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10.06.2015
I recently decided to play through the All-Stars version of SMB 3 without using any Warp Whistles. I suspect that the majority of people who replay the game are familiar with the secret and use it to skip to the last world. In addition to being positioned over Mario’s head, a slowly approaching Goomba encourages the player to jump up and discover that hitting the blocks from below can yield rewards (in this case, some Coins and a Super Mushroom). Immediately after collecting the mushroom powerup, the player is presented with a red Koopa Troopa, an enemy that hides in its shell after a successful jump attack.
Following the three Goombas (which don’t respawn if killed, leaving the strip clean of enemies), a diagonal trail of coins leads up into the sky.
When the player starts running, a HUD meter fills up, the running animation changes, and an urgent sound effect begins looping in the background. The clouds continue to the right creating another clear runway that ends with a trail of coins. If the player misses the opportunity to fly up to the cloud passage, the next two sections serve to introduce some new enemies.
Right before the level’s end, the player encounters two grounded piles of Brick Blocks.
In addition to this lesson, there’s also a solitary red Koopa Troopa pacing atop the second group of blocks. The P-Switch functionality immediately turns all the remaining bricks into coins and plays a jaunty countdown theme. The final part of the stage is segmented by a jagged black line that spans the height of the map. The only object in this area is an animating Goal Panel that instantly draws the player’s attention and ends the stage when touched. As soon as the second level begins, the player is introduced to slopes and gets to experiment with how they affect Mario’s movement.
The second major area in the level shows an almost unreachable series of coins, a floating pipe with a Venus Fire Trap, and some Brick Blocks located just above the ground. The second block also spits out a powerup, and it’s possible to initiate this by bumping it from below or landing on top of it.
The level end introduces a new enemy, a flying Paragoomba that bombards Mario with Micro-Goombas.
If the player lets the Paragoomba follow Mario, he might also learn that any enemies on screen will instantly perish when Mario touches the Goal Panel.
As the third level begins, the player is greeted with a few large blocks and a Koopa Troopa. Following the Boomerang Bro., another Brick Block pile is presented where a red Koopa Troopa can be used to set off a chain reaction that destroys many of the bricks. When the turtle shell leaves the screen, the player is encouraged to jump down into the cavity it created and investigate the leftover blocks. Although level 4 is not incredibly challenging, it’s much more difficult than the previous three stages. In addition to the automatic scrolling that can push Mario to his death, the stage also introduces moving platforms. The platforms only move horizontally, and drop as soon as Mario lands on them. Once the player learns this, he can use it to his advantage in an area where a vertical stack of coins is positioned next to a wall. Podoboos and Roto-Discs are first introduced in spaces where it’s easy to avoid them. If the player chooses to trade in the Fire Flower for a Super Leaf, he can discover another secret in the sky. When the ceiling drops down all the way, it begins to recede and Mario is forced to jump over a bottomless pit.
The Fotress level ends with a boss battle against Boom Boom, an enemy that needs to be stomped three times before being defeated. In case the player never discovered that he could slide down slopes to take out enemies back in World 1-2, this level does it for him. Unlike all the other stages, it begins with Mario on a slope already in a butt-scoop position. The level contains another Fire Flower that allows the player to test out the enemies, but it’s only accessible after the section pictured above.
When the Buzzy Bettle finally reaches Mario, the player will likely jump on top of it, learning that the beetles’ shells act much like those of the turtles.
And in case the player missed the pink Jump Block in World 1-3, he gets another chance to discover it here.
Walking up slopes is never fun so the player is encouraged to jump through the area, and in the process possibly bump into the invisible Jump Block. Although this level is not autoscrolling like World 1-4, it’s similarly devoid of a floor.
As shown in the above example, it’s very easy to start off the level by stomping a Koopa Troopa and sending its shell flying to the right. Unlike the floating platforms in World 1-4, these ones are attached to a thin path and are buffeted by end pieces.
The first platform is introduced with no enemies in sight, but the second one runs head-first into a Koopa Paratroopa.
Since there’s never any solid ground below these turtles, the stomped Koopa Paratroopas simply fall to their deaths.
The airship levels start off with a short cutscene of Toad pleading for help and Mario heroically leaping onto a moving airship in pursuit of Bowser’s minions.
