It should be mentioned that after several worlds worth of Red Pirahna Plants, the green ones look weird.
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.
Showing posts with label Super Mario Bros.: The Lost Levels. Show all posts
Showing posts with label Super Mario Bros.: The Lost Levels. Show all posts
Thursday, August 8, 2013
lukenuetzmann plays Super Mario Bros. 2J (The Lost Levels) - World D
Finally, the last world. Guess what? There's nothing extraordinary about it and it's just as hard as the rest of the game!
All maps are by snesmaster1.
World D-1
You'll have to use the green Para-troopa to make that jump after the Hammer Brothers at the start. Other than that, the rest of the level isn't very hard.
World D-2
Yet another easy level.
There is a vine near the end, but it takes you backwards when you reach the other side.
World D-3
This one, however, is kinda difficult. If the Bullet Bills don't give you a problem, the Hammer Brothers will. You'll be slowing down and speeding up at various points in the stage, so do yourself a favor and memorize the level. It'll take a while, but you'll eventually pull it off.
World D-4
Make your way to the pipe at the end. No real trick to it, just watch those fire bars and red Piranha Plants.
When you're outside, make it to the pipe at the right.
Bowser will show up here, but it's the fake Bowser. Just run underneath the platform he's on and you won't have to deal with him. Do not go into the pipe after the fake Bowser, or you'll have to start the entire level over.
You'll only have a little bit of room when you're toe to toe with Bowser, so wait for him to jump before you grab the ax. Finally, it's over! You did it!
Wednesday, August 7, 2013
lukenuetzmann plays Super Mario Bros. 2J (The Lost Levels) - World C
We have two worlds left. Guess what? They still aren't any harder.
All maps are by snesmaster1.
World C-1
There's a invisible 1-up to the left of the third pipe in the level. Go get it!
Go in the seventh pipe and you'll skip a bunch of Red Piranha Plants in the process.
World C-2
Wait for the Bloopers to move away before you make those jumps.
Also, using the green springboard here is recommended, as it'll help you skip quite a few of those Bullet Bills.
World C-3
Despite how the level looks on a map, it's not really that hard. It's just like World 7-3.
The only thing to worry about here is the first two fire blocks. They spin in opposite directions, which makes jumping across them a little easier.
World C-4
Another level clone, this time of World 7-4. The only difference is that all the Koopas and Buzzy Beetles are going faster. WAT
lukenuetzmann plays Super Mario Bros. 2J (The Lost Levels) - World B
The game still can't count past 9.
All maps are by snesmaster1.
World B-1
There is an invisible 1-Up between the first two pipes in the level, but it's not really recommended and is more trouble than it's worth. It's kinda hard to get because of that green Koopa unless you're somehow playing as Fire Mario.
There's a vine inside one of the bricks shortly afterwards, but you'll have to be Super Mario to get to it, since you can run around the bricks to get it and if you jump from the right of the nearby pipe, you'll trigger invisible coin blocks.
Other than that, as long you keep some speed up, you should be able to get through this level just fine.
There's a vine inside one of the bricks shortly afterwards, but you'll have to be Super Mario to get to it, since you can run around the bricks to get it and if you jump from the right of the nearby pipe, you'll trigger invisible coin blocks.
Other than that, as long you keep some speed up, you should be able to get through this level just fine.
World B-2
The Bloopers are real a-holes. You'll have to trick one into moving away by manuevering them towards you to get past the first reef maze.
There's a ton of coins here if you know where to swim at. Just don't get hit by enemies or grabbed by the undertow of the bottomless pits.
World B-3
The best thing to remember here is to not slide around. You need to be able to stop instantly with some of these flying platforms, which aren't very big.
The last three jumps are pretty painful. If you can use a Bullet Bill to get the second one done, great. You can still pull all three off with a running jump, though.
The last three jumps are pretty painful. If you can use a Bullet Bill to get the second one done, great. You can still pull all three off with a running jump, though.
World B-4
Map
This level is just way too easy. The game just trying to trick you into thinking you're going into an endless loop, but if you keep going you'll see Bowser's fireballs.
The Bowser battle here is also easy.
This level is just way too easy. The game just trying to trick you into thinking you're going into an endless loop, but if you keep going you'll see Bowser's fireballs.
