treasure room here, where you can win a Metroid. Yeah, a Metroid. Now you can exit.
Great. Now we're in a flooded factory. Could this get any worse?
Final Chapter: Mysterious Factory!
Story 3: Move through the water!
0:06 - As you make your way up, you'll be able to tackle some walls and get some coins.
0:51 - Do as the arrow in the background says and go right. You could turn the switch off by breaking the enemy blocks, but let's see what happens if you don't.
1:14 - Whaddya know? You get transported back to the start.
1:34 - Not quite what we were going for here, but since we managed to get a platinum coin at random, why not take it before we go back?
1:40 - Now to get that switch toggled. I think it was very easy to assume it would turn the water off...
1:53 - ...and stop the current from dragging you back to the beginning of the level.
2:04 - Avoid the skulls on the way up. When you reach the door, jump and break the middle of the wall to your right with a shoulder tackle to find some more coins.
2:56 - You won't be able to swim past the gate or enter the door suspended in the air, so go ahead and go to the door on the far right.
3:20 - Hit the switch, and don't forget the coins in the water before you go.
3:38 - The water is filled to the top, and you'll be able to enter the door to the left.
3:44 - Don't get smacked by a hammer...otherwise Wario turns into a human springcoil. It's best to wait for it to wear off in an area where you can't be sent straight to the top and into the shock blocks.
4:52 - You'll have to take the long way to get to the door that's underwater.
5:27 - The fire foxes will let you reach some coins, the exit...and a switch! Don't exit that story! Instead, hit the switch and head back.
6:54 - There's a lot more to access...including a door to the right that we couldn't get to, either! This is the treasure room, where you can win an hourglass. Now we can leave.
0:20 - Inside the first door you see are coins, elevators...and spikes.
0:39 - Watch out for the crushing ceilings with the spikes as you go to the door to the left.
0:52 - This is a huge room. Go to the right first.
0:59 - Be sure to hit up the upper area of this room and tackle the left wall to get all the coins...and watch out for those spiked crushers!
1:21 - We're back. Now it's time to get even more coins and make our way to the door in the upper-right corner...without getting drunk, of course. STRAIGHT EDGE FTW
1:48 - We deal with even more bottle-throwing window guys on our way to the door in the upper-right corner.
2:03 - Go all the way to the right here for the treasure room. Once you win the jewel here, let the bat crush you so you can try to get all the coins. At the bottom, you'll be able to find a bat that will revert you back to normal as well as a door that takes you to the bottom of the previous room, so you can climb back up, get back in and try again if you need to. There is also a breakable wall to the left of the door at the bottom that houses even more coins. Getting all the coins here may take several tries.
3:45 - You can go up and crawl through the narrow passage on top to reach another door to the left.
3:58 - Once again, you'll be using the owl to dodge the flying skulls as you refrain from touching the spiky walls.
0:44 - Run around collecting coins as you head to the second basement floor (stand on the elevators and get off of them in order go to down) and clear out all the boxes with your tackle. Remember that the orange coins are the fake ones that act as lures by the fisherman fish. (Yep, they return here.)
1:46 - Go all the way to the right and tackle the wall to get some hidden coins, then take the top road to get everything else.
4:19 - ...here. There are some coins below, but you'll have to go all the way back to the beginning and deal with both birds and spikes if you go down there. Making it to the other side takes you...
5:30 - ...here. Move straight across the elevators so you can avoid the spikes; it's your best bet.
5:46 - Avoid the extending spikes as you cross the conveyor belts to the other side of the room.
6:07 - There are four elevators to the right. The last one leads to the treasure room, where you can win a miniature computer. Hell if I know. From there, take the third elevator to the next door.
7:20 - Let's put this guy out of his misery for the zillionth time.
7:50 - Another picture piece. Judging by where it's positioned, I'm guessing this is meant to be the last arc you're supposed to do.
Time to watch another ending, then head to another exit...
Chapter 4: In Town
Story 4: Escape from the factory!
5:20 - Hit up the first door you see and enter the door in the middle of the next room to flip the switch and reverse the conveyor belts.
6:11 - Once you hit the switch, get out of there and keep heading to the right until you reach the exit door (and hear the exit music). Enter the door next to it, which takes you here. Drop down to where all the destructible boxes and open up the passage underneath the floor with the ground pound. Go left and enter the door there.
7:33 - From there, just get flattened and you can make your way to the alternate exit.
7:49 - The Wizard Goon is here, so you can get small and reach a few areas, such as the door to the right.
8:07 - To the right is the boss, but if you go down, you'll find the treasure room. Inside is a small whale statue.
9:13 - Captain Syrup is in a bubble...and this bubble ghost is the culprit. Jump on its head to defeat it. Avoid the clone and keep bopping the real one, and whatever you do, do not let it touch you. If you can stay airborne above its head long enough, this is an easy battle.
It's been fun, but now we have to get out of here and find Captain Syrup.
Chapter 3: Ruins at the Bottom of the sea
Story 4: Escape from the ruins!