However, unlike most shmups, Mario has to deal with gravity, the movement of the ship, and the cramped architecture. When the end-boss is defeated, the significance of the level is further accentuated by a series of events: Mario grabs the stolen Magic Scepter, jumps down to the ground, cures the king, receives a congratulatory message, and finally reads a letter from Princess Peach that comes packaged with a powerup. For example, it’s possible to send a turtle shell skittering in the opposite direction of destructible bricks, or to take the cloud-route and skip certain powerups and interactive objects. Some of these have been pointed out before, but others are definitely great catches on your part! My favorite point has to be the intro to level 1-5 as it was where I myself learned that sliding was possible. Unlike Boom Boom, the Fortress boss, I remember throwing tons of fireballs at Larry Koopa (the Airship boss) to no avail. I tried it again after stomping him twice, and although it took a whole bunch of them, he finally went down.
Originally released in Japan as Super Mario Bros.® 2, this game has previously made only brief cameo appearances in the Western hemisphere. A fairly popular trend on the Internet now is hacking old Mario games to make new levels, then challenging friends to try to beat the purposefully too-difficult designs. Pretty much the same feel as Super Mario Bros., though new elements like wind gusts, poison mushrooms and Luigi Mode are unique. The Mushroom Kingdom looks a little more odd this time around, though not too dissimilar from its original form. With 20 more levels than the first SMB offered and a nearly drastic challenge level, The Lost Levels will keep you occupied for a long time to come.


The sequence is fun to watch, but it also serves as a great preview of numerous game mechanics.
Since they utilize a fairly universal symbol for a question, they inherently invite the player to investigate.
Although the player can’t go down this particular pipe, the fact that an enemy emerges from it hints at the possibility of Mario being able to do the same. The player must jump over a bottomless pit at the end of this runway and is encouraged to collect the coins, so it makes sense for him to get a running start and jump as high and far as possible. In a dare of sorts, the coins ask the player to throw caution to the wind and make a blind leap into the unknown. The newly acquired flying ability is quite thrilling and liberating, and having just earned an extra life, it stands to reason that most players would want to pursue the extra treasure. If the player figures out how to enter it, its path leads him to a neat little Easter Egg: a room filled with coins that are arranged to form the number 3. The first contains a green Koopa Troopa and three green Koopa Paratroopas that drop from the sky (hinting that there’s something up above).
Their proximity makes it more likely that the player will have to stop by one of them on his route to the level’s end. Since the player already had a few chances to learn that Koopa Troopa shells can take out other enemies and activate powerups, he might try to do the same here. When the countdown ends, the remaining coins turn back into Brick Blocks, teaching the player that the transformation is only temporary. Since the floor leading up to it is flat, it encourages the player to run in at full speed and jump into the panel. Once Mario reaches the first peak, he can also dispatch a Goomba with the slide-attack while being pursued by more Goombas spawning out of a horizontal pipe. The player is likely to collect most of the coins and then attempt to break through the Brick Blocks, and perhaps learn the run-then-duck-to-slide maneuver. In case the player misses this point, the next area contains a pit and a stairway of Jump Blocks. Since there are no other enemies or obstacles in sight, it’s a safe place to demonstrate the mechanic of Micro-Goombas slowing down Mario if they attach themselves to him. This time around the pinballing turtle shell shows how Jump Blocks react to its touch (simply deflect it like other blocks) while rewarding the player with some extra coins.
The Cloud Heaven, though, contains a bunch of extra coins and a 1-Up if the player uses it as a runway.
The reason they’re grouped this way is to encourage the player to press against them as he jumps forward, giving him a chance to discover that Wooden Blocks can yield powerups if hit from the side.
It’s almost completely devoid of solid ground, and its auto-scrolling nature makes it a much more intense experience. Once the player gets used to their functionality, the difficulty is ramped up: multiple Podoboos emerge from lava (with different timing), while Roto-Discs occupy platforms that Mario must jump on in order to proceed through the level. This is significant as there are no regular enemies in the Fortress that can be defeated with Fire Mario’s fireballs.
The ceiling starts to descend as soon as the player enters the area, but he is also shown a gap that might keep Mario safe. There is no second hiding spot in sight, so the player has to trust the game to provide one for him.
If the player still possesses the Fire Flower, he can also dispatch him with its fireballs.
He then proceeds to barrel through some Buzzy Beetles that just happen to be climbing up the hill.
In addition, sliding is pretty much a universally fun activity, and its presence is another incentive for the player to experiment with the moveset.
This is notable due to the pipe that hosts a Piranha Plant located close to the ground, making it likely that the player will stop and wait for the plant to recede.
At this point, the careening shell will have a high chance of taking out the Piranha Plant as it comes out of the pipe, teaching the player another useful combat mechanic.
