Nintendo Power You'll Smart Enough to Subscribe

Nintendo Power You'll Smart Enough to Subscribe

1 » 1 1 y 1 1 1 * J • rrw# Nintendo' Hiroyuki Kalo Table Editor Chief: Gail Tilden Of Contents in Art Director: Yoshi Orimo Senior Editors: - Pam Sather Howard Phillips Copy Writer: - Dan Ovsen Concept & Design: Work House U.S.A. Work House Co.. Ltd. Tommy Yazawa Seiji Sato Kochan Yoshizu Shuji Kurokawa Illustrations: Makikazu Ohmori Hideaki Ito Chief Producer: Tsutomu Otsuka Project Coordinators: — Yoshlo Tsuboike Basic Moves 4 Hiroyuki Kurano Power-Ups & Magical Items 5 Advanced Moves 6 Unlimited 1-Up Techniques 7 Mario's Foes 8 Matching Game & World Data Bo 10 Grass Land Ulorld 1/ 11 COPYRIGHT: © 1990 Nintendo of America © Tokuma Shoten All rights reserved. No part of this book may be World 2/ Koopahari Desert 17 reproduced by any mechanical, photographic or electronic process, or in any form of a phono- graphic recording, nor may it be stored in a retrieval system, transmitted or otherwise copied for public or private use without written lsland World of publisher. World 3 / 25 permission the World 4/ Land Of The Giants 35 World 5/ Skv World 43 World 6/ Winter Wonderland 53 (Nintendo*) Nintendo of America Inc. World 7/ Pipe Maze P.0. Box 957 63 Redmond, WA 98052 World 8/ Castle Of Koopa 73 ARIO’S BASIC MOVES Super Mario Bros. 3 gives Mario more moves to use than all of his past adventures put together! Some you may know already, some are brand new, but all will help Mario conquer Bowser and his Koopalings and save the Mushroom Worlds. i\mmt By holding down the B Button and running, Mario can build up a lot of steam. Not only can he jump farther, but when his P-Meter is charged, he can take-off as Racoon Mario! Jump on an enemy and hold down the A Button after you stomp him. Your momentum will carry you extra high. This is useful for reaching out-of- the-way places. [ilimiM Whether you're falling from the clouds or coming down from a jump off an enemy, by wagging your tail as Raccoon or Tanooki Mario, you can slow your descent to the ground. Press Down on the Control Pad when you're on a slope, and you'll slide down and wipe out enemies in the way. Approach a stomped Koopa from the side while holding the Button pick 0 down B to him 11 J ^__J up and carry him wherever > | you like. Release B to kick him ^ M I Rapidly press the A Button to i, using the Control Pad to change direction. Frog Mario EL O can swim using the Control Pad alone; pressing the A Button gives him extra speed. You probably already know how to get into normal pipes- just press Down on the Control Pad. To get into upside down pipes, jump directly under them and press Up. when you’re in the doorway to open the various doors you'l encounter. Some doors are always visible, others are revealed by Switch Blocks. What would a Mario adventure be POWER-UPS! without Ft>wer-Up items? Doubly difficult and half as fun! Not only do the Ftower-Up items in SMB3 make some super game play moves possible, they also make Mario look cool! Items in action scenes must be used right away, but those obtained in Toad's House can be saved for later use. There's nothing like good old firepower to get the enemies sizzlin'. This attack jWill affect almost every foe. ' RIO’S ADVANCED MOVES Learn these advanced moves and you'll be able to explore new areas of the Mushroom Worlds. Plus, you'll be more likely to survive in dangerous situations. DIAGONAL JUMPING Some blocks are in diffi- While running, s diag- | “ cult-to-reach places. Invis- onally Down and Left on ible Blocks that are the Control Pad to slide I diagonal to a visible block through small gaps. In the - can only be made to Ice World, you need only appear if you stand on the press Down. corner of the visible block and jump up. JUMP AROUND CORNERS JET COASTER JUMP To get on top of a block On slopes which have from one that is directly 1 small ramps at the bottom, below, stand on the corner H-] you can slide down and of the lower block, jump up co 1 make a last-second leap at and bend your jump around ® the bottom for an extra (using the directional arrow high jump. on the Control Pad) so you come out on top. DASH OVER SMALL GAPS J If you accelerate (run while holding the B Button) over m small pits and holes, you can make it over them without jumping. This can jump into the passage. You J sometimes be faster and can also fly while squatting safer than jumping. if you time it right. iBri -M FREE FALL JUMP