THE MINI MARIO MEGA CHALLENGE -------------------------------------(01)------------------------------------- INTRODUCTION Don't use that name, it's a joke. The name is The Mini Mario Challenge, or MMC. Basically, you play the game using only Mini Mario. Since you can get an infinite amount really early in the game, this Challenge is perfectly possible. I am open to any suggestions, corrections, new info, questions, etc. etc. my email is mrlfroslass@hotmail.com. I will try to reply to all relevant emails, and I will give credit where credit is due. Anyway, on with the guide! CONTENTS (01): Introductory Stuff (02): Guide Start (03): World 1 (04): World 2 (05): World 4 (06): World 3 (07): World 5 (08): World 7 (09): World 6 (10): World 8 (11): Other Stuff Ctrl-F is usable. TIPS AND THE LIKE Mini Mario is irritating to use due to the unusual Jumping mechanics he uses. In this Challenge though, you'll probably get used to them. Here is a couple of things that will be of help: Jumping: Obvious. Get used to the gravity of Mini Mario's Jumps. It's vital to both progress and survival. Ground Pound: There is a large amount of names for this move, and this is the one I always use to avoid confusion. You need this to hurt enemies. Wall Jump: This can get you a lot of air in a couple of places, which has many uses. Water: You can walk on water, but you still can't swim in the ground. If you stay still, you will go under the water. Poison Water: After extensive testing, I have discovered that you cannot run on Poison Water. Avoid. Flagpoles: It's pretty easy to get 1-Ups from these. Enemies: Generally avoid them, since you need to time your Ground Pounds to hurt them. Red Coins: Also avoid, they serve no purpose other than to get you killed. Star Coins: If you spend any Coins, you will be prompted to save. Remember this if you're on a level you may lose your last life on or something. Mini Mushrooms: You can get an infinite amount of them from World 1-5, but you can also get them from other levels or Red Mushroom Houses. That F**king Fish: If you've played SMB3, you know what I'm talking about. Funnily enough, he can only hurt you if he jumps out of the water, or if you're actually in the water. Red Flying ? Blocks + Hammer Bros.: Most of the time, they are useless, but they do get in the way of the World Map, so hit/kill them and ignore the reward if it sucks. Baby Bowser: He is all about timing. In the early stages, he moves with a slight acceleration, particularly when he is below you. When you hit him, he will go into his shell (sort of). Jump over him just as he gets out, but not before, or else he'll stay in his shell longer, and you will die. He speeds up as he gets hit. When he has his bandana over his mouth, he has a different strategy. He won't let you Jump on him, instead you need to Ground Pound on the Shells he throws, then push them back into him, and then Ground Pound. He will get faster, throw the shell faster, and throw the shell less when you hit him twice. Even more annoying than before, but you'll get used to it. Bosses: I will give advice on bosses in the appropriate level info's. RULES OF THE CHALLENGE These are the guidelines of the Challenge. There are two sets: one that is for any Challenge, and the other is optional rules. Keep in mind that you'll be on the honour system with this challenge, and there's no point in cheating. Mandatory Rules: Until you reach World 1-5, you may not collect any Star Coins or use any Secret Exits. This is because you won't be Mini Mario! While you could get a Mini Mushroom from a Red Mushroom House, I hate those things, but if you want to start early, be my guest. You must always be Mini Mario except in a couple of instances, which will be detailed here: Obviously, before you reach World 1-5 or any other method of getting Mini Mushrooms. If you die, you will be Small Mario. Of course, this isn't against the rules, but you won't be able to collect any Star Coins or attempt any levels you haven't completed yet until you are Mini again. In order to access World 3 or 6, you need to complete the Castle in the previous World as any Mario but Mini. Now, I'm making this exception because it would eliminate 2 whole Worlds from the Challenge, and I think that's a good enough reason. However, you must complete the Castles as Mini Mario first, and you cannot collect any Star Coins you haven't collected previously. Also, since it is an exception, Worlds 4 and 7 must be completed. No Cannons. They ruin the challenge of the game by skipping tons of levels. Along those lines, the Pipes in World 2 and 5 are not allowed to be used for the same reason. Optional Rules: All possible routes taken that can be taken. This is like a 100% game, except as Mini Mario, and some routes can't be taken. All Star Coins that can be collected to be collected. More of the 100% game stuff. No Star Coins to be collected. The opposite of the above rule prevents the use of Mushroom Houses and Bonus Levels. No Bonus Levels or Secret Exits. Another opposite, you basically only do numbered levels and avoid all Secret Exits. There is one exception: World 7-4's must be taken in order to complete the game, as 7-A and 7-7 can't be accessed. As the rest of the game requires all numbered levels to be completed, you will need to do levels 7-5 and 7-6 anyway. ~100% Completion. That's pronounced 'Approximately One Hundred Percent Completion', if my symbol usage confuses. You complete as much of the game as you can as Mini Mario, pretty much. A combination of the first two optional rules. Wait for it... Minimalist Completion. Combining the second set of optional rules to make a game that is nothing but the basics, ignoring Cannons and Pipes of course. Speed Run. Finish the game as fast as possible. I suppose the No Cannon/Pipe rule can be ignored if you want to go for this one. If you have any suggestions, send them to me. -------------------------------------(02)------------------------------------- THE ACTUAL GUIDE This is more of a set of guidelines. I'll