This creates some interesting airborne hijinks with the red Koopa Troopas that do not walk off of platforms by themselves.
In turn, the shell will fall off the platform, travel through empty space, land on another platform, and eventually take out another Koopa Troopa that patrols it.
This allows the player to easily guage the platform’s movement and plan his jumps accordingly. Also, its path doesn’t contain an end piece, forcing it to eventually fall off the path itself. By the time the player encounters them, he’s more than familiar with the mechanic of clipping the wings of enemies and sending them plummeting to the ground. This creates some rather satisfying scenarios where the player can kill two birds with one stone: dispatch an enemy and make a piggy-back jump onto a new platform.
This approach makes it feel almost like a shmup as the player is forced to concentrate on avoiding multiple projectiles while waiting for the end-segment to scroll into view. Of course these same lessons are repeated multiple times, but they’re not always as heavily hinted. I never realized that red turtles never fell off platforms or that so many levels had fire flowers where they were practically useless! Now available on the Virtual Console in all of its original splendor, Mario fans will appreciate the familiar look and feel of the game, while finding that its updated game play creates an entirely new challenge. You can find videos of the subculture scattered on YouTube and similar sites, and watch as players try over and over to get through seemingly impossible side-scrolling challenges.
It’s been my habit as well, but this time I resolved to experience SMB 3 in its entirety.
The Paratroopas demonstrate their ability to jump onto and fall down from platforms, while the two pits to the sides serve as an opening to show that enemies can also fall to their deaths.
If he does, the shell will break through a bunch of Brick Blocks and leave one of them unobstructed. The music change is important as there are no other visual cues to indicate if and when the blocks will return to their original form. More often than not, this rewards the player with a star, the best possible Goal Panel prize.
This results in the coins (or at least what’s left of them) being transformed into a path that leads up to the pipe. In order to safely traverse the pit, the player is likely to use the Jump Blocks above it (instead of risking bumping into them from below), the last of which drops a Starman.
The newly formed brick configuration leads the player to jump back out once he’s done, at which point he has a chance to encounter an invisible Jump Block. This is a great example of rewarding the player for proper environmental analysis and making him feel like he’s mastering its traversal.
This particular secret leads to a Warp Whistle, and is much more intuitive than the obscure duck-on-a-white-block-for-an-extended-period-of-time maneuver required to get the first whistle.
With no other options in sight, it’s natural for most players to strive to reach it before the ceiling crushes them. This creates tension and forces the player to perform a leap-of-faith, but he’s ultimately saved by a final tiny gap (much smaller in width and height than the first one) at the end of the area. During this interval, an approaching Buzzy Beetle will prevent Mario from running through the opening.


A single Fire Flower stresses this point as all the enemies in the level are invulnerable to its fireballs. What surprised me during my playthrough, though, was how some of these lessons were completely optional. Im mostly thinking of Indie game developers how often dont think about the tutorial part of the game. No longer content just to wear different-colored overalls, Mario and Luigi also possess different skill sets (Mario can stop quicker, while Luigi can jump higher). Mario's boots were made for walking, because his soles have superior grip – but inferior lift. The immobile version of Super Mario will also encourage the discovery of crouching in order to dodge the fireballs, and a Raccoon Mario will get a chance to dispatch the plants with his spin-attack. If Mario hits this block from below (or spin-attacks it from the side), it will reveal a P-Switch.
This clearly labels the pipe as a destination and allows Mario to use it to get to another bonus room. This pink block can only be hit from below, and when activated, it sends Mario into the Coin Heaven bonus section. The gap is located next to a wall so it’s fairly easy to get into it, but its small size makes the whole sequence feel like a nail-biting escape. As you explain here, the game is fun, balanced and also works as a tutorial for the player and shows how the game works! In addition to the classic enemies already known to fans worldwide, there are also Poison Mushrooms, backward Warp Zones, and the occasional wind gust (which can help or hinder your progress) to take into account.
His jumps don't reach the heights of his taller, younger brother's, often resulting in untimely frustration. Dat komt vooral omdat de World Map uit Super Mario Wold is teruggekeerd en dat schreeuwt gewoon om een hele zooi geheimen.
