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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Lost Section - Some Mario Related Questions | |
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Uncle Elmo

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Posted on 01-01-05 06:02 PM Link | Quote
Alrighty, I've bought a very cheap second hand GBA-SP in the Sales and I'm stocking up on Mario-based goodness, but there are some things I'm wondering?

1. What is considered to be the best 2D Mario (Platform) Game? I own SMW (Mario Advance 2) and the original Super Mario Brothers (NES Classic cart). Is Yoshi's Story superior to SMW? How does Mario 3 fit in? In short is it worth me getting another one?

2. How does Super Mario Kart Super Circuit compare to the SNES original? I've never played the SNES version, nor any other one, I love the GBA one. (Which I own)

(and now they're more specific)

3. Where are the green and red switch palaces in SMW?

4. In Donut Plains 1, there's a way to get theoretically infinate lives, What happens though if you get all 600 coins from the secret screen?

5. In Donut Plains 1, down the first pipe you reach this mini game thingy where you have to knock the blocks in the right order to get an extra life. Is there a pattern as to what one you hit first?

6. Can anyone clue me in on any secret exists on Worlds 2,3 or 4? I've found a couple in Donut plains (I;'ve found DOnut Secret 1,2 and the secret House).

7. In the Donut Secret house it mentions the entrance to the "Star Road" where is it?
JR11

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Posted on 01-01-05 11:08 PM Link | Quote
Well, it's been a while since I've last played SMW, but I'll try to help you out.

1. In my opinion, I consider SMW2 to be better that SMW and SMB3 because, overall, there's just more stuff to do in it. The addition of the eggs is pretty cool too. Yoshi's Story (I'm guessing you made a typo - YS isn't a GBA game) for the N64 is crap. You can beat the game in two hours.


Bear with me, I'm a little rusty. A lot of the level names are probably wrong.

3. The green one's in a secret in Donut Plains 2 (the cave) and the red one's in a secret in Vanilla Dome 2 (the lake).

5. I'm pretty sure that the game is based on luck.

6. Donut Plains 2 to the Green Switch Palace
Donut Plains Ghost House to the Top Secret Area.
Donut Secret House to Star Road and another secret level (through the pipe)

Vanilla Dome 1 to Vanilla Secret 1 (path to the left)
Vanilla Secret 1 to Star Road and Vanilla Secret 2 (through the pipe)
Vanilla Dome 2 to Red Switch Palace

Level on the bridge in W4 (Cheese Bridge???) to Soda Lake


(edited by Masterofmario11 on 01-01-05 02:09 PM)
(edited by Masterofmario11 on 01-01-05 02:10 PM)
cpubasic13
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Posted on 01-01-05 11:11 PM Link | Quote
1: Depends on your liking, although I believe Super Mario Bros. 3 is considered the best one. Yoshi's Story could be better than SMW, but it is just an opinion.

2: Matter of opinion here.

3: Green Switch Palace is in Donut Plains 2 (the cave level). You have to enter a pipe and then step up across the turn blocks (it would help throwing the shell at the last turn block). The red one is in Vanilla Dome 2. Use the P-Switch across the used blocks and coins, not before them.

4: I have no clue...

5: I have yet to see a pattern.

6: World 2 has many exits. 3 has 3... secret ones. 4 has... well, 1, I think...

7: You have to beat Big Boo.
JR11

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Posted on 01-01-05 11:22 PM Link | Quote
I thought it might've been Big Boo.

7. In the 2nd area of the Ghost House. Go to the far left where you'll find a P-switch. Bring it to the odd yellow block structure (hit the vine first!). Next jump on the P- switch and hurry up the vine to find a secret blue door. To beat Big Boo, just toss blocks at him when he's solid.
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Posted on 01-02-05 01:55 PM Link | Quote
Yarr.

1. It's a tough call between SMW and SMB3. I prefer SMW, probably because I grew up with it. As for Yoshi's Island, it's one of my favorite games of all time. I highly recommend it.

2. Haven't played Super Circuit, but the original SNES mario kart holds a very special place in my heart. Again, this is probably because I grew up with it.

3. These have already been sort of described, but I think the descriptions given would confuse me if I didn't already know. So here.
Green: Donut Plains 2. In the first part, where there are the rising and falling yellow things and all the pipes on the ceiling, just keep trying to go up the pipes until you hit one that lets you in. (Remember, hold up while you're jumping... you probably know that already.) You'll be in a room with four of those yellow turn blocks creating a stairway. Go to the right, where there are turn blocks blocking in a shell. Spin jump on the turn blocks but make sure not to hit the shell, then grab it and throw it at the rightmost (top) turn block in the "stairway." A vine will come out. Hop up the stairway and climb the vine to reach the key and keyhole.

