It will bounce after it drops and clear out the Koopas below for a 1-Up. ![]() Kick a Koopa shell to the left from the top of the first large land mass.There are two blocks at the end at the standard map to get you to the top of the flag two squares before it if you fell off the tower. ![]() The pipe at the end leads to the standard ending.Wait for them to converge, then swim away. Three nasty Bloopers cause trouble near the end.The opening to dry land looks inviting, but jumping out of the water is a no go.There's no getting rid of the Koopa Troopa that walks the ocean floor here.If you do the blooper dodge trick (walk on the floor or if you are playing as big Mario, duck under a blooper hovering over you) you will be O.K.The fish swim to the left as you move to the right.If you can't use fireballs or the enemy is resistant, you will have to avoid them at all times. While you can normally jump on Goombas, Koopas, Buzzy Beetles and other enemies on the surface, you can't when they are underwater! You can only use fireballs to kill them. You can only go forward from here until you arrive at World 5. Once you catch the flagpole, you can no longer go backwards to World 1.The Super Spring towards the end of the level gives you enough hang time to reach the flagpole at level's end, but don't fly over it, or you will find yourself on a one way trip back to World 1.If Mario is your man, you'll have to jump off of a Koopa in order to get the 1-Up at the end of this section.If you emerge from the Coin Room pipe to the left of the block wall, you can make a vine sprout from the bricks above.You'll take two giant steps back if you enter that Warp Zone. Beware of the very first pipe in this section! It leads to coin room B, but it ultimately leads to a World 1 Warp.
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