0:07 - We see some strange blocks on our way up to the door to the right.
0:18 - Besides some coins, there is also a switch to toggle here.
1:29 - The blocks have been moved, allowing us entry into this pyramid.
1:35 - There are a couple of doors here, but let's take the one to the right of center after getting the coins.
2:38 - More coins, and another switch to toggle the blocks here.
2:55 - With the blocks moved to the left, we can now enter the door at the top. This is the treasure room, where you can win a lightning bolt.
3:41 - The switch will have to be hit again so you can get up here.
3:47 - By making your way to the top and hitting the switch in the door inside, you'll be able to continue.
4:38 - Break through the walls here to find a switch as well as some more coins.
5:31 - Not hitting the switch takes you to the boss. To beat this big fish, swim into it from underneath to hit it in the head while its mouth is closed. Otherwise, you're going to get eaten and spit back out, forcing you to restart the battle. You'll have to time it right for the last hit.
4:11 - More water...and more bubbles. Take your time here.
4:28 - This area will take you back to the start. Remember where that coin room was? Well, let's head back to the breakable blocks there and destroy those to go further down.
The S.S. Tea Cup has finally sunk. Of course, the place it's sunk to could have treasures of its own. Nice stroke of luck there, Wario!
Chapter 2: SS Tea Cup
Story 4: Drop the anchor!
1:35 - I don't remember this from last time. Throw the football helmet enemy into the wall to access...
1:49 - ...this room. You'll have to move that detached stove around to get...
3:19 - ...here. Break the block at the bottom and the S.S. Teacup will spring a leak.
3:52 - The ship jumps up before it tips over and sinks. Ships don't do that in real life, Nintendo. Anyway, Captain Syrup and her goons escape through some ruins in the sea with a submarine. Wario, as you're about to see, has his work cut out for him.
Chapter 3: Ruins at the Bottom of the sea
Story 1: Escape from the Tea Cup!
4:31 - Look familiar? Yep, it's the room you just flooded. As a matter of fact, this story is just like 2-4, except it's waterlogged.
4:42 - We're going have to deal with those drill-nosed fish yet again.
5:01 - Going to the right from there takes you to this coin room.
5:36 - We continue to the right, then end up in this room. There's a door further on to the right.
6:31 - Move this huge metal thing from underneath to get the coins here. Not sure what that thing is. Maybe it's a pot?
7:03 - There's a door even further to the right. Now it's time to get in there, and enter the door to the left.
7:19 - Watch the bubbles coming out of the cracks as you go down.
7:43 - You know you forgot the treasure, right, Wario?
8:01 - Go back, take the ladder and enter the door up top for the treasure room. Of course, if you're familiar with the layout of 2-4, you'd know this was here anyway. The treaure looks like the big worm with the mouth that you shoved the bombs in in Link's Awakening, except it has two mouths. I want to think it's a scepter. I don't have a clue.
So...Wario's cellar leads to a train which leads to a cave? Okay, then.
Chapter 2: Go to the cellar!!
Story 5: Defeat the cave master!!
0:06 - Nothing here but coins, monsters and zombies.
1:08 - You're going to have to plow through the walls here with your ground pound and shoulder tackle to get where you want to go.
2:01 - The boss door is here, but first we want to go around the room and enter the room in the upper left that's surrounded by all of the breakable blocks.
2:37 - There's a lot of coins here, but our main prize is on the lower-left corner of the room where the treasure room is. You'll have to get one of the chefs to feed you in order to gain access to it and win a horn.
5:17 - To beat the cave master, you'll have to tackle him from behind as he's doing the shoulder tackle so you knock him into one of the pits at the sides. This takes a little bit of timing, but it's doable. After three hits, you've won!
So you're telling me...that Wario has a train in his cellar?
Chapter 2: Go to the cellar!!
Story 3: Stop that train!
1:04 - The first part is dead simple. It's just avoiding the spikes that pop in and out of the floors and ceilings. You'll then be at the top of the train, where you will be blown to the left as the train rolls forward. You'll eventually want to go to the right after exploring this area and getting all the coins, so you can drop back down into the train and end up...
2:00 - ...here. You'll get on top of the train again, and you'll want to drop down to the pit immediately to the right of where you ended up here from.
2:41 - This area has a couple of coins worth picking up, but you won't be able to get anything else here. At least you'll have them.
3:04 - You'll want to drop down at an area between the trains that is further to the right still. This allows you to get the rest of the coins to your left and also continue on with the level.
3:36 - A series of doors. This leads to the treasure room, where you can win a crescent moon with a jewel in it. From there, you can get back on top of the train and go all the way to the right to drop down...
I thought this was a cellar and not a cave...or a diamond mine.
Chapter 2: Go to the cellar!!
Story 2: Avoid the rocks!
0:07 - Be sure to get as many coins as you can before you enter the next room at the top. Also, it should go without saying to avoid the rocks that fall from the sky unless otherwise needed.
