Saturday, September 22, 2007
by jdaster12.8
This guide mentions 39 1-ups in Super Mario Bros. 3 + Super Mario Advance 4 that are easily forgotten. Locations with an asterisk * are 1-ups only found in Super Mario Advance 4.
The number following a location is the degree of frequency (1-5) to which it is forgotten (or else not known).
1. At the end of the bonus coin airship, jump above the space between the first two windows to reveal an invisible block. (5)
2. Jump above the right side of the secret pipe in 1-2. This one is past the top of the screen. (3)
3-4. High in the air, above the beginning of the fourth chain of coins in Coin Heaven, 1-3 and 1-5 only. (2)
5. To the left of the fourth set of three coins in 2-2. (1)
6. In the pyramid's secret area, jump around above the top row of blocks to find a 1-up past the top of the screen. (4)
7. At the very end of 3-2, after you enter the pipe, fly over the exit pipe to find a small platform on a track. Jump above the left end of the track to find a hidden 1-up block. (5)
8. On a small island far past the exit pipe in 3-3 --- EXTREMELY HARD TO GET. (5)
Continued in part 2 coming soon...
by jdaster12.8
Upon many others annoying traits, what I consider the most annoying thing about Kent c. is that he can knock out your partner.
The solution to this is incredibly simple: Use Chill Out to render him unable to do this for 3 turns! (and it also decreases his jump power by a nice amount, too. :))
Then, I suggest you use Power Plus x2, All or Nothing, D-Down Jump and Bow's Fan Smack (on Kent C.'s tail) to take him out before his AP returns.
This requires a minimal amount of HP, 18BP, 2SP, 26FP and a double-upgraded Bow.
Getting the required FP and BP may take a while, but this is definitely the quickest and most guaranteed way to beat him.
Wednesday, September 12, 2007
by jdaster12.8
NOTES: Whenever the phrase "3-BP Badges" is mentioned, it refers to the badges HP Plus, Damage Dodge, Pretty Lucky and Happy Heart (specifically the first two).
All methods mentioned require a large amount of FP and BP, and recommend Bombette as partner.
"HP-Weighted Item", as referred to in the first method, is an item restoring at least 30 HP and 10 HP.
The third method requires that you follow "The Ultimate No-Damage Plan" from a previous post.
Finally, Life Shrooms are always nice to have for backup.
METHOD #1: The 'Multibounce' Method
Recommended level: 23+
HP required: 50 (total HP used: roughly 80-90)
FP required: 30 (total FP used: 32-36)
BP required: 30
Items Used: HP-Weighted Item
Badges Used: Multibounce, Power Plus x2, Last Stand, Close Call, Power Rush, Mega Rush, Refund, 3-BP Badges x4.
Turns: 5
Battle Layout:
Turns 1-3: Multibounce + Power Bomb.
Turn 4: (Use HP-Weighted Item) + Power Bomb.
Turn 5: Power Bomb.
A YouTube video of me performing this is available @
http://www.youtube.com/watch?v=2Yek_0Kljmc
Method #2: The 'Mega Quake' Method
Recommended level: 25+
HP required: 50 (total HP used: roughly 45-60)
FP required: 40 (total FP used: 39)
BP required: 30
Items Used: (none)
Badges Used: Mega Quake, Power Plus x2, All or Nothing, P-Up D-Down, 3-BP Badges x4
Turns: 3
Battle Layout:
All Turns: Mega Quake + Power Bomb
Alternatively, replace P-Down, D-Up + All or Nothing with Flower Saver and follow this setup: (Uses 2 SP + 38 FP, Required HP: 40, FP: 40, BP: 30, Level: 23; Turns Taken: 4)
Turn 1: Chill Out + Power Bomb
Turns 2-4: Mega Quake + Power Bomb
Method #3: The 'Last Stand' Method
This method requires that you follow the 'Ultimate No-Damage Plan' by jdaster12.8.
Recommended level: 17-18
HP required: 5 (total HP used: roughly 10)
FP required: 45 (total FP used: 45)
BP required: 30
SP Used: 2
Items Used: (none)
Badges Used: Mega Quake, Last Stand, Close Call, Power Rush, HP Drain, Defend Plus, Damage Dodge, All or Nothing, Power Plus, P-Down D-Up
Turns: 4
Battle Layout:
Turn 1: Chill Out + Power Bomb
Turns 2-4: Mega Quake + Power Bomb
All methods of defeating the Anti-Guys Unit are (c)2006-7 LL/jdaster12.8.
by jdaster12.8
In the 2-player Mario vs. Luigi mode in New Super Mario Bros., there is a spot where it is possible to go through a floor. Normally the thin, blue, blocky floors can be jumped through with a regular jump, but you have to go around them to go back below them.
In the 2-player castle stage, there is an area that is supposed to be reached only by Mini Mario containing 4 coins. However, with erratic jumping, ducking, and/or Ground-Pounds when the ceiling comes down, it is possible to go through the floor with any power-up, at least one out of every three tries.