And if that’s somehow not enough, expert players can go looking for the game’s secret worlds. Laten we gauw beginnen!Wereld 1: Tilted Tunnels De eerste is een makkie en vooral goed verstopt. Ongeveer op tweederde van het Tilted Tunnels level kom je op een roze rotsblok terecht met een red coin ring.Ren je naar het einde van het rotsblok, dan helt hij opeens de andere kant op. 2, in Japan, was the first game in which the two Mario twins exhibited unique styles of control. Nu moet je terugrennen naar het begin, dat hoog genoeg staat om bovenop het plafond te klimmen. You could choose from the title screen to play as either Mario or Luigi, and your choice greatly influenced how you'd have to play each level – whether more traditionally with the man in red, or more expertly with the guy in green. The new distinction between the brothers was just one of the additions made to make this sequel more of a challenge.
2, for us, was a completely different game – a retrofitted version of a title called Doki Doki Panic, passed off as a Mario platformer because NOA thought the real Mario 2 was just too tough. And though modified versions of the game have made the trip across the Pacific in the past through titles like Super Mario All-Stars and Super Mario Bros.
Wacht tot de zandstralen zijn verdwenen en ren eronder naar de rechterhoek, waar een verborgen pijplijn is.Deze leidt je naar een mini mushroom toe, beter bekend als de meest gehate Mario power-up ooit! Neem de tweede tunnel naar boven en ren een stukje naar rechts totdat je bij een pijlbordje komt.
Klinkt fout maar als completionist moet je tot het naadje gaan!Wereld 3: Haunted ShipwreckDe spookhuizen zijn nog kutter dan normaal in New Super Mario Bros. Overleef Haunted Shipwreck totdat je bij het gedeelte bent waar je zicht zwaar beperkt wordt door kratten.
Precies hierboven bevindt zich een gat dat leidt naar de hidden exit.Om er te komen, moet je echter weer skills tonen.
You still find Invincibility Stars, hidden vines that stretch into the sky, and secret Warp Zones. So the option to play as the higher-jumping, looser-landing Luigi is the most major shift you'll see, as the rest of the game really does feel like an extra set of lost, additional levels added on to the end of Mario 1 – challenge level included. The layout of platforms, bricks and pipes and the placement of enemies in The Lost Levels all pick up at about the same difficulty setting as the last few worlds in Super Mario Bros., and then get increasingly tougher after that. Skills that were secondary before become required here, as advancing through some of these stages involves precise jumping off of enemies' backs, scouting around open air for hidden coin blocks, and intentionally damaging yourself to return to smaller form.
You may begin to understand just why this game was denied American release on your fifteenth attempt to get Luigi to land properly on that one-block-wide platform while being assailed by the swarm of flying Cheep Cheeps and the one stray floating Blooper.
Deze bevindt zich opnieuw aan het einde van het level, wanneer je een rij coins tegenkomt en een switch. But if you persist, and if you take advantage of the unlimited continues included here, you may be able to push through and reach the end. Zodra je die indrukt, start de timer en veranderen de coins in blokken.Elke keer dat je op dit nieuwe platform springt, gaat de camera mee, wat je nodig hebt om bij het deurtje te komen.
Wil je echter het geheime deurtje bereiken, spring dan zo snel als je duimen kunnen drukken!
The hidden World 9 can be accessed by completing the first eight worlds without using a Warp Zone, and the letter world A through D are earned after you conquer the main quest eight times over.
Als je de geheime exit hebt bereikt, ontstaat er een pad naar het tweede geheime ijslevel Fliprus Lake.
Er zitten walrussen in!Wereld 5: Which-Way Labyrinth Ga in de beginkamer meteen naar de meest linkse deur. Je komt nu bij een lift aan die langzaam omhoog gaat terwijl een shitload spoken je omringt. Dit is een lokkertje voor een verborgen gang, waar een mini-mushroom in een blok zit.Nu je Mini Mario bent is het extra moeilijk om alle rondrollende stenen te ontwijken. Het enige dat je verder hoeft te doen is de meteorieten ontwijken, niet in het lava vallen, geen stekelige schildpadden raken en… oh ja!
Maar voor de rest moet het je prima lukken!Iets gemist?En dat zijn alle tips die ik kan geven om de secret levels van New Super Mario Bros. Je hebt er bijvoorbeeld nog een paar nodig om uit het spookbos te komen, maar waarom zou ik die voor jullie verklappen?
Hehehe!Maar de Star Coins uit de extra levels die je hierboven krijgt, zijn verplicht om de levels in de Star World te unlocken. Zie het lezen van deze Feature dus niet als valspelen maar meer als een manier om nog meer levels te unlocken! Natuurlijk kan ik jullie niet tegenhouden om hieronder alsnog extra geheimen te posten.En hoe beter deze New Super Mario Bros.



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