Red: Vanilla Dome 2. Near the beginning you'll run across a bunch of brown blocks (you know, the "spent" blocks, the angry looking ones, the ones that turn into coins when you hit a P-switch). This will be right next to a downward-pointing arrow with a dragon coin in it that leads down into the water. Anyway, after the water part, when you come up and there are steep slopes to the left and right, and a ? block next to the slope on the left, go up the slope on the left. (Watch out, sometimes a buzzy beetle falls on you.) There will be a P-switch over a line of brown blocks. Don't hit it. Grab it, run to the left, and hit it when you come to a wall of brown blocks. Keep going left while it's active, hop over a small gap (this was where the downward arrow was) and notice the hole filled with coins - this was that big square of brown blocks you ran over before. Drop down. I don't remember offhand what it's like down there, but the key and keyhole are right around there somewhere.

4. I have never ever managed to get all of those coins. =(

5. It's completely random. There are many of these little areas throughout the game. They're just a bonus to get a few 1-ups if you're lucky.

6. All the levels with red dots (rather than the standard yellow) on the map have two exits rather than one. I won't summarize all of them (use a guide for that) but here's a useful one: on the Donut Ghost House (not the secret house), go in with a cape. Run to the right for a while, then run back to the left and fly up. At the very left of the stage (where you enter, basically) there's a gap in the ceiling. So just fly up through that, then land up there and run right across the ceiling. You'll fall into a little area with four 1-ups and a door to the secret exit, which takes you to the Top Secret Area. This area includes two flower blocks, two feather blocks, and a yoshi block. Very handy.

7. Yeah, in the area where you're going right to left, go all the way to the left and grab the P-Switch. Take it immediately to the right, where there are all the yellow turn blocks. Hit the switch. A door appears with blocks under it. Stand in front of the door and jump; the block right above it contains a vine. Climb the vine, go right, go through the door, etc. (Note that it's one of those timed blue doors, so try to do this all quickly.) This boss is kind of tricky when you're not used to it. Try to stand next to one wall facing the other so both the regular boo buddies stay still. When the big boo fades in, press and hold B to grab the block you're standing on, then do your best to hit him with it (I recommend running under him and throwing it up). When he dies, you win and get to go to star road.
Alastor the Stylish
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Posted on 01-03-05 12:27 AM Link | Quote
I'll take the one no one has answered.

4. You get lots of coins. Nothing special happens.
Uncle Elmo

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Posted on 01-03-05 03:56 PM Link | Quote
Thanks for your help!

I can now answer ~4. You get a 3Up, which means you get nine extra lives if you do it right (the 600 Coins = 6up plus a 3up makes 9up)
Tamarin Calanis

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Posted on 01-04-05 08:49 AM Link | Quote
Actually, with those blocks (1-up game)I think there is a pattern. Not a great one, but it'll help some - and again, this may just be that I have interesting luck.

The first row and the next-to-last row (from bottom up) seem to always or almost always have the same pattern, and if memory serves the second and last rows are also the same as each other. There was also a trick in teh SNES version that allowed a guaranteed 1-up every time, but I forget what it was...

And the 3-up is only in the GBA version.


(edited by Cheveyo Chowilawu on 01-03-05 11:50 PM)
Zem
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Posted on 01-04-05 09:55 AM Link | Quote
Yeah, in the GBA version a little counter appears when you go into that area letting you know how many coins you have yet to collect.

As for the 1-up minigame with the rows of three blocks... for the SNES version, I confirmed with savestates that it was random when you hit the block whether it would produce a coin or not. So the order wasn't even predetermined. You could save the state, hit a block, and have it fail, then load the state, hit the same block, and have it succeed. The first two blocks were like this. Of course, if you got the first two blocks the third would always produce the 1-up.
Hb2

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Posted on 01-05-05 12:26 AM Link | Quote
Originally posted by Cheveyo Chowilawu
There was also a trick in teh SNES version that allowed a guaranteed 1-up every time, but I forget what it was...
You have to enter the bonus level with a cape, then hit every block just with the cape (don't let Mario/Luigi touch the block) in order from left to right. It's cool because it always work, so you have a guaranteed 5-up! This trick was removed from the GBA version, wasn't it?
Tamarin Calanis

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Posted on 01-05-05 08:23 AM Link | Quote
Yeah, that one was it. Thanks, Hb2. Of course, half the time I didn't need the lives and was just using the coin/1-up rooms as a shortcut, but it's still nice to know.
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