provide basic information, since I expect anyone attempting this to have finished the game normally the same way they are trying to do it as Mini only. I will go into detail if I think it is necessary. This is the format I will use: World X-X: The World number of the level. Difficulty: The difficulty of the level in my opinion. There are five levels. Coins: Which Star Coins are obtainable in the level. Exit: Whether there is a Secret Exit, and if it can be reached. Info: My two cents on the level. I will detail any annoying things that isn't related only to the Star Coins, and information on the Secret Exit (if applicable). Coin 1: Details on Star Coin 1. Coin 2: Information on Star Coin 2. Coin 3: The stuff on Star Coin 3. ------------------------------------------------------------------------------ Well then, let's begin. -------------------------------------(03)------------------------------------- ___ World 1-1 - World 1-|_| Don't collect any Star Coins or use any of the Secret Exits. The Challenge hasn't started yet. You'll come back later. World 1-4: Difficulty: Breeze Coins: 1, 3 Exit: No Info: The start of the Challenge. Collect the Mini Mushroom and get used to the wacky Jumping that ensues. Coin 1: Down the Mini-Pipe where you get the Mini Mushroom. Run across the water and Wall Jump. Coin 2: Can't get this one due to the need of a Shell that you can't pick up. Coin 3: You will see it. Back to World 1-1. World 1-1: Difficulty: Breeze Coins: 1, 2 Exit: No Info: The first level of a regular game. Just resist the temptation of the Mega Mushroom. Coin 1: You will see it. Coin 2: Go down the Pipe at the halfway mark that usually gets trampled. Coin 3: Inaccessable due to the need of Big+ Mario to break the Brick Blocks. World 1-2: Difficulty: Breeze Coins: 1, 2, 3 Exit: Yes Info: Nintendo refuses to shake the stereotype. If you're a completionist, you need to do this level twice. The Secret Exit is exactly where you think it is. Coin 1: You will see it. Coin 2: Push the Koopa Shell near the Coin and it will get it for you. Coin 3: Under the Pipe leading to the Secret Exit. World 1-3: Difficulty: Breeze Coins: 1, 2, 3 Exit: No Info: Another easy level. Coin 1: Use both of the Spinny Springs, then bounce on the Pink Mushroom. Coin 2: Follow the coin path after the first Coin, or just go down, you'll see it either way. Coin 3: You will see it. ___ World 1-|_|: Difficulty: Cake Coins: 1, 2, 3 Exit: Can't Info: The first Fortress. I rate this one harder than the earlier levels because 1: You can get crushed pretty easily and 2: I'm sick of writing Breeze the whole time. The Secret Exit needs Shell Mario, so you're out of luck. Oh well, it's only a Cannon, anyways. Get used to fighting Baby Bowser like this. Coin 1: You will see it. Coin 2: Get this after Coin 3. Jump down the hole on the left and go through the door. You can get the coin by Jumping from where you land. Coin 3: When you see the first Cannon Pipe, go up the right path. Avoid crushing. World 1-5: Difficulty: Breeze Coins: 1, 2, 3 Exit: No Info: Weeeeeeeeeeee. This level is soooo easy, and all 3 Coins are before the Midway Point, too! Coin 1: You will see it. Coin 2: You will see it. Coin 3: Go up the Mysterious Floating Pipe you will see near the Rope Ledges. World 1-A: Difficulty: Breeze Coins: 1, 2, 3 Exit: No Info: Your first underwater level. These are a pain, but this one is easy. Coin 1: You will see it, however there are a multitide of Hidden Blocks under it, which will annoy. Coin 2: Go up the Pipe just after the first Coin. Coin 3: You will see it. _^_ World 1-|_|: Difficulty: Breeze Coins: 1, 2, 3 Exit: No Info: The first Castle. It's pretty damn easy, too. Bowser is super-easy to kill as Mini Mario. Just watch out for the Fireballs in this level. Coin 1: You will see it. Coin 2: You know the trick to this one, right? Coin 3: This one took me ages to find the first time. At the last rope, there is a Mysterious Floating Pipe above. ------------------------------------------------------------------------------ Ta-duh. The first World is done and dusted. Moving on. -------------------------------------(04)------------------------------------- World 2-1: Difficulty: Breeze Coins: 1, 2, 3 Exit: No Info: Not much harder than before. Don't go down the Mini-Pipe, it's a waste of time. Coin 1: You will see it. Coin 2: You will see it. Coin 3: You will see it. World 2-2: Difficulty: Simple Coins: None Exit: No Info: I hate the Lakitu. You can't get his Cloud off him as Mini Mario, and he loves to get in the way. Sigh. Coin 1: Need the Cloud to float up there. Coin 2: Need Big+ Mario to break the blocks. Ugh. Coin 3: Need the Cloud to float up there. Lame. World 2-3: Difficulty: Breeze Coins: 1, 2, 3 Exit: Yes Info: The Secret Exit is near the area where you raise the water. It's pretty obvious. Coin 1: At the first Circle Tile, Wall Jump up to the Coin. Coin 2: In a maze-like area that is easy to navigate. Coin 3: After the area where you raise the water, go to the left when you reach the second split in the path. Follow it either of the ways to the Coin. World 2-A: Difficulty: Breeze Coins: 1, 2, 3 Exit: Yes Info: This level is pretty easy, besides TFF. The Secret Exit is obvious. Coin 1: You will see it. Avoid TFF. Coin 2: It's near the Secret Exit Pipe. You may need the Spinny Spring. Coin 3: At the Secret Exit. World 2-4: Difficulty: Cake Coins: 1, 2, 3 Exit: Yes Info: That difficulty comes purely from the Hammer Bros. at Coin 3. The Secret Exit is a Mini-Pipe to the left when you walk on the water. Coin 1: You will see it. Coin 2: At the water area, go underwater and swim to the right. Go down the Red Pipe, and the area that follows. Avoid the P Switch and get the Coin. Coin 3: At the Hammer Bros. Get them from the Blocks below them. ___ World 2-|_|: Difficulty: Breeze Coins: 1, 2, 3 Exit: No Info: Having Mini-Mario here makes the Spinning Blocks redundant. Weeeee. Coin 1: Get Coin 2 first. At the Ninja Star after the one mentioned below, fall down to the far right to get the Coin. Coin 