The Bowser battle here is also easy.
Tuesday, August 6, 2013
lukenuetzmann plays Super Mario Bros. 2J (The Lost Levels) - World A
Because the game can't count past 9.
In the original Famicom version, you have to beat World 9 a total of eight times to enter World A. Thankfully, World 9 loops back to 9-1 when you beat 9-4, so that take care of having to go through it.
In Super Mario All-Stars, you need only play through it once.
All maps are by snesmaster1.
World A-1
If you can reach the bricks above all those green Koopas near the beginning, you can climb a vine and get some more coins. Yay!
There's another coin room at the pipe that's high in the air, but you're better off skipping it if you want to make reaching that "Pirahna Plant gate" easier.
The end steps are infested with red Koopas. You'll have to jump off all of them to hit the flag. It actually looks pretty cool when you pull it off, to be honest.
World A-2
Map
If you jump straight up on that springboard, you'll get an extra life. Run like hell if you want it!
The best way to hit that Hammer brother near the end is to hit him when he's in the air.
World A-3
The first half of the stage has some wind. Run like a dog is chasing after you and jump from one platform to the next, and try not to get hit by those Cheep-Cheeps!
If you use the springboard at the end to leap over the flag, you can warp to World C.
If you use the springboard at the end to leap over the flag, you can warp to World C.
World A-4
The first part is pretty easy, but the second part with all the Podaboos is pretty hard unless you're patient. Some of them jump up twice in a row before stopping briefly.
That mid-air Bullet Bill cannon is pretty useful. Let it fire a Bill to the right, then follow it and use it to making a successful running jump over that last lava pit.
Bowser is pretty easy here, by the way.
That mid-air Bullet Bill cannon is pretty useful. Let it fire a Bill to the right, then follow it and use it to making a successful running jump over that last lava pit.
Bowser is pretty easy here, by the way.
lukenuetzmann plays Super Mario Bros. 2J (The Lost Levels) - World 9
WE PRESENT FANTASY WORLD
LET'S TRY "9 WORLD"
WITH ONE GAME.
If you make it all the way to the end without using warps, you'll get World 9. Also, the link message appears if you make it here on the original Famicom version.
LET'S TRY "9 WORLD"
WITH ONE GAME.
If you make it all the way to the end without using warps, you'll get World 9. Also, the link message appears if you make it here on the original Famicom version.
All maps are by snesmaster1.
World 9-1
This is simple. Just keep swimming right and don't hit anything.
World 9-2
Same as the last one.
World 9-3
You can hit the brick and climb the vine it produces for a few extra coins, if you so choose.
When you reach that set of two conjoined pipes, stay on the area above the lava and make a running jump onto the top of the ceiling. Yes, it is very much possible. Now run like hell to the right. Congratulations. You just sidestepped Bowser.
When you reach that set of two conjoined pipes, stay on the area above the lava and make a running jump onto the top of the ceiling. Yes, it is very much possible. Now run like hell to the right. Congratulations. You just sidestepped Bowser.
World 9-4
Map
Stay at the top and keep going right. This world is nothing more than an enemy roll call.
Also, the Japanese text that the blocks make say "Arigato!" which means "Thank You!" in Japanese.
GAME OVER
YOU'RE A SUPER PLAYER!
WE HOPE WE'LL
SEE YOU AGAIN.
MARIO AND STAFF.
Yeah, right. Stay tuned for World A.
Monday, August 5, 2013
lukenuetzmann plays Super Mario Bros. 2J (The Lost Levels) - World 8
CLOUN
/mspaintmasterpieces
/mspaintmasterpieces
All maps are by snesmaster1.
World 8-1
Shortly after the beginning of this world, the wind shows up again. Use this to make that jump involving the three red Para-troopas, since there's no other way to get around here.
The second long pit involves a running jump. Stand at the edge of the pipe so the red pirahna plant won't pop out, then all the way to the edge and go for it.
The pipe after the second normal red Koopa will take you to an underwater passage that takes you to a Warp Zone. Unfortunately, taking it sends you back to World 5 like a little chump. This is the only other backwards warp in the game aside from the warp in World 3-1.
The second long pit involves a running jump. Stand at the edge of the pipe so the red pirahna plant won't pop out, then all the way to the edge and go for it.
