Welcome to Super Mario Bros., the legendary 1985 platformer that started it all! As Mario, you'll race through the Mushroom Kingdom, mastering every jump to rescue Princess Toadstool from the clutches of the evil Bowser. Navigate iconic levels like World 1-1, discover hidden Warp Zones, and defeat Bowser's forces in his many castles.
This guide will help you conquer every challenge the Mushroom Kingdom throws your way. We'll cover essential tips for precise platforming, uncover the secrets behind hidden blocks and power-ups, and provide strategies for overcoming tough enemies and bosses. Get ready to master those tricky pipe mazes and find every secret to achieve ultimate victory.
Part 1
Your ultimate guide to mastering the early stages of Super Mario Bros. Wii! Learn controls, items, and enemy strategies to conquer World 1 and beyond.
Hey there! Ready to jump into the Mushroom Kingdom? This guide is your best friend for getting started in Super Mario Bros. Wii. We'll cover the absolute basics, from how to move Mario around to the helpful items you'll find and the classic enemies you'll face. Think of this as your friendly heads-up before you even hit the first Goomba!
We'll break down everything you need to know to get a handle on the game, including:
- The essential controls for both the Wii Remote only and Remote + Nunchuk setups.
- A look at the classic items like Super Mushrooms and Fire Flowers, plus some new tricks.
- A rundown of the enemies you'll encounter, from familiar foes to new challenges.
- How the map screen works and what to expect in the stages.
Let's get you ready to play like a pro!
Part 3
Learn about the enemies in Part 3 of New Super Mario Bros. Wii, including Fire Logs, Boomerang Brothers, Fire Brothers, Sledge Brothers, Amps, Dry Bones, and more.
This section covers various enemies and hazards encountered in Part 3 of New Super Mario Bros. Wii. Understanding their patterns and weaknesses is key to progressing through the game.
Enemies:
- Hammer Brothers (and variants): These enemies throw projectiles like hammers, boomerangs, or sledgehammers. Some can stun you with ground pounds. Avoid their attacks and jump on them, or use fireballs/iceballs.
- Fire Log: A straight line of fire that spins. Watch its pattern before moving under or over it.
- Boomerang Brother: Throws boomerangs that curve. Jump over them and land on the brother.
- Fire Brother: Shoots fireballs in groups. Jump over the fireballs and land on him. Fireballs or iceballs can also be used.
- Sledge Brother: Larger versions that leap and throw sledgehammers, also stomping the ground to stun. Jump to avoid the stomp.
- Amp: Small electrified orbs to be avoided.
- Dry Bones: Boney Koopas that walk back and forth. They crumble when jumped on but rebuild. Immune to fireballs; iceballs can help.
- Fishbone: Fish that swim horizontally, then rush at you. Swim out of the way.
- Cheep Cheep: Fish that swim in groups. Spiky variants chase you. Fireballs or iceballs can help.
- Urchins: Sharp underwater enemies that sink after thawing. Can be frozen.
- Huckit Crab: Throws dirt balls sideways. Jump on the crab or bounce off the dirt ball.
- Thwomp: Large enemies that crash down. Spot them early and bait them into falling before you're underneath.
- Spike: Throws large spike balls. Time jumps carefully between throws.
- Spiny: Spiked enemies that cannot be jumped on. Use Yoshi, fireballs, or iceballs.
- Lakitu: Throws Spinies from a cloud. Can be defeated by jumping on him or using projectiles, allowing you to briefly use his cloud.
- Firesnake: Jumps towards you, made of fire. Avoid touching it; running under is often safer than jumping over.
- Pokey: Tall cactus-like enemies with spikes on their heads. Use iceballs or Yoshi. Eating one with Yoshi when it has leaves yields an item.
- Chain Chomp: Metal orbs held by a chain. Keep distance and watch their pattern. Stomping the post makes them rush forward.
- Fire Chomp: Fly and shoot fireballs, losing body parts until only the head remains, which then explodes. Can be killed by waiting for the explosion, jumping on the head, or using fireballs.
- Podaboo: Fiery bubbles that jump from lava. Can be removed with an iceball.
- Penguins: Slide across the ground. Jump on them twice or use fireballs/iceballs.
- Bullet Bill: Fired from cannons, fly horizontally. Can be used for bouncing to higher places. Cannons won't fire if you're too close.
- Boo: Ghosts that freeze when faced and approach when turned away. Keep them in place by staring.
- Bob-omb: Walking bombs that activate a timer when jumped on. Can be moved to desired locations.
- Blooper: Sea creatures (description cut off in source).
Part 4
Learn about Super Mario Bros. enemies like Rocky Wrench and Fuzzy, plus how to use the Map Screen and Mushroom Houses.
Enemies:
Rats travel in packs and run away when you attack one of them.
Mecha-Koopa are mechanical koopas that walk along until you jump on them. You can then throw the mecha-koopa before it comes back to life and starts moving again.
Wiggler are yellow caterpillars with a flower on their head that walk back and forth. If you jump on one, then it loses its flower, turns bright red in colour and walks faster. Try to keep them happy if you can and give them some distance.
Swoopers are bats that lurk up high until you get close, then they swoop straight down and start flying across to you. As long as you keep an eye out for them, then you can avoid them pretty easily or bounce off of one to higher ground.
Rocky Wrench were introduced on the airships. They hide under a manhole (cover (press the cover button to crouch behind walls or objects)) until they're ready to throw a wrench at you. Your best bet is to jump on them once they lift the manhole off the ground a little and watch out for those flying wrenches!