2: At the first Ninja Star after the first Rope, Wall Jump up the left area. The Coin is in that room. Go back the way you came after. Coin 3: In the area with the Spinning Blocks, you need to get to the top-left corner. Use the Spinning Blocks, or, don't. World 2-5: Difficulty: Cake Coins: 1, 2 Exit: No Info: I died a few times because of those damn Coins. Coin 1: The coins in the air indicate the Coin. Use the Block Tower to get up there. Avoid the Spiny on the way down. Coin 2: There will be a path of coins in the air a bit after you see the Fire Thingys. The Coin is above the ones to the left. If you get to the Blocks where the coin path ends on the right, you can Jump it rather than use the annoying Block Towers. Avoid the Fire Thingys and the hole. Coin 3: Where the Mysteriously Blue Boomerang Bro is, fall in the Quicksand and go to the right. In the next area, go down, avoiding the lovingly placed hole, and use the Block Tower to get the Coin. World 2-6: Difficulty: Meh Coins: 1, 2, 3 Exit: No Info: Oh boy, our first Meh. The difficult part is Coin 2. I found a way that works, after some death. Coin 1: You will see it. Coin 2: When you see the second Moving Platform, try to get on it when it's in the middle of the first one. Stay on the far left, avoiding any Piranha Plants if necessary (it shouldn't be). Wait until the Coin appears. Coin 3: You will see it. _^_ World 2-|_|: Difficulty: Cake Coins: 1, 2, 3 Exit: Can't (kinda) Info: Castle 2. The Rolling Balls of Death may get on your nerves. The boss is easy as Mini Mario, just Wall Jump between walls and strike when you can. If you plan on opening World 3, remember to do it after you complete the level 'normally'. Coin 1: You will see it. Coin 2: You will see it. Coin 3: You will need Mini Mario. Oh, cruel fate. ------------------------------------------------------------------------------ Another easy World. I will do World 4 first, seeing as that's how a Regular MMC would go. -------------------------------------(05)------------------------------------- World 4-1: Difficulty: Breeze Coins: 1, 2, 3 Exit: Yes Info: Boing. You can be airborne for most of this level. Watch out though, I got killed at the first set of Brick Blocks, ironically, by a hidden 1-Up Mushroom. The Secret Exit is above the set of 5 Blocks, in between the coins. You can Ground Pound Dorrie to make her faster, as well. Coin 1: You will see it. Coin 2: You will see it. Probably. Coin 3: You will see it. World 4-2: Difficulty: Breeze Coins: 1, 2, 3 Exit: No Info: Simple level. Coin 1: You will see it. Coin 2: You can Wall Jump off the Purple Mushroom, so don't worry. Coin 3: There is a part where there is coins under some ground, and there is one Brick Block and a Red Koopa soon after that. Hit that Brick Block from under. World 4-3: Difficulty: Breeze Coins: 1, 2, 3 Exit: No Info: Oh boy, another underwater level. Actually, this one is easy too. Maybe I was wrong about them... Anyway, just remember there are no secrets besides Coin 3 and you should do fine. Coin 1: You will see it. Coin 2: You will see it. Coin 3: At the P Switch, the last Pipe in line gives you the Coin (not literally). ___ World 4-|_|: Difficulty: Cake Coins: 1, 2, 3 Exit: No Info: The first Bandana Baby Bowser fight. It will probably annoy the hell out of you, but keep at it. Coin 1: Switch to the Back Side of the Cages, and keep to the left. You will see it. Coin 2: Keep to the right. You will see it. Coin 3: Keep to the right some more. You will see it. Watch out for the lava if you're starting from the Midway Point. World 4-4: Difficulty: Breeze Coins: 1, 2, 3 Exit: No Info: Nothing to it. I don't think any of the Mini Pipes lead anywhere. Coin 1: You will see it. Coin 2: There is a Piranha Vine hidden to the left of the Brick Block to the left of the area above the Midway Point. Coin 3: You will see it. World 4-A: Difficulty: Cake Coins: 1, 2, 3 Exit: No Info: There's something funny about above the Vines. Anyway, this level has Paddlewheels, which are more annoying due to Jumping taking longer, but you don't actually need any. All 3 Coins are after the Midway Point. Coin 1: You will see it. Coin 2: After Coin 1, there is a Vine above the first Green Airborne Paratroopa. Use it to go to the right. The Coin is easy, but be careful not to get hit. Coin 3: That Yellow Pipe at the end of the level? It's the one to the left of it. ___Q World 4-|_|: Difficulty: Breeze Coins: 1, 2, 3 Exit: Yes Info: The first Ghost House. Not a bad one, though. The level is a bit tricky at first, but once you know what you're doing, it's easy. Much like the other Ghost Houses. The Secret Exit is to the top right of the room where you are able to Wall Jump up Red Switch Blocks to get Coin 2. Also, remember that with the Normal Exit, it's the last door in line. Coin 1: Go through the first door. Hit the P Switch, and stand on one of the Hanging Blocks. Wait, then go left once the magic happens. Coin 2: When you reach the room after the door that needed Red Switch Blocks, Wall Jump where the game obviously wants you to. Coin 3: Towards the Secret Exit, keep going up. World 4-5: Difficulty: Cake Coins: 1, 2, 3 Exit: No Info: I hate this level. All 3 Coins are after the Midway Point, and you need to use Bob-Ombs as well. Yay. Coin 1: When you see it, go back a bit and wait for the Bob-Omb to walk next to the Breakable Blocks. Coin 2: Hit the Bob-Omb from below. Coin 3: This one sucks. You can either push a Bob-Omb towards the Breakable Blocks, or you can wait for one to fall in and then hit it. Pick your poison. Afterward, while it does look ungettable, if you blow up one on the second level in the corner closest to the Coin, it can open up a way. World 4-6: Difficulty: Breeze Coins: 1, 2, 3 Exit: No Info: Hooray, Big Dorrie! Is that all I have to say? Yes. Yes it is. Coin 1: You will see it. Coin 2: You will see it. Coin 3: You will not see it, however it's really obvious how to get to it. _^_ World 4-|_|: Difficulty: Cake Coins: 1, 2, 3 Exit: No Info: You know, I'm wondering