The pipe after the second normal red Koopa will take you to an underwater passage that takes you to a Warp Zone. Unfortunately, taking it sends you back to World 5 like a little chump. This is the only other backwards warp in the game aside from the warp in World 3-1.
World 8-2
There's a trick to this.
Don't go all the way to the end. You'll be in an endless loop as a result. Instead, hit the brick below the Red Para-troopa (jumping on the Para-trooper makes hitting the block easier). You'll uncover a vine. Climb it and you'll find the exit. There you go.
World 8-3
4:10 - "All right, I gotta get past this spiny here and FFFFFFFUUUUUUUUUUUU--"
You'll have to make a high jump off that springboard to hit the Para-troopas on your way past the first long pit.
The second castle wall hides a brick that has a vine in it. If you climb up, there's a whole bunch of coins that you can pick up.
To make that jump to the see-saw platforms, jump around near the edge and you'll hit two invisible blocks. (Watch out for the Poison Mushroom!) From there, make a running jump, stand on the first platform to raise up the second one, then run and jump from there. You need not jump off the Para-troopa to reach the flag.
You'll have to make a high jump off that springboard to hit the Para-troopas on your way past the first long pit.
The second castle wall hides a brick that has a vine in it. If you climb up, there's a whole bunch of coins that you can pick up.
To make that jump to the see-saw platforms, jump around near the edge and you'll hit two invisible blocks. (Watch out for the Poison Mushroom!) From there, make a running jump, stand on the first platform to raise up the second one, then run and jump from there. You need not jump off the Para-troopa to reach the flag.
World 8-4
Go down the first pipe. After that weird part where you have to move Mario backwards to reach the other pipe, take the platform moving across the lava and take the low road. Congratulations, you won't be moving in a pattern anymore.
Jump over the pipe in the next part, get past the fake Bowser, and then you'll face the real one. Strangely, his fireballs don't come down towards you, so keep close and run under him when he jumps. Boom! Your game is over...or is it?
Jump over the pipe in the next part, get past the fake Bowser, and then you'll face the real one. Strangely, his fireballs don't come down towards you, so keep close and run under him when he jumps. Boom! Your game is over...or is it?
Sunday, August 4, 2013
lukenuetzmann plays Super Mario Bros. 2J (The Lost Levels) - World 7
We take on World 7 and its advanced challenges! The wind comes back, and flying Koopas become useful!
All maps are by snesmaster1.
World 7-1
Oh, boy.
This time, the wind makes things a little harder. After that pipe maze, if you can take the high road, not get hit by those Cheep-Cheeps and make it to that pipe near the top of the screen, you'll be able to access a certain part of the level you wouldn't be able to access otherwise. Make it all the way to the right, go down the next pipe, and you'll make it to the last pipe before the goal.
If you don't take that pipe, it's a lot shorter, but it's a tad harder.
This time, the wind makes things a little harder. After that pipe maze, if you can take the high road, not get hit by those Cheep-Cheeps and make it to that pipe near the top of the screen, you'll be able to access a certain part of the level you wouldn't be able to access otherwise. Make it all the way to the right, go down the next pipe, and you'll make it to the last pipe before the goal.
If you don't take that pipe, it's a lot shorter, but it's a tad harder.
World 7-2
When you see the two red Para-troopas, bounce off of them so you can reach the platform with the pipe. Go in and you won't be stuck in an endless loop.
You'll now be dealing with low-flying Lakitus, fire bars that are not in a castle, and some red-Paratroopa jumps that you'll have to make, especially at the end.
World 7-3
This is a really awesome level...if you can survive and get Mario to land where you want him.
The wind will help you go further to the right as you progress through the stage. There are some more fire bars (just three in this stage, though, and there's one para-Troopa jump that you may or may not need the assistance of the para-Troopa for. When you reach the platform before the third fire bar, the wind stops blowing. From there, it's just easy jumping to the flag.
The wind will help you go further to the right as you progress through the stage. There are some more fire bars (just three in this stage, though, and there's one para-Troopa jump that you may or may not need the assistance of the para-Troopa for. When you reach the platform before the third fire bar, the wind stops blowing. From there, it's just easy jumping to the flag.
World 7-4
Map
There's a lot of Buzzy Beetles here.