Fuzzy are dark enemies with big eyes and teeth. They follow a track in mid-air and generally just get in your way. If you watch the track then you should know where they are going ahead of time. This way you can jump, duck or otherwise avoid them before it's too late.
Broozer are very aggressive and punch towards their target until they either hit their target or find a new one. You can use this to your advantage and get Broozers to punch through breakable blocks or bricks. Otherwise, you can jump on a Broozer three times to defeat it.
Crowber are crows that swoop down to your level and fly straight across. Usually they attack in groups, but watch out for them and plan your jumps ahead of time.
New Enemies:
Snow Brother shoot iceballs at you usually two at a time before pausing briefly. You want to jump over the iceballs and land on them before they throw some more. You can also use some fireballs or iceballs of your own to make things a bit easier.
Fog Enemy just stand in one spot and blow fog ahead in bursts to try and make it harder for you to see enemies, pits, platforms and other objects just in front of them.
Angler are slow fish that swim back and forth and light up dark sections of water. Try to keep them around so that you can see a bit better.
Jellyfish show light underneath them and hover in one spot. Once you swim under one, it sinks down towards you and slowly returns to its original height.
Basics:
Map Screen Basics
The Map screen is where you move your character(s) and decide which stage you want to play, or which mushroom house, shortcut or warp cannon you want to use. Each stage and shortcut on the map screen starts out as a flashing red circle once unlocked, otherwise it is black in colour. If you use the Super Guide to beat a stage, then it shows as solid red on the map screen. When you beat a stage without using the Super Guide, it shows as blue on the map screen. Every map has a fortress halfway and a castle at the very end. Each of these stages are guarded by a boss and you get to save your game after beating them. Some worlds also have an airship after the castle. You can see how many Star Coins you have found on each stage of a world by walking to it, or selecting Star Coins from the Plus menu to see a breakdown of all the Star Coins in the current world.
Mushroom Houses
In between the stages and shortcuts on the map of each world, there are three possible colours of mushroom houses: red, green and yellow. Each one lets you earn more lives or items.
Red Mushroom House - Power-up Panels
There are 18 cards spread out over three rows (6x3) in this minigame. There are seven possible items to win by matching them up in pairs. There are also four cards that can end this minigame if you match up the two bowser cards or the two bowser jr cards. They stay face up as you choose them.
Green Mushroom House - 1up Blast
For this minigame, you want to choose a cannon that can line up a shot through multiple targets above. Hop in a cannon and tilt the remote to aim carefully, then fire yourself at the numbered balls in order to earn that many extra lives. Try to angle your cannon so that you will hit more than one target if possible.
Yellow Mushroom House - Power Star
There's no minigame in these mushroom houses. Simply open the chest that's waiting for you and collect the Power Star inside.
Items
You can earn some items at the mushroom houses in between stages. These items get added to your collection. You can then use these items on the Map screen before you begin a stage to give you an advantage in that stage. Any item used in this way will affect all players in the multiplayer mode.
Saving
You can do a Quick Save at any point in the game which creates a temporary save on your file indicated with a balloon. As soon as you load this quick save the next time you play the game, it disappears! Which means that you HAVE to create another quick save before you quit playing the next time, or do a normal save instead. Quick saves are really to keep your progress temporarily, when you might not have the time to do a normal save. A normal save is done...
Part 5
Discover essential strategies for Super Mario Bros. Part 5. Learn about stage basics, speed and jumps, the Super Guide, characters, and helping Toads.
This section of the guide covers various gameplay mechanics and elements in Super Mario Bros. Part 5. It details how to save your game, the basics of playing through stages, and advanced techniques for speed and jumping. It also explains the Super Guide feature, character options, and how to rescue Toads for map bonuses.
Stage Basics: Each stage has a time limit; running out of time results in losing a life. Lives, coins, and Star Coins are displayed in the top left. Losing all lives ends the game and uses a continue, though continues are unlimited. A midway flag acts as a checkpoint; if you lose a life after passing it, you restart from the flag. The stage ends at a larger Goal Flag; landing higher on the flagpole awards more points, with the top landing granting a 1-up Mushroom. Some stages have a secret red goal flag, which reveals more of the world map when both goals are reached. Shaking the remote near certain flowers can yield extra coins. Exiting a stage via the pause menu before completion forfeits collected coins and items but preserves your status. Be cautious of sliding off tilted platforms while crouching.
Speed and Jumps: To conserve time, deploy the run button for faster movement, longer jumps, and breaking through enemies with a Power Star. Running on flat ground prevents falling into single-space pits. Sudden remote movements can unintentionally trigger spin jumps. A triple jump can be performed by timing jumps upon landing from a running jump. Spin jumps function similarly to regular jumps and do not grant immunity to enemies like in Super Mario World.
Super Guide: If you lose eight lives in a stage, a green exclamation box appears the next time you start it. Activating the Super Guide allows Luigi to complete the stage for you. You can regain control by pressing the Plus button. To earn save file stars, you must beat every stage without the Super Guide appearing.
Characters: In single-player, you play as Mario. In multiplayer, the first player is Mario, while others can choose Luigi, a yellow Toad, or a blue Toad.
Toads: In single-player, some stages feature a Toad icon on the map, indicating a hidden Toad within the stage. Listen for his calls as you get closer. Release the Toad from his box and carry him like an item. Toad can withstand one hit. Carrying Toad to the end goal and observing the rightmost digit of the timer determines the map bonus: 0-3 results in a red mushroom house, 4-6 in a green mushroom house, and 9 in a yellow mushroom house.
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