why I'm writing this guide right now. Nothing's really that hard. Yet, I suppose. You'll probably die if you try and go too fast, so be careful. While the GigantoGoomba might not look like it's being hurt, oh, it is. It's hurt. It's hurt that you would do that to poor GigantoGoomba. Coin 1: You will see it. Coin 2: It's below the first Big Thwomp. Coin 3: You will see it. ------------------------------------------------------------------------------ Another World done. Skip a section if you're not doing World 3. -------------------------------------(06)------------------------------------- World 3-1: Difficulty: Cake Coins: 1, 2, 3 Exit: No Info: I take back what I said on 1-A. Underwater levels aren't harder than regular ones. Still, the Eating Fishes will annoy. All 3 Coins are after the Midway Point. Coin 1: Go down the Mysteriously Non-Bubbly Pipe. Coin 2: You will see it. Use the Bubbly Pipes to avoid the Eating Fish. Coin 3: You will see it. You will need the P Switch. World 3-A: Difficulty: Cake Coins: 1, 2, 3 Exit: No Info: The Pink Bombers will annoy. Mainly because ou need to wait if you want to go underwater. All 3 Coins are after the Midway Point again. Coin 1: After the Midway Point, go under the water to the right. You will see it. Coin 2: Go back up. You will see it. Coin 3: Go up the Rather Ominous Pipe. This is a Coin you need Mini Mario for. World 3-2: Difficulty: Breeze Coins: 1, 2, 3 Exit: Yes Info: Easy level. Secret Exit is up the Green Pipe above the first Moving Swaying Mushroom. And damnit all 3 Coins after the Midway Point AGAIN. Coin 1: Down the first Pipe you see. Coin 2: You will see it. Coin 3: You will see it, however you will probably need to bounce off a Green Airborne Paratroopa. I will do the levels on the normal path first. ___ World 3-|_|: Difficulty: Cake Coins: 1, 2 Exit: No Info: The lack of a Midway Point will annoy. Coin 1: After the lulz that is the middle Cannon Pipe, go down and to the left, then up for the Coin. Coin 2: At the Sparkys, make sure you leave at the Front Side of the Cages. Stick to the left. Coin 3: Need Big+ Mario to break the Brick Blocks. World 3-3: Difficulty: Cake Coins: 1, 2, 3 Exit: No Info: I hate Bloopers. So much. The Midway Point is in one of the most aggravating spots in history too. Coin 1: Where the P Switch is, go left. Coin 2: At the patch of Pipes that are on the floor, take the one to the left of the Red Pipe. Go to the bottom right, carefully. Coin 3: When you see the Arrow Sign pointing to the Pipe, go down. Mash the Swim Button once you get it. ___Q World 3-|_|: Difficulty: Breeze Coins: 1, 2 Exit: Can't Info: Damn Mini Mario's slowness. You can't cover enough ground to get the Secret Exit or Coin 3. Coin 1: In the door next to the second P Switch, Wall Jump to get the Coin. Coin 2: At said second P Switch, go up, then left. Gotta be quick. Coin 3: I don't see this one as being possible for the same reason as the Secret Exit. Back to 3-B. World 3-B: Difficulty: Breeze Coins: 1, 2, 3 Exit: No Info: Not too hard of a level. Just take your time. None of the Mini Pipes lead anywhere. Coin 1: Go down what I think is the second Red Pipe you can access. Coin 2: You will see it. Coin 3: You will see it. World 3-C: Difficulty: Cake Coins: 1, 2, 3 Exit: No Info: TFF returns. Besides that, not much of note. Coin 1: You will see it. Wow, deja vu. Coin 2: You will see it. Avoid TFF. Coin 3: Do a daredevil run after the P Switch to reach the Red Pipe. Actually, you might not need it. Anyway, be careful once you get out. _^_ World 3-|_|: Difficulty: Cake Coins: 1, 2, 3 Exit: No Info: Take it slow. Seroiusly. It's not like you're on a timer. What? You are? HOLY CRAP, RUN! Seriously though, speed will get you killed. Speaking of being killed, TFF Deluxe himself is pretty easy, it's the Flying Cheeps that will get you. Stay in the air if you can. Coin 1: You will see it. Coin 2: It may look like you can stand on the Whomp, but YOU CAN'T. Go a bit further and head back on the ceiling. Coin 3: Just past the Boss Door. Use a Wall Jump to get up there fast. ------------------------------------------------------------------------------ World 5 is here. Will The Game start to get harder yet? Let's find out! -------------------------------------(07)------------------------------------- World 5-1: Difficulty: Breeze Coins: 1, 2, 3 Exit: No Info: The Snow in the Trees can get in your way, but besides, easy. Coin 1: You will see it. Coin 2: Take your pick from the Green Retard Paratroopa, Flying ? Block, or The Ground. Coin 3: You will see it. World 5-2: Difficulty: Breeze Coins: 2, 3 Exit: Yes Info: Ice is irritating. The Secret Exit is through a Pipe in the ceiling late in the level. It should be easy to find. Coin 1: Need Big+ Mario. Sorry. Coin 2: While it may look like it's impossible, you CAN get in the Yellow Pipe near the Midway Point without the Trampoline. You need to run on the Brick Blocks to the left of it and Jump. Coin 3: Go back a bit after Coin 2. World 5-A: Difficulty: Breeze Coins: 1, 2, 3 Exit: No Info: Very easy. Coin 1: You will see it. Coin 2: There is a Piranha Vine in one of the Brick Blocks. Make sure to hit the P Switch. Coin 3: You will see it. ___ World 5-|_|: Difficulty: Meh Coins: 1, 2, 3 Exit: No Info: Oh crap. I died heaps on this level, and there is no checkpoint. Plus, there aren't enough Mehs in this guide yet. Coin 1: You will see it. Coin 2: You will see it. Coin 3: You will see it. 