The only thing to really remember here is that the fire bars spin in the direction you don't want them to.
Wait for Bowser to come as close to the left as he possibly can, then jump over him and the fire bar when he's not throwing hammers. This is one of the easier Bowser battles.
There's a lot of Buzzy Beetles here.
The only thing to really remember here is that the fire bars spin in the direction you don't want them to.
Wait for Bowser to come as close to the left as he possibly can, then jump over him and the fire bar when he's not throwing hammers. This is one of the easier Bowser battles.
lukenuetzmann plays Super Mario Bros. 2J (The Lost Levels) - World 6
Watch this vid for Goomba columns, Trollfish, another Bowser maze, and more maximum ass-tastrophe!
All maps are by snesmaster1.
World 6-1
If you can somehow get to where the green Para-troopa is at the start, you can get a hidden 1-Up. Once again, that's if you dare to reach that nook. Thankfully, there's a starman in one of the bricks underneath that Para-troopa, which makes it easier to get than one would think.
There's a really tall pipe that you won't be able to make a running jump over. Instead, get next to it and jump. You'll trigger an invisible coin block that makes everything easier.
After the "wall of pirahna plants" you'll see a bottomless water pit with a pipe at the very left. If you can somehow get down there with the wind blowing you to the right, you'll skip all the way to the end if you can make it to the other side of the underwater area below.
There's a really tall pipe that you won't be able to make a running jump over. Instead, get next to it and jump. You'll trigger an invisible coin block that makes everything easier.
After the "wall of pirahna plants" you'll see a bottomless water pit with a pipe at the very left. If you can somehow get down there with the wind blowing you to the right, you'll skip all the way to the end if you can make it to the other side of the underwater area below.
World 6-2
Map
Oh, dear god. Not only is this underwater, you'll be dealing with more coral reef mazes that take you dangerously close to being pulled down by the undercurrents of the bottomless pits. Again. Why couldn't the original game have more underwater levels?
There are two instances where platforms come down from the top. Use those to get past the Cheep-Cheeps. As for that last coral maze, waiting in the center next to one of the coral reefs for both the green and red Cheep-Cheeps to pass by definitely helps.
Oh, dear god. Not only is this underwater, you'll be dealing with more coral reef mazes that take you dangerously close to being pulled down by the undercurrents of the bottomless pits. Again. Why couldn't the original game have more underwater levels?
There are two instances where platforms come down from the top. Use those to get past the Cheep-Cheeps. As for that last coral maze, waiting in the center next to one of the coral reefs for both the green and red Cheep-Cheeps to pass by definitely helps.
World 6-3
Map
Love the Goomba columns in the background.
Another bridge level. Not only do you have Para-troopas and Cheep-Cheeps flying around (again), the platforms are shorter and Para-troopas are placed in pretty inconvenient places.
There's an invisible block with a mushroom underneath the first Red Para-troopa. If you can get the mushroom to go right and land on the platform below, good for you.
4:20 - AAAAAAAASSSSSSSSSS! FUUUUUUUUUUUUUU--
Near the end, you'll have to make two jumps off Red Para-troopas. Thankfully, when you reach the platform next to the first one near the end, the Cheep-Cheeps will stop flying around for your convenient. Gee, at least Nintendo weren't total psychopaths.
Love the Goomba columns in the background.
Another bridge level. Not only do you have Para-troopas and Cheep-Cheeps flying around (again), the platforms are shorter and Para-troopas are placed in pretty inconvenient places.
There's an invisible block with a mushroom underneath the first Red Para-troopa. If you can get the mushroom to go right and land on the platform below, good for you.
4:20 - AAAAAAAASSSSSSSSSS! FUUUUUUUUUUUUUU--
Near the end, you'll have to make two jumps off Red Para-troopas. Thankfully, when you reach the platform next to the first one near the end, the Cheep-Cheeps will stop flying around for your convenient. Gee, at least Nintendo weren't total psychopaths.
World 6-4
Another maze where you have to follow the pattern again. Wonderful.
After the first pipe, take the low road. When you see the Hammer Brother, take the high road. Go underneath the upside down pipe, then take the low road after the set of platforms above the lava. You did it!
Now for Bowser. This time, he throws hammers. You'll really have to time it right just to get under him and get the axe.
