Super Mario Bros. 2 (Japan)/World 8

Part A

 * The wind could influence the way that you start your jump at the end of this section. Move to the right until the wind stops, then leap.

Part B

 * Stomp the Buzzy Beetle and kick its shell to the right to knock out the approaching Hammer Brother.
 * After you pass the second pipe, dash to the left and jump up between the pipe and the edge of the screen to pop the Power-Up.
 * Dash over the small gaps from the pipe to the ledge and leap with super speed to the Koopa Paratroopa.
 * One Hammer Brother follows another here. Jump over them when they're not tossing Hammers, or run under them as they jump.  It's tricky, but you can do it.

Part C

 * Beware of the pipe just before the tiny mid-air block island. If you drop down, you may think that you're being treated to a nice swim through swim area B, but when you finish, you'll sadly find yourself at a Warp Zone where you will be forced to take a trip back to World 5.  Let time run out and sacrifice a life if you don't want to give up your position.

Part A

 * As you leap from the falling platform, hit the floating brick from below and grab the Power-Up.

Part B

 * The wind is blowing and the wall is tall. Bounce from the Spring as high as possible and fly to the top.

Part C

 * The vine in the highest brick leads to the World 8-2 Goal. Bounce off the Koopa, hit the brick and climb the vine.
 * You'll find several hidden blocks in this dead end, but don't collect the items in the blocks because they are Poison Mushrooms.
 * The pipe at the end leads to coin room F, but when you leave, you will be deposited back in the middle of Part B for another chance to escape. Watch the timer.

Part D

 * This special aerial flagpole is the entrance to the cloud filled world of 8-3.

Part A

 * If you bounce off the Spring here, you may collide with mid-air enemies. Dash and leap from the top cloud.  You'll clear the long gap with ease.

Part B

 * A Lakitu, a Hammer Brother, and a Poison Mushroom cause trouble for heroes here. Watch them carefully, then dash and jump when you see a clearing.
 * A hidden block before the small wall hides a vine that you can climb to reach coin heaven B. You'll be dropped off at just the right place to take advantage of the hidden Starman.
 * A pair of hidden blocks near the edge of the last large gap server as a platform for your big leap into wide open spaces. Pop the blocks, dash and jump.

Part A

 * Naturally, Bowser's eight dungeon is a misleading maze of tunnels and repeating passages. The trick to the first section is dropping down the very first pipe with the platform above the opening to Part B.

Part B

 * Swim carefully through this Fire-Bar and Blooper infested area. Lure the Bloopers away so that you don't have to contend with both dangers at once.

Part C

 * Don't miss the hidden power up on the left side of this room.
 * Walk off the ledge to the right and move to the left in mid-air to land on the pipe.

Part D

 * When the sliding platform is within a block's width of the bricks, dash from the platform to the bricks and make a Fire-Bar clearing jump.

Part E

 * A pair of Koopa Paratroopas make leaping over this lava pit a tricky task. Watch the Green Koopa carefully and bounce off its back when it's in the right position.

Part F

 * You're in for a surprise. Bowser's got a twin.  Watch out for his Hammers and pelt him with Fireballs, or make a run for it.

Part G

 * No more fakes, this is the real King og the Koopas and he's meaner than his brother.