'Nuff said. World 5-3: Difficulty: Breeze Coins: 1, 3 Exit: No Info: The Mini Pipe will give you a Star, but is otherwise useless. Coin 1: Stay high. Coin 2: Big Mean Brick Blocks stand in your way. Coin 3: Follow the coins. ___Q World 5-|_|: Difficulty: Breeze Coins: 1, 2, 3 Exit: Yes Info: I remember this being much harder before. Anyway, the Secret Exit is above a set of 3 Brick Blocks. There are 3 Hidden Coin Blocks, and a Hidden Vine Block above those. Coin 1: Lure one of the Punching Ghosts under where it spawns and go that way. It'll make sense when you see it. Coin 2: There's a door, over there. Go in it, and Wall Jump up to the Coin fast. Coin 3: On the way to the Secret Exit. Stick to the right, or just Wall Jump it. World 5-B: Difficulty: Breeze Coins: 1, 2, 3 Exit: Can't Info: Need Shell Mario for this Secret Exit. Coin 1: You will see it. Coin 2: You will see it. Don't forget to Jump. Coin 3: You will see it. World 5-C: Difficulty: Breeze Coins: 1, 2 Exit: No Info: An annoying but otherwise simple level. Coin 1: You will see it. Coin 2: You need to push the Buzzy Beetle into the Coin. Coin 3: Need Big+ Mario to eliminate a certain Brick Block. World 5-4: Difficulty: Cake Coins: 1, 2, 3 Exit: No Info: Lots of Koopas. Besides that, nothing special. Coin 1: You will see it. Coin 2: You will see it. Also, LOL. Coin 3: You will see it. _^_ World 5-|_|: Difficulty: Breeze Coins: 1, 2, 3 Exit: No Info: Damnit, when will this Challenge get some bite to it? Sigh... Anyway, Just get to the end, where Petey Piranha continues to outstay his welcome, and which you've likely beaten as Mini Mario already. Coin 1: You will see it. Coin 2: You will see it. Coin 3: Go through the ceiling. ------------------------------------------------------------------------------ This Challenge continues to disappoint. Perhaps this is why a MMC doesn't exist. Oh well, off to World 7. -------------------------------------(08)------------------------------------- World 7-1: Difficulty: Breeze Coins: 1, 2, 3 Exit: No Info: You'll have to do this level twice to get all the Coins. Coin 1: You will see it. Coin 2: When you see the Flying ? Block, sit on it for a bit. Coin 3: You will see it, as long as you don't get Coin 2. ___Q World 7-|_|: Difficulty: Cake Coins: 1, 2 Exit: Yes Info: Take the bottom-right door (after the Star Coins). Trampoline up to reach a familiar room. Hit the P Switch. To the left is the Secret Exit; look for the Flashing Brick Block to find a Piranha Vine. To the right is the Normal Exit. Coin 1: The left door. Coin 2: The top door. Coin 3: I couldn't get this one after a couple of tries, but it looks possible. World 7-2: Difficulty: Meh Coins: 3 Exit: No Info: I died a lot here, mostly due to screwing around. I was trying to do the whole level without the Arrow Platform, but it screws you right at the end. Still, it's easy to die on this one. Coin 1: It looks gettable, but I haven't been able to do it. Coin 2: Same as above. Damn, I feel like I should be able to do it. Coin 3: This one is actually easy. World 7-3: Difficulty: Breeze Coins: 1, 2 Exit: No Info: The trick to this level is not to screw around. However, feel free to grab the Stars. Coin 1: You will see it. However, it can also see you. Coin 2: You will see it. Coin 3: Need Big+ Mario. ___ World 7-|_|: Difficulty: Meh Coins: 1, 2, 3 Exit: No Info: Man, I'm just giving these away now. I blundered on Coin 2 a lot, and it's Bandana Baby Bowser on moving platforms. Damn. Coin 1: You will see it. Coin 2: You will see it. Arg. Coin 3: You will see it. World 7-4: Difficulty: Breeze Coins: 1, 2, 3 Exit: Yes Info: The Secret Exit is close to Coin 3. WARNING: REQUIRES MINI MARIO. Coin 1: Go to the far right Spinny Spring. You will see it. Coin 2: Go back to the left and continue. You will see it. Coin 3: Stay on the left. You will see it. World 7-5: Difficulty: Breeze Coins: 1, 3 Exit: Can't Info: Aww, you need to pick up Bob-Ombs. Coin 1: You will see it. Coin 2: Although you do need Mini Mario, you need to pick up a Mega Mushroom to get to the Coin. Lame. Coin 3: You will see it. World 7-6: Difficulty: Cake Coins: 2, 3 Exit: Can't Info: Well, this is interesting. Both 7-A and 7-7 are inaccessable. Looks like 7-4's Secret Exit is mandatory, huh? Coin 1: Need Big+ Mario Coin 2: You will see it. Coin 3: Go down one of the Yellow Pipes, then go to the right. _^_ World 7-|_|: Difficulty: Cake Coins: 1, 2, 3 Exit: No Info: The only difficult part about this is Coin 3. Sigh, what is this, New Super Mario Bros. Wii? The boss is just the usual. Coin 1: You will see it. Coin 2: You will see it. Coin 3: You will see it. Bring Balls. I will detail levels 7-A and 7-7 just in case someone finds a way to access them or something. World 7-A: Difficulty: Breeze Coins: 1, 2, 3 Exit: No Info: Not much lost here. The Coins are rather cryptic, but besides that, nothing of note. Coin 1: To the right. There are Hidden Coin Blocks under the Pipe. Coin 2: Go up the Pipe to the left after entering the Cannon Pipe to the far right of the Midway Point. Coin 3: After the first Pipe you go up after the Midway Point, Jump up to the left of the Pipe above you. World 7-7: Difficulty: Breeze Coins: 1, 2, 3 Exit: No Info: Another level that will not be missed. Coin 1: You will see it. Kill the Red Koopa. Coin 2: You will see it. Stay on the Wood Platform. Coin 3: You will see it. ------------------------------------------------------------------------------ Finally, we make some progress. Inaccessable levels and hard to get Star Coins. Now all we need are hard levels... Let's hope World 6 delivers. -------------------------------------(09)------------------------------------- World 6-1: Difficulty: Breeze Coins: 1, 2 Exit: No Info: Pretty easy. There's a Mini Pipe in this level, but it has nothing of worth. Coin 1: Keep your eyes up. You will see it. Coin 2: To the left of the Midway Point. Coin 3: An inch away from being gettable. World 6-A: Difficulty: Cake Coins: 1, 2, 3 Exit: No Info: The Lakitus are back. Not that bad this time, though. Coin 1: At the first Twister, go to the right as much as possible. Coin 2: Just under Coin 1, there is some Seperated Quicksand. Lose a life down it. Coin 3: At the set of Pipes near the end of the level, go down the Yellow Pipe. World 6-2: Difficulty: Cake Coins: 1, 2, 3 Exit: No Info: That Extremely Long Bonus Area is such a damn Red Herring. AVOID. Coin 1: Quite the mystery, this one is. In the second area, there is a tree with two coins. There is a Hidden Vine Block to the left of the right coin. Coin 2: You will see it. Coin 3: You will see it. ___ World 6-|_|: Difficulty: Annoying Coins: 1, 2, 3 Exit: No Info: Take a good look; our first Annoying. Speed is something that is needed here, and Mini Mario will not cooperate. The particular area is the section past the door, where in order to pass it you need to quickly ascend, and then Wall Jump on the wall next to the Star Coin. Have fun. Coin 1: You will see it. Coin 2: You will see it, or else you will die. Coin 3: Above the boss door. DON'T DIE. World 6-3: Difficulty: Cake Coins: 1, 2 Exit: No Info: One of the few levels that asks you to use a Mega Mushroom. Coin 1: You will see it. Coin 2: The second Green Pipe to the right of the Red Pipe you will exit. Coin 3: Needs a Mega Mushroom. How about that. World 6-4: Difficulty: Breeze Coins: 1, 2, 3 Exit: No Info: Another easy level. Coin 1: Wall Jump when prompted. Coin 2: Left of the Midway Point. Coin 3: Go up at the collage of Edges. ___ World 6-|_|2: Difficulty: Cake Coins: 1, 3 Exit: No Info: Fortress 2. Don't see those every day. Hooray for Wall Jump abuse. Bandana Baby Bowser is present. What a set of disjoined sentences. Coin 1: You will see it. Coin 2: Need Big+ Mario. Aww. Coin 3: You will see it. Careful about grabbing that Rope, it's higher up than it looks. World 6-5: Difficulty: Cake Coins: 1, 2, 3 Exit: No Info: Underwater level with Pucker Fish. And that's about it. Coin 1: You will see it. Coin 2: Go up the Pipe. You'll know which one. Coin 3: Go down the Bricky Whirlpool. World 6-B: Difficulty: Breeze Coins: 1, 2, 3 Exit: No Info: An Ice level. Coin 1: You will see it. You can Wall Jump out of the hole, but you'll need to be careful. Coin 2: You will see it. Coin 3: When prompted with three Cannon Pipes, take the one on the right and prepare to lol. World 6-6: Difficulty: Cake Coins: 1, 2, 3 Exit: No Info: A level with Spinny Springs and Cannon Pipes. Man, these levels are easy. Coin 1: Stick to the left. You can break the Brick Blocks with the Spinny Spring. Coin 2: At the top, go left. Coin 3: This one's a doozy. There is a P Switch and a Pipe blocked by Brick Blocks. This is before you enter the Pipe. You need to Wall Jump to the P Switch. _^_ World 6-|_|: Difficulty: Breeze Coins: 2, 3 Exit: No Info: Fireballs, Yum. Another level made easy by Mini Mario. The boss is simply ownt by Jumping on the Bullet Bills. Coin 1: Don't burn yourself. Coin 2: You will see it. Coin 3: Bounce off the Red Koopa up high after the Midway Point, and go over the ceiling. ------------------------------------------------------------------------------ Well, let's hope that World 8 is as hard as he claims to be. -------------------------------------(10)------------------------------------- World 8-1: Difficulty: Cake Coins: 1, 2, 3 Exit: No Info: Those Crows try to make your life hard. Coin 1: In a ? Block before the Midway Point, there is a Trampoline. Up you go. Coin 2: You will see it. Coin 3: You will see it. World 8-2: Difficulty: Cake Coins: 1, 2, 3 Exit: No Info: The Pink Bombers make their annoying reappearance. Avoid the Mini Pipe, it's a Red Herring. Coin 1: You will see it. Use a Wall Jump. Coin 2: After the Midway Point, keep going up in the first P Switch room. Coin 3: In the second P Switch room, Wall Jump up the right area. ___ World 8-|_|: Difficulty: Cake Coins: 1, 2, 3 Exit: No Info: Lots of Cake so far. Is that good? Anyway, Bandana Baby Bowser can sometimes hit himself with his shells, but don't count on it. Coin 1: Stick to the left. You will see it. Coin 2: Continue to stick to the left. You will see it. Coin 3: Above the Boss Door. World 8-3: Difficulty: Cake Coins: 1, 3 Exit: No Info: Try to stay ahead of Really Big Eel. You'll need it for Coin 3. Coin 1: On the lower area of the level. Coin 2: Damn Brick Blocks. Coin 3: Lower level area again; it's near the end. World 8-4: Difficulty: Meh Coins: 1, 2, 3 Exit: No Info: Suction Spiders keep on spawning in the sky, and they killed me a lot, so it gets a Meh. Coin 1: You will see it. Coin 2: You will see it. Coin 3: Down the Mini Pipe. If your Star runs out, you still can make it if you time your Jumps. _^_ World 8-|_|: Difficulty: Breeze Coins: 1, 2, 3 Exit: No Info: Another level made easy by Mini Mario. Sigh. Coin 1: You will see it. Coin 2: You will see it. Hit the Red Block once. Coin 3: Make sure the Red Blocks have been hit an odd amount of times. Hooray for Wall Jumps! ------------------------------------------------------------------------------ Spoiler Alert. ------------------------------------------------------------------------------ World 8-5: Difficulty: Meh Coins: 1, 2, 3 Exit: No Info: There's crap flying everywhere. Be careful. Coin 1: You will see it. Coin 2: You will see it. Use a Shell. Coin 3: Watch out for the last Fireball. World 8-6: Difficulty: Cake Coins: 2, 3 Exit: No Info: Not a bad level, I must say. Coin 1: Can't make that jump. Sorry. Coin 2: Use the Spinny Spring to break the Blocks. Coin 3: Stick to the right. You will see it. World 8-7: Difficulty: Cake Coins: 1, 2, 3 Exit: No Info: It's safer not to engage the Bros. The end is lol, too. Coin 1: You will see it. Coin 2: You will not see it, because the game hates you. Coin 3: You will see it. Wait for Fat Hammer Bro to do his thing down the hole. World 8-8: Difficulty: Meh Coins: 1, 2, 3 Exit: No Info: Oh crap. Stay away from the sky, there are Flaming Rocks falling. Also, avoid the Flaming Bombs on the ground. In fact, try to spend the least amount of time being anywhere. Coin 1: You will see it. Coin 2: Go down the Mini Pipe near the Midway Point. There is Fun inside. Coin 3: You will see it. ___ World 8-|_|2: Difficulty: Meh Coins: 1, 2, 3 Exit: No Info: The only challenge in this level is that it's so damn long, you're bound to screw up sooner or later. Bandana Baby Bowser doesn't make this easier, either. Coin 1: You will see it. Coin 2: You will see it. Coin 3: The 111th and final time I will say 'You will see it'. ^^^ World 8-|_|: Difficulty: Meh Coins: 1, 2 Exit: What do you think? Info: Well, here it is. The Last Level. And it's not the hardest one, either. How