After the first pipe, take the low road. When you see the Hammer Brother, take the high road. Go underneath the upside down pipe, then take the low road after the set of platforms above the lava. You did it!
Now for Bowser. This time, he throws hammers. You'll really have to time it right just to get under him and get the axe.
Saturday, August 3, 2013
lukenuetzmann plays Super Mario Bros. 2J (The Lost Levels) - World 5
Look, guys! More snow!
All maps are by snesmaster1.
World 5-1
If you're not fast by the time you'll have to jump in between those upside-down pipe gaps, you'll have to take it slow. Then you'll have to pick it up again to make two running jumps onto pipes. Then the fun really begins!
Run up the stairs and keep running! The wind will be blowing with you at the top! Yes, there's wind in this game, and if you're playing the original Famicom version, it comes with a rather nifty 16-bit Sega Mega Drive (Genesis) style sound effect. Shortly afterwards, there will be two pipes, one of them upside-down and above the other one so that Red Piranaa Plants block your path. You'll have to time it right to get past that part unharmed.
There's a staircase coming up, but instead of a flagpole it takes you to a bunch of red Para-troopas and some bricks. If you can somehow hit one of the bricks on the upper level of bricks, you'll get a vine. If you can somehow climb up it, you'll be able to access a Warp Zone that takes you to World 6.
Run up the stairs and keep running! The wind will be blowing with you at the top! Yes, there's wind in this game, and if you're playing the original Famicom version, it comes with a rather nifty 16-bit Sega Mega Drive (Genesis) style sound effect. Shortly afterwards, there will be two pipes, one of them upside-down and above the other one so that Red Piranaa Plants block your path. You'll have to time it right to get past that part unharmed.
There's a staircase coming up, but instead of a flagpole it takes you to a bunch of red Para-troopas and some bricks. If you can somehow hit one of the bricks on the upper level of bricks, you'll get a vine. If you can somehow climb up it, you'll be able to access a Warp Zone that takes you to World 6.
World 5-2
Map
This world has not one but two warp zones! Ossum!
If you need an extra hit, go all the way to the left at the beginning and jump. Instant invisible mushroom. If you can get on top of the ? blocks and walk on the ceiling for the rest of the level (or make it to the top from the moving platforms near the end), you can run all the way to a Warp Zone that takes you to World 7. However, just before the moving platforms is a brick you can hit to activate a vine. If you can get onto it, you'll find a Warp Zone that takes you to World 8! Really interesting if you want to skip through part of the game.
This world has not one but two warp zones! Ossum!
If you need an extra hit, go all the way to the left at the beginning and jump. Instant invisible mushroom. If you can get on top of the ? blocks and walk on the ceiling for the rest of the level (or make it to the top from the moving platforms near the end), you can run all the way to a Warp Zone that takes you to World 7. However, just before the moving platforms is a brick you can hit to activate a vine. If you can get onto it, you'll find a Warp Zone that takes you to World 8! Really interesting if you want to skip through part of the game.
World 5-3
You see that pipe in the sky at the beginning of the level? Jump off that red Para-troopa and get in the pipe. There, now you're no longer running in an endless loop.
The rest of the level is dead simple. Which is kinda ironic, since I never got past the next level as a kid.
World 5-4
Man, wish I had save states back in the day.
Big hint here: taking the high road works every single time.
Also, keep a mental note of which direction each fire bar rotates. It really helps out, since you'll have groups of two rotating next to each other.
When you see the bridge, just make a run for it. It's more likely than not that you'll just run straight under Bowser while he's in mid-air, making it an easy dash for the axe.
lukenuetzmann plays Super Mario Bros. 2J (The Lost Levels) - World 4
Well, here we are, halfway through the normal game. Fortunately for us, the best is yet to come!
All maps are by snesmaster1.
World 4-1
Not only do Lakitu and Spiny rear their ugly heads for the first time, we get a brand new enemy that wasn't in the original: the Red Pirahna Plants. Unlike the green ones, the red ones don't give a flying shit if you're standing next to or on the edge of the pipe. They will still push their heads out and bite at you unless you are standing directly on the pipe, throwing a whole new wrench into the proceedings. Prepare to see the red ones a lot.
You'll have to run and jump to make that springboard jump, since the springboard is red this time around.