KOOPAS CAN CLEAR BLOCKS When you're on an over- When you have a lot of hang and you need to get blocks that need to be under, jump up and then cleared quickly, some- use the Control Pad to times a well-placed Koopa change your trajectory will do the trick. In any mid-fall. event, kicked Koopas make excellent block removers. ARIO’S UNLIMITED 1UP TECHNIQUES Have a Koopa do the dirty work of col- lecting points and 1 -Ups for you. When an endless number of enemies, such as Spinys or Bullet Bills, are coming at you, kick a Koopa so it goes back and forth between two obstacles. Quickly find a safe spot to stand in. As the enemies attack, they'll be knocked out by the Koopa and you'll get points and eventually 1-Ups. oFrlSo^-. iSwWI ntfii THE GOOMBA STOMP TECHNIQUE If you stomp several enemies in a row without touching the ground, you'll gain more points for each one. After the ninth enemy, you'll start getting 1 -Ups. To accomplish this maneuver, you need to be Raccoon or Tanooki Mario and you must be in a place where there is an endless supply of enemies, such as a Goomba generating pipe. nhLHH THE VINE METHOD MULTIPLE iup/ In a variation of the Goomba Stomp 200+COIN STAGES Technique, stomp an enemy and jump onto a vine or rotary lift. When the Some stages have multiple 1-Ups or hun- enemy returns or recovers, stomp him again dreds of coins. In these worlds, you can collect and leap back onto the vine. Touching the vine all the 1 -Ups or all the coins and then lose doesn't count as touching the ground, so your life intentionally so you can go back and you'll keep racking up points and eventually, do it again (You'll still have gained at least one 1 -Ups. It's difficult but it works! extra life.). © , ’ , .1 Ou Bfafigraraci j-i i : i-fbui-: JL. ^ ARIO’SFOES Some are new and some are old, but all the bad guys in SMB3 spell trouble for Mario. Fortunately, there are usually multiple ways to defeat each enemy, but some enemies are totally invulnerable or suscep- tible to only a few attacks. Enemies are worth various numbers of points—the tougher the enemy, the more points you get. Red Koopa Troopas Green Koopa Troopas Red Koopa Paratroopas These brainless sentries pace Ferocious attacking Koopas that Like Red Troopas, these winged Koopas go back and forth in a back and forth in a given patrol charge at Mario in a straight given area. A sector. « Red Giant Koopa Troopas Green Gargantua Koopa Troopas Bigger heads don't mean bigger Similar to their wingless cousins, Identical in action to normal brains for the giant Koopas; these Paratroopas charge Koopas, they can be dealt with they're still easy. directly at Mario. $ in a like fashion. The traitorous mushroom tribe from Mario's original adventure comes back for more! Mugger Micro-Goomba Pile Driver Micro-Goomba Grand Goombas These tiny terrors will try to Larger than life and twice as q If one of these gets near you, you won't be able to jump high trounce you with a block. Get ugly, Grand Goombas are repeatedly to o the jump on them! otherwise like Little Goombas. or run fast Jump get away. Kuribo’s Goomba Cheep-Cheeps Found only in stage 5-3, he Rying fish that make the aquatic Even if Mario is Super, B wears Kuribo’s Shoe, a high- adventures more than a day at Bass, the terror of the high seas, stepping item Mario can use A the beach. can swallow him whole. This flaming serpent inhabits Floating in the sky above the One of the most frustrated arid areas. A tail attack or Koopa Mushroom Worlds, these fire- villains in video games, he'll bite will defeat it . spitting orbs attack at if you get too close. inopportune moments. The only enemy from SMB2 to Spike attacks by throwing a Unbreakable whirling traps appear in this adventure, Bob- magical spiked ball at Mario. which often bar the direct path omb explodes after being Duck and cover! through fortresses. stomped. Rocky Wrench Lava Lotus The Angry Sun ;?~XU"ir These turtles often serve as An aquatic relative of the It's quite a shock when the Sun crew of Koopallng Airships and Piranha Plants, the Lotus spits m comes down in the Desert HcU military vehicles. n fiery lava bits. World. Don’t get sunburned! Boo Diddly Hot FoOt Stretch Don’t turn your back on this Hot Foot haunts Fortresses and Another spooky inhabitant of ghost Face up to him until behaves like Boo Diddly, chasing Fortresses, Stretch lives inside you're ready to run away! you if you turn away.

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