disappoining. You can run the whole first room, and the combination at the end is low, high, middle. At Boswer + Bandana Baby Bowser, you can leap over Boswer by Wall Jumping over him, using one of Baby's Shells. Yep, that's right. However, if you like a challenge, you can take him on. Kill Baby, then run under Bowser when you can. Enjoy the vastly inappropriate credits. Coin 1: I find it easier to get before Flipping, but whatever. Coin 2: Hit the Brick Block over the second door you enter. You'll need it. Coin 3: Need Big+ Mario, in more ways than one. ------------------------------------------------------------------------------ Well, that's it. Overall, not that hard. Didn't even get to use my last difficulty level. Oh well. -------------------------------------(11)------------------------------------- OTHER STUFF These things are rather small to have their own sections, so I've jumbled them together. WHAT CANT BE DONE A small list of things that aren't possible by Mini Mario. 29 Star Coins 2 Levels 5 Secret Exits I said it was small. GLOSSARY I understand that some of my wording may be confusing, so here are some definitions of some of the words I use. ___ |_|: Fortress symbol for my guide. Not actually a word, but still may need clarification. ___ |_|2: Fortress 2 symbol for my guide. Personally, I think they'd be better protected with two Castles. _^_ |_|: Castle symbol for my guide. I was going to use letters before I discovered World 3-C. Arg. ___Q |_| : Ghost House symbol for my guide. It was a stroke of genuis, I must say. ^^^ |_|: Final Castle symbol for my guide. It could probably look better. Airborne Paratroopa: The flying Koopas that actually fly. Annoying: The fourth level of my difficulty system. Not to be confused with the adjective, although the adjective is what the difficulty name is based on. Arrow Platform: The annoying platform from World 7-2. Arrow Sign: Sometimes point you the way to go. Other times they start jumping around, trying to kill you. Maybe. Baby: Short for Baby Boswer. Back Side of the Cages: The back side of the Cages you can climb onto. Bandana Baby Bowser: What it says on the tin. Big+ Mario: Big Mario, Fire Mario, or Shell Mario. Mega Mario, technically. Big Dorrie: A bigger version of Dorrie. It probably has a different name. Big Mean Brick Blocks: Brick Blocks that are particularly menacing. Block: Any Block. I love not being specific sometimes. Block Tower: An enemy that looks like a ? Block with 1+ Brick Blocks in the shape of a tower. They jump to the sound the other enemies react to, and will walk in the direction you face if you stand on top of them. Bonus Level: Any level that is not along the regular path of the World. Breakable Block: A Block that can be broken by Bob-Ombs, Thwomps, and a few others. Breeze: The lowest level of my difficulty system. Breezes are pleasant, just like these levels. There's no challenge in breezes, though. Brick Block: The Blocks that can be broken by Big+ Mario, or sometimes have items in them, usually coins. Bricky Whirlpool: A Whirlpool that has Brick Blocks around it. Leads to a Star Coin. Bros.: Collective term for the Hammer Bros. and etc. Bubbly Pipe: Pipes that blow bubbles that push Mario. Cake: The second level of my difficulty system. Some may say a Cake is easier than a Breeze. Cannon: That thing on the World Map that takes you to another World. Cannon Pipe: You enter it, and you get propelled out. Fun with Mini Mario. Castle: The last level of a World, generally. Circle Tile: An object in World 2-3 that you can Ground Pound to go under. Challenge: When capitalised, I'm referring to the Mini Mario Challenge. It would be easier to just write MMC, but whatever. coin: A regular coin. Note the caps. Coin: A Star Coin. Dorrie: A blue dinosaur-like water thing that is friendly and wears goggles. It moves when you walk on it, and Ground Pounding it will make it move faster. Eating Fish: Purple fish that attempt to eat you when they see you. Much more like TFF than this game's TFF. Edge: Mario sidles along them. Your Jumping worsens on them. Extremely Long Bonus Area: Has a multitude of Flying ? Blocks, some of which contain 1-Ups. Takes about one minute to complete. A waste of time, especially with Mini Mario. Fat Hammer Bro: The Hammer Bro that can stomp on the ground, stunning you if you're on the ground as well. Fire Thingy: A flame with smaller flames following it. They jump around. I think they're called Podoboos, but that may be the Fireballs. Fireball: The one that pops out of lava in a few levels. I think they're called Podoboos, but that may be the Fire Thingys. Fireballs, Yum: A reference that shouldn't be in this Glossary. Flaming Bomb: An enemy that runs around like an idiot when hit by a Flaming Rock. They also explode. Flaming Rock: The rocks that fall from the sky on World 8-8. They destroy Bricks and Breakable Blocks, as if to mock you. Flashing Brick Block: All Brick Blocks flash, unless they are coins changed by a P Switch. Flipping: Pressing a P Switch in the last level rotates the level 180 degrees, or 57.3 radians. Flying Cheep: Cheep Cheeps that jump up, trying to kill you. Ever since playing Mario Adventure, they have scarred me. Fortress: The Castle-like level that's usually in the middle of a World. Sometimes there's two. Front Side of the Cages: The front side of the Cages you can climb onto. GigantoGoomba: The boss of World 4. It gets a name for making me lol once. Hanging Block: A ? Block that is on a string. Some move, some don't. Most move. Hidden Block: A Block that is invisible. Most will carry coins. Hidden Coin Block: Contains Joy. Hidden Vine Block: A Block that has a Piranha Vine in it. Jump: That thing Mario does. Not that thing, the other thing. Meh: The third level of my difficulty system. It would make more sense if there were more of these in the game, but oh well. Midway Point: The flag thing that you will start from if you die. Mini Pipe: A Pipe you can only enter as Mini Mario. Moving Platform: A platform that will start moving to the right once you step on it. Moving Swaying Mushroom: A mushroom that randomly sways to the left and right that moves to the right when you stand on it. Mysteriously Blue Boomerang Bro: I gave them that name because they were originally green, but now are only blue. Weird. Mysteriously Floating Pipe: A Pipe in the air with no visible supports. Mysteriously Non-Bubbly Pipe: A particular Pipe in World 3-1 that leads to a Star Coin. New Super Mario Bros. Wii: The sequel to this game. It is much more difficult. Ninja Star: A large object that has platforms on its points. P Switch: A switch with P on it. It makes various things happen. Paddlewheel: An object that moves forward along a path with the force of you standing on one of it's platforms. Pink Bomber: An enemy that floats on water that drops bombs. The bombs are nothing compared to the annoyance of the Pink Bombers themselves. Pink Mushroom: An object that you bounce on when you try to stand on it. Piranha Vine: The vine that comes out of Brick Blocks that you can climb on. Poison Water: The purple water found in a few levels. It kills instantly. Pucker Fish: Purple Cheep Cheeps that chase you. Remind me of the enemies from Super Mario World. Punching Ghost: A ghost with boxing gloves that follows you. Purple Mushroom: An object that leans over when you walk on a side of it. It leans to the point where it's pretty much a wall. It resets itself when you get off of it. Rather Ominous Pipe: Not particularly ominous, but it is a Pipe. Really Big Eel: Bigger than the Big Eel. Really. Red Blocks: You hit them to change the positioning of Spinning Blocks and some platforms. Red Coin: The coins that appear when you go through a Red Ring. Red Herring: A term used in detective work that essentially means a clue that is not helpful to the current case. Red Switch Block: A block that appears when you step on a Red Switch. Retard Paratroopa: Paratroopas that bounce on the ground. As you may suspect, I don't like them much. Rolling Balls of Death: They're balls, they're spiky, and they come in a variety of sizes. They also roll. Rope: A Rope that you can attach yourself to. They are horizontal. Route: A path between two levels on the World Map. Secret Exit: The alternate exit of a level. It has a Red Flagpole. Seperated Quicksand: As opposed to Conjoined Quicksand. Shell: Any Koopa Shell that can be picked up, etc. Sparky: An enemy that is essentially a black ball of electricity. Spinning Blocks: Red and Yellow wireframe-like blocks that rotate. They can be connected to a Red Block which can alternate them between visible and intangible. Spinny Spring: You stand on it, and you do a big jump when you Jump off of it. You spin in the air, falling slower than usual. Suction Spider: An enemy that looks like a spider, but has four legs. Weird, considering it's based off of an enemy in Super Mario 64, which has six legs, which, might I add, is still wrong. TFF: Abbreviation for That F**king Fish. TFF Deluxe: The boss of World 4. Reminds me of TFF as well, but is pretty puny. That F**king Fish: A spiky fish that roams the water of a few levels. I name it after the fish that eats you in Super Mario Bros. 3. The Game: Too bad it's over, otherwise I would've totally got you. And it did appear in the guide. Go, check. The Last Difficulty Level: I'm afraid that you won't find out what it is this time. The Snow in the Trees: In World 5-1, there is snow that can trap you if you touch it. As you may have guessed, this snow originates in trees. Vine: The vines you can swing on. NEW SUPER MARIO BROS WII Some of you may be wondering 'will you do a Mini Mario Challenge on NSMBW?' And the answer right now is, well, no. There are numerous reasons for this, which I will explain here: NSMBW is considerably harder than NSMB. Not that I'm scared or anything, it's just that I haven't had as much experience with NSMBW, and of course, the next reason... There are much less Mini Mushrooms in NSMBW. The first level that can be harvested for Mini Mushrooms is World 2-2, which is quite a ways away. As an added bonus, Red Mushroom Houses won't supply Mini Mushrooms until World 2. Harvesting Mini Mushrooms isn't as effective in NSMBW due to the lack of a reserve item. Because of this, you'll need to return to World 2-2 every time you die, and use Mini Musrooms whenever you're at a Midway Point. Well, it's only a suggestion, but that's pretty much what you should do. In order to get more Mini Mushrooms to use, you'll need to rescue Toad. Yep. I know. An epic pain in the ass. At least Red Mushroom Houses can be manipulated (to an extent). Multiplayer. This creates another layer of complication and difficulty. In order to let people do the Challenge together, they'd need to stay dead after dying, and if anyone died in a level, you need to go get another Mini Mushroom. However, it could make levels easier sometimes. World 9-7. It's only one level, but damnit, it's such a bitch it deserves a reason. While I doubt that it could be accessed anyway, doing it as Mini Mario is a nightmare I do not want to go through. I may change my mind about it, but for now, there will be no such guide written by me. LEGAL This FAQ is the 2010 Copyright of me, MrL_Froslass. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Oh, sweet irony. Currently, GameFAQs, Neoseeker, and Supercheats are allowed to host this FAQ. If you want to host it for some strange reason, contact me, I'll probably say yes. If you see this guide being used by someone who isn't allowed, please contact me. VERSION HISTORY V1.00: The first version. V1.01: Added Neoseeker to the list of allowed websites. Also made minor changes. V1.02: Added Supercheats to the list of allowed websites. Also corrected the name of the Glossary. SPECIAL THANKS Nothing yet besides self-promotion and ass-kissing. FINAL WORDS I must say, this Challenge was a disappointment. I expected much harder. Oh well, it was still fun. I hope other people find this more challenging. THIS PAGE INTENTIONALLY LEFT BLANK