The first of three pipes on top of the ? blocks near the end takes you to an underwater coin area, but it takes you back, so be ready for that if you need to take it. That reminds me, once you're back there, get behind the stairway of blocks that you see after you return and jump - there's a hidden 1-up over there.
You'll have to run and jump to make that springboard jump, since the springboard is red this time around.
The first of three pipes on top of the ? blocks near the end takes you to an underwater coin area, but it takes you back, so be ready for that if you need to take it. That reminds me, once you're back there, get behind the stairway of blocks that you see after you return and jump - there's a hidden 1-up over there.
World 4-2
There's a few bullet bills as well as one pipe with a Red Pirahna Plant in it that you [b]have[/b] to make a running jump onto.
The brick that comes after the set of Bullet Bills at the start contains a Starman, which will really help with a lot of the stage. If you make a running jump over the red springboard and still happen to make it, you just might be able to get that running jump mentioned earlier down easily.
The brick that comes after the set of Bullet Bills at the start contains a Starman, which will really help with a lot of the stage. If you make a running jump over the red springboard and still happen to make it, you just might be able to get that running jump mentioned earlier down easily.
World 4-3
Map
Welcome to airborne hell.
You'll be jumping on springboard and making your way across see-sawing platforms while trying not to get killed by Red Para-Troopas and Bullet Bills that sear across the screen from the right.
After the first see-sawing platforms, get all the way to the left end of the stationary platform before that big gap and make a running jump right off the other edge. It's the only way you'll jump on that Para-Troopa and make it to the other side without getting killed.
You'll have to be patient when you reach the blocks near the end. There's only two of them that make up your stairway to the flag, so if you happen to be slow by the time you get here, be patient and make your jumps carefully here.
Welcome to airborne hell.
You'll be jumping on springboard and making your way across see-sawing platforms while trying not to get killed by Red Para-Troopas and Bullet Bills that sear across the screen from the right.
After the first see-sawing platforms, get all the way to the left end of the stationary platform before that big gap and make a running jump right off the other edge. It's the only way you'll jump on that Para-Troopa and make it to the other side without getting killed.
You'll have to be patient when you reach the blocks near the end. There's only two of them that make up your stairway to the flag, so if you happen to be slow by the time you get here, be patient and make your jumps carefully here.
World 4-4
Map
Oh, good lord.
Once the green Koopas aren't a threat, you'll have to make a running jump to reach the fire bar block.
There's a solid wall hanging off the ceiling near Bowser. You'll have to run under him this time and time it really well in order to do it. You're best off getting his past the wall and getting close enough so that you'll A) run directly under him, B) not get hit by the fire bar before you can do it, and C) not get hit by a fireball that you can't avoid.
Oh, good lord.
Once the green Koopas aren't a threat, you'll have to make a running jump to reach the fire bar block.
There's a solid wall hanging off the ceiling near Bowser. You'll have to run under him this time and time it really well in order to do it. You're best off getting his past the wall and getting close enough so that you'll A) run directly under him, B) not get hit by the fire bar before you can do it, and C) not get hit by a fireball that you can't avoid.
Friday, August 2, 2013
lukenuetzmann plays Super Mario Bros. 2J (The Lost Levels) - World 3
We enter a winter wonderland two worlds earlier compared to the original game. Lemme guess, there are Buzzy Beetles in full force here, too?
All maps are by snesmaster1.
World 3-1
Well, no, but we do get Hammer Brothers. You'll see two at the start of the level. The lower set of bricks hides a Starman where the Hammer Brother on that end is standing. Go get it if you need it.
After the first Bullet Bills, you'll have to jump off of a Red Para-Troopa to get onto the pipe in front of you. Get between the pipe and the Para-troopa's flight path, then when the Para-Troopa is in the middle of its flight path, jump off of it and hold Right on the Control Pad to get onto the pipe as you bounce off of it. YOu should be on the pipe and should be able to continue on from there. If not, you'll have to suicide and try again.
Once you're past this Koopa, do not go down the second pipe in this set. You will be warped backwards to the second pipe, and from there you'll be trapped and forced to fall down the pit to start over.
After this, there is a jumping spring near the end. You could go past the flag and go to the warp zone, but all it will do is take you back to World 1. You don't want that.