1:09 - You can grab the small rocks on their way down and use them to break the enemy blocks. Just be sure to avoid the big ones! If you do get squished, the droplet of water is there if you need it. Also, you can break the wall above the entrance to this room with your tackle.
2:11 - You can use the big rocks at the end to reach the coins below the door to the next room. Other than that, you've got bats above you and water with a strong current below you. There's not much to this area.
2:54 - Another simple room. Use the enemies to get all the coins, especially on the left side of this area.
4:15 - Go all the way to the right and tackle the wall as soon as you get here for more coins. Tackle the right wall again near the exit to find the treasure room. The treasure here is a star with a jewel in it.
5:35 - Get crushed by a big rock, then go all the way back to the door you came in from and go right. You'll be able to fit in the narrow slits to reach another room full of coins. Be sure to pound the ground near the end of this room to get everything.
6:56 - All that's left is to get the last of the coins and make our way to the exit.
In another alternate Chapter 2, we chase the goons into the cellar. Let's see how that turns out...
Those goons may have our treasure, but we've got them cornered now. This time, they're trapped in the cellar and can't leave the house! Wario's got them cornered now!
1:07 - There's a switch here. Go ahead and hit it, then get the coins and leave.
1:16 - The lights are on! You don't need the light to reach the door here, but it certainly helps.
1:27 - The guys with the spiky helmets move their heads up and down, making them harder to stun. You'll want to do that first before you take them out, so try to bump into them from below before attacking them.
2:02 - There's a barrel covering up a gap in the lower-right corner. Pound the ground while standing on top of it to find a hidden area.
2:43 - Entering the door in the lower-right corner will take you here. If the guy with the hammer whacks you on the head, Wario will become a human accordion and bounce up and down at very high altitudes. Do it on the switch in this room to find some hidden big coins. You'll want to trigger the switch so that when you come back...
3:21 - ...this has happened. Let's hit up the door in the upper-left area...
3:31 - ...only to find that the room is dark. There is a gap in the floor you can find if you walk slowly enough, but you won't be able to get far here.
4:10 - Leave this area, then head to the upper-right corner and go through the door there.
4:32 - The door at the other side leads you to a pair of ghosts. Avoid them as you hit the switch so you can light the room you just came out of...
4:40 - ...like so. Coins will be above you, but there will be a path to another door at the left side of the room.
5:39 - Here's the giant spear guy, but we still have the treasure room to take care of.
6:09 - Head back to the room with the multiple dark corners and enter the upper-left door again. This room is lit up now. The treasure room can now be found at the bottom. The prize here is a torch. Now we can head back to the boss room.
7:19 - After collecting all the coins, we're back here for more coins.
8:06 - Now to leave and head back to the upper door, which takes us here. Break through the upper-right corner of the wall and you'll make your way to the alternate exit.
0:03 - You'll want to take out the enemy blocks near the door with one of the drunk penguins. Shouldn't be too hard, though it can be pretty easy to screw up at first. At least the penguins respawn when you off-screen where you find them.
2:11 - This area of the first room can be easy to miss if you're not paying attention. It's that short gap to the left of where you climb up to get those penguins. You'll need to go through here to continue with the level, but I can picture somebody missing it rather easily and getting frustrated...so why not?
3:00 - I really wanted to see Small Wario again, since he's used in this room to get to the upper part of the other end of this room. Plus, the music actually makes you think of some tiny man running around, too, so...here you go.
3:52 - Also, if you leap to the left near the water, you'll find some more coins. Now that path leading directly from the ceiling at the left end makes sense.
4:15 - Take out all the breakable blocks, then use the pelican to get to the other side.
5:14 - Not only do you have a lot of coins to collect here, but you also have the treasure room in the third vertical shaft. Win this one to get a knight's helmet.
7:34 - The last bit of coins before the end of this story arc.
This time around, she has a large Robo-Spear Goon that she sends after you. Jump over it as it charges, and wait for it to slow down to a crawl so Captain Syrup is forced to recharge it. You want to tackle the Robo-Goon from the front while this is going on to score a direct hit. After three hits, throw it at Captain Syrup while you avoid the sparks she shoots which travel along the ground. It's over.
Despite the maze-like surroundings, this part isn't too terribly hard.
Chapter 2: Invade Wario Castle
Story 4: Go through the grand hall
0:07 - Break through the blocks to find all the coins (including a platinum one, then head through the door to the right.
0:37 - The door on the bottom left will let you go to the right side if you enter it, then take the door immediately to the right. Be sure to explore before you enter the top right door, as there are a lot of coins you'll need for the picture piece minigames to come.
3:19 - Looks much like the room you started in, doesn't it? Well, there are some enemy blocks to the right of the exit that leads you to four big coins, and it's pretty easy to break them.
4:06 - The "Jack Frost" room. There's not much you can do here, even in the air, so get what you can and enter the door on the right side of this part of the room for now.
4:51 - The treasure room is in the upper-left corner of this room. Beat the game here to win the paintbrush, then go nuts with the fire foxes for more coins.