The first, and most important, tip of conquering the worlds of
Super Mario Bros.: Know your enemies! Learn the diabolical
personalities of all your opponents. Each enemy has a different
attack pattern. You'll attain a high score only by judging your
enemy accurately, and adjusting your attack to its behavior.
The Koopa clan is made up of 17 species. The only thing they
have in common is their desire to get Mario and Luigi! They all
have different ways of accomplishing this goal. It's important to
know all of their attack patterns. Watch out, some of the Koopa
clan are indestructible.
100 points. These are the "baddies" that betrayed the
Mushroom Kingdom. They go for Mario in a straight line, and are
easily trounced with one attack. Fireballs, a quick stomp, or a hit
from below will do it.
100 points (200 points if defeated by fireballs or a
Starman). The green Koopa Troopas always charge Mario in a
straight line, and will drop down from the ledge they started on.
The red Koopa Troopas pace back and forth within a given area, and
will never fall off of a ledge unless kicked. Timing is everything!
A stomp stops them, but not for long. Stun them with a jump then
kick-and-chase. Or toss a fireball at them to clear the way.
||Koopa Para Troopa
100 points (200 points if defeated by a Starman). These
"turtles" are encased in a hard shell. A fireball is useless
against them. Stomp on it, and it stops moving for a while. You can
kick him just like you can kick Koopa shells.
400 points (200 points if defeated by fireballs or a
Starman). Watch out for these wily, high-flying turtle
aviators. The red ones are more troublesome then the green ones.
Winged turtles take two hits, one to clip their wings, and one to
send them sailing. They lose their wings when you stomp on them;
then they're just like regular Koopa Troopas. In this case, red
Koopa Troopas can walk and fall off the edge, unlike regular red
200 points. These man-eating plants live inside of pipes.
They won't come out when Mario is on top of a pipe. You cannot
stomp on them, so avoidance is the best strategy. Touch a Piranha's
pipe to keep it out of sight. Jump over them with care. You can
also kill them with fire power if you have it.
1000 points. These twin turtles are usually together, and
they are the only type of enemy (besides Bowser) equipped with
weapons, so watch out! They throw deadly hammers. You'll earn a lot
of points by defeating them. Try throwing fireballs or hitting them
800 points (200 points if defeated by fireballs). Lakitu
likes to drop spiny eggs from the clouds—until you stop him. Get
him by jumping on him from above. Once on the ground, the eggs that
Lakitu drops will hatch and cause even more trouble. When they
hatch, they turn into a full-grown Spiny. A fireball is the only
thing that can stop the eggs from hatching.
200 points (100 points if defeated from below). Spinies are
Lakitu's favorite pets. They are also turtles, but they're extra
dangerous because of the thorns that grow out of their shell. You
can't stomp on them; you have to use fire power!
200 points. You'll meet these crafty little fellows in the
water and on the bridges. Green Cheep-Cheeps are only found in the
water and move slowly. Red Cheep-Cheeps are found in the water and
the surface, and they move much faster. You can't stomp them in the
water, so your best bet is to go for them on the bridges. Fireballs
will work in either situation. In the water, they can either move
straight left, or they may also swim up and down while moving left.
On the bridge, Red Cheep-Cheeps jump very high from below your feet
right or left. Avoid getting "surprised" — you might get pushed
into a pit.
200 points. These agile underwater dwellers swim with a
squiggly motion. Their favorite activity is chasing Mario; and the
only way to stop them from doing so is by hitting them with
fireballs. In Super Mario Bros 2 (J), they also appear out of
water. You can also walk on the bottom of the water level to dodge
200 points. Mario can duck or jump over these deadly bullets
shot from turtle cannons, but he has to be quick. They never stop
firing, so keep on your toes! Bullet Bill's zip through the land at
high speed. Jump on top of them for points. Fireballs are not
effective against Bullet Bills.
This lump of lava is a real hot spot. You'll find Podoboos inside
of Bowser's castle at the last level of each world. These red-hot
deadly stones fly up to strike Mario from bottomless inferno lakes.
What's worse, they are indestructible, so avoid them at all
|Small fireballs that are connected in a chainlike
fashion are called fire-bars. Like Podoboos, they are
indestructible. But with a little skill (and luck) you can get past
them. Stay cool, and watch your timing.
At the end of each world, you must face Bowser, the evil King of
Koopas. At first, his only tricks are breathing fire and jumping
around. Later on, he throws hammers at Mario to slow him down.
There are two ways to defeat him:
Get the Axe: 0 points. Once you get the axe, the
bridge automatically topples and Bowser falls into the sea of fire
Repeating fireballs: 5000 points. The trick is to
shoot Bowser with five fireballs in a row. However, you have to be
skillful to dodge his attack while you're trying to blow him
If you are desperate, you can sacrifice your power to clear the
area. When Super Mario becomes small as a result of enemy attack,
he also becomes invincible for a short while. Use these valuable
moments to quickly sneak past the unsuspecting Bowser, and get the
Once you defeat Bowser, you're supposed to find the fair
Princess awaiting you. But alas, the Princess is held in another
castle much farther away, and only her retainers are in the castle
to greet you. The adventure continues!