Also worth knowing is the fact that if you go down the first pipe in the level, you'll be able to skip a little bit of the level.
World 3-2
Map
Water? Water.
Please remember that you can only harm the enemies if you're Fire Mario.
That last set of Bloopers you have to avoid are pretty hard. Mash the B button so you won't get dragged into those bottomless pits.
There are two coin blocks near the flag. You could probably jump over the flag, but don't even bother. There's nothing there.
World 3-3
This was snow in the original Famicom version. I am disappoint, 1990s Nintendo.
You'll be running through the whole level here, since it's the only way you'll be able to make some of the monster jumps, even as Luigi.
The hardest part are those blocks above the pipes near the end. Slow down here if you make it onto the first block by any chance.
World 3-4
You have to go through this level a certain way.
If you run straight off the stairs, you'll sail clear over the lava pit.
Anyway, after the second pool of lava, take the low road and keep taking it until you make it past the two pipes. Jump around and you'll trigger four invisible ? blocks. Jump on top of those and take the very high road. Keep taking it until you reach Bowser.
No platform here. You'll have to use your wits to get past Bowser. Jump over him, run under him, whatever. Just avoid his fireballs and the Podaboo that's flying up and down from underneath the bridge.
lukenuetzmann plays Super Mario Bros. 2J (The Lost Levels) - World 2
...and this is where the similarities between 2J and the original end.
*gasps* It's night!
All maps are by snesmaster1.
World 2-1
Map
There's a Starman in one of the bricks shortly after the beginning. Go grab it!
After jumping over some pipes and crossing a little bit of dry land, jump on the second springboard. Unlike the red springboards, this green one takes you [b]really[/b] high into the air (and if you're probably seven years old, like I was when I first played this, also probably blows your mind). Once you're on it, hold down Right on the Control Pad to cover as much ground as possible, and try not to accidentally run into the Goombas near the flag on your way back down.
If you're needing coins, stop at the pipe after the first green springboard in the level. HIt one of the blocks above the pipe and you'll find a vine. Climb up the vine and get as many of the coins as you can. You'll return back to the same spot when you leave this area, but chances are good you'll probably have another life on you when you do.
There's a Starman in one of the bricks shortly after the beginning. Go grab it!
After jumping over some pipes and crossing a little bit of dry land, jump on the second springboard. Unlike the red springboards, this green one takes you [b]really[/b] high into the air (and if you're probably seven years old, like I was when I first played this, also probably blows your mind). Once you're on it, hold down Right on the Control Pad to cover as much ground as possible, and try not to accidentally run into the Goombas near the flag on your way back down.
If you're needing coins, stop at the pipe after the first green springboard in the level. HIt one of the blocks above the pipe and you'll find a vine. Climb up the vine and get as many of the coins as you can. You'll return back to the same spot when you leave this area, but chances are good you'll probably have another life on you when you do.
World 2-2
This one has a weird rhythm to it. Your best bet is, once again, to slow down.
At one point, you'll have to trek over a bottomless pit by means of a single pipe situated in mid-air. Jump around near the pipe until you find an invisible block. Jump on top of the block and move to the left edge, then jump to uncover another one. Now you can get on the pipe (wait for the Pirahna Plant to go back down; timing is everything) and be on your merry way.
You may have noticed a very narrow pillar of land with a brick at the top. If you hit that brick, you can get a Starman, which can help with the Koopa infestation you'll meet up with afterwards.
World 2-3
We have fish early. (Sounds like something you'd hear near the dinner table or in someone's journal. Not apologizing or anything - it just sounds weird.)
There's a Blooper flying around, even though you don't see one in the picture at the beginning of the world here in the All-Stars version. That's lame.
Anyway, there are bottomless pits in this bridge level, so you have more than Koopas and Cheep-Cheeps to worry about here. Don't be surprised if you're jumping towards another bridge, either, as the elevation of the bridges shifts at time between the gaps.
Once you reach the first land platform, you'll have to deal with three small bridge platforms. Take it slow, here, and keep an eye on everything that's going on on the screen as well. You don't want to be blindsided by a Cheep-Cheep or accidentally jump into the flight path of the Green Para-Troopa.
After that, there's not much else to deal with.