This may be possible in locations in the 1-player game too, but so far I have not located similar areas other than a small overhanging ledge in the first tower level.
Friday, August 31, 2007
by jdaster12.8
This plan, if executed correctly, can reduce damage taken to virtually nothing.
When you start the game, play as you normally would all the way through chapter 4
EXCEPT YOU MUST NOT LEVEL H P UP AT ALL.
If you need extra H P, level up your B P instead, then put on one (or two) H P Plus Badges.
During the post-chapter-4 Peach's Castle intermission, go to the room on the far right on the bottom floor and collect the Last Stand Badge, then put this in the Magical Treasure Chest upstairs. (if you have not put Power Rush in it as well, do so now)
Once you take control of Mario again, go to Merlow's house and take the badge out of the other treasure chest.
Following this, go and talk to Chet Rippo (the odd-looking guy next to Harry's shop in SW Toad Town) and 'upgrade' your F P or B P (pref. B P).
Doing this will increase that stat by 2x a level-up, and decrease the others by one level's worth.
Thusly, if you take off any H P Plus badges, you will have a max H P of 5.
Once this has happened, all 'Danger' badges will always take effect.
Putting on 'Last Stand' will make you take half damage from everything and Defend Plus, P-Down D-Up, and Damage Dodge badges will add to the effect.
Putting on the 'H P Drain' badge will take away 1 A P, but will restore H P with every hit Mario does to an enemy (max of 5)
Power Rush and Close Call also take effect all the time with these badges on.
Putting on all of the aforementioned badges will increase your D P by 2 (5 if guarding) plus the 1/2 effect, keep your A P the same, make enemies sometimes miss, and allow you to collect H P from Mario's attacks. (Assuming you use both Damage Dodge badges, this requires 20 B P).
NOTE: The biggest problem with this plan is once Mario gets to be a level-19, he will have to level up his H P.
P.S. However, you'll never have to use an item restoring more than 5 H P while this works!
Friday, July 20, 2007
by jdaster12.8
(level, challenge score, my target score, my high score)
1-1 32000 46000 47700
1-2 38000 46000 48700
1-3 24000 29000 31200
1-4 13000 16000 16350
2-1 40000 60000 72950
2-2 25000 28000 29100
2-3 23000 27000 28200
2-4 14000 16000 16900
3-1 45000 65000 110650
3-2 85000 108000 110150
3-3 23000 27500 28800
3-4 13000 16500 17150
4-1 32000 36000 37100
4-2 33000 56000 64100
4-3 24000 30000 32500
4-4 17000 19500 19550
5-1 80000 105000 129650
5-2 36000 56000 77800
5-3 23000 28000 28900
5-4 13000 16000 16600
6-1 32000 35000 35700
6-2 30000 56000 336100
6-3 21000 24000 26400
6-4 12000 15500 16150
7-1 32000 56000 65100
7-2 24000 27000 27300?
7-3 28000 32000 33400
7-4 16000 18500 19000
8-1 40000 56000 66700
8-2 28000 42000 72500
8-3 28000 30000 32800
8-4 18000 25000 24900
Total Challenge Score: 942,000 points
My Total Score : over 1,700,000 points
07-20-2007
Tuesday, July 10, 2007
by jdaster12.8
NOTE: To calculate EXP given, subtract Mario's level multiplied by 0.5 from the given amount.
Amazy Dayzee: 20 HP, 20 AP, 1 DP, 50 EXP
Needed: ?? BP, up to 10FP
Using Watt at Ultra Rank will result in 5 damage, but some 3-FP partner moves will cause 6.
Mario will need to take out the remaining 14-15 HP in one turn, so first-striking is nearly essential, as well as several AP-enhancing badges.
There really is no best way to take out this HP, but a D-Down Jump or Mega Jump/Smash will reduce it immensely. Using a Mega Rush-enhanced jump while in Peril, however, guarantees 10+ damage if the action command is executed correctly.
Paper Mario Rare Item Locations
- In the first screen above the tent in Dry Dry Desert, hit the yellow block once for a Mushroom, 10 times for a Super Shroom, and 100 times for an Ultra Shroom.
- After giving the bucket and scarf to the snowmen, sleep in the Shiver City Inn for 4 mushrooms and an Ultra Shroom.
- Tornado Jump under the Brick Block in the first screen past the snowmen twice, once to break it, and once to uncover a block with an Ultra Shroom in it.
- In the second large, multiple-path area in Bowser's Castle, take the upper-left path for a bonus area containing an Ultra Shroom if you solve the puzzle.
- Right before the entrance to Peach's castle, there is a Save Block to the left of a bridge. Jump around on the right side of the bridge to uncover one last Ultra Shroom.
Jammin' Jelly:
- Look behind the big tree to the right of Yoshi Village.
- As Princess Peach, answer correctly at least six questions on the quiz show during the chapter