There's a Blooper flying around, even though you don't see one in the picture at the beginning of the world here in the All-Stars version. That's lame.
Anyway, there are bottomless pits in this bridge level, so you have more than Koopas and Cheep-Cheeps to worry about here. Don't be surprised if you're jumping towards another bridge, either, as the elevation of the bridges shifts at time between the gaps.
Once you reach the first land platform, you'll have to deal with three small bridge platforms. Take it slow, here, and keep an eye on everything that's going on on the screen as well. You don't want to be blindsided by a Cheep-Cheep or accidentally jump into the flight path of the Green Para-Troopa.
After that, there's not much else to deal with.
World 2-4
Map
If you need to, wait for the Goombas to get out of the way after you come across the small gap with the lava in it. They'll walk right into it, don't worry. Time your jumps around the flame bars.
Bowser's a little trickier this time. If you can somehow get on the platform above him, he won't even be able to touch you.
If you need to, wait for the Goombas to get out of the way after you come across the small gap with the lava in it. They'll walk right into it, don't worry. Time your jumps around the flame bars.
Bowser's a little trickier this time. If you can somehow get on the platform above him, he won't even be able to touch you.
Thursday, August 1, 2013
lukenuetzmann plays Super Mario Bros. 2J (The Lost Levels) - World 1
That's right. We cover all the worlds. Even 9, A, B, C and D.
lukenuetzmann again? *gasps*
Actually, I was seeing what non-Super Star Wars trilogy guides he did, and according to the list on his channel, this came immediately after Super Return of the Jedi. So, hey, why not?
He plays Super Mario All-Stars for this, but who cares? It's still basically the same game (unlike that Super Mario Land ROM hack I fumblingly covered recently, anyway). The only difference with the All-Stars version is that you can't warp if you want to go past World 8. If you're playing on Famicom, feel free to do so.
Also, I went to GameFAQs and checked out the maps to the levels made by snesmaster1. They're pretty informative, and they helped me get information on a lot of stuff that luke missed.
Also, luke plays as Mario. You can also play as Luigi, but do keep in mind that while Luigi is less agile and is a little more slippery, he can jump higher and farther.
All maps are by snesmaster1.
Actually, I was seeing what non-Super Star Wars trilogy guides he did, and according to the list on his channel, this came immediately after Super Return of the Jedi. So, hey, why not?
He plays Super Mario All-Stars for this, but who cares? It's still basically the same game (unlike that Super Mario Land ROM hack I fumblingly covered recently, anyway). The only difference with the All-Stars version is that you can't warp if you want to go past World 8. If you're playing on Famicom, feel free to do so.
Also, I went to GameFAQs and checked out the maps to the levels made by snesmaster1. They're pretty informative, and they helped me get information on a lot of stuff that luke missed.
Also, luke plays as Mario. You can also play as Luigi, but do keep in mind that while Luigi is less agile and is a little more slippery, he can jump higher and farther.
All maps are by snesmaster1.
World 1-1
You'll have to get the mushrooom to move to the right before you can hit the block from below and have it go over the blocks. Yeah, they expect you to know that at the beginning of the game. Sad.
Another block has the poison mushroom. In the NES game, it shares the same color palette as the level, but in All-Stars it's even easier to seperate from the normal one by its evil stare. Touching that brings you back to Small Mario...unless you are Small Mario. Then you die.
Other than that, this level (and probably the entire world) is probably the easiest in the game.
World 1-2
You'll be jumping from pipe to pipe here. Be careful and try not to go too fast, since you don't want to waste your lives trying to make simple jumps only to fail.
If you hit the bricks above the first ? block, you'll find a vine. Making it to the Warp Zone will allow you entry to World 3. Nice.
World 1-3
Gee, apparently World 1 in Super Mario Bros. 2 is just like World 1 in the original. Also, Bloopers can fly above water. That's bullcrap.
Once again, try not to go too fast here. Your main focus here is to keep from sliding around as you jump from platform to platform.
Once again, try not to go too fast here. Your main focus here is to keep from sliding around as you jump from platform to platform.
World 1-4
Despite the appearance of the level, it's still pretty easy. You'll have to time your jump over that last flame bar so that you don't unintentionally fall into a deathtrap.
The only ? block here has a power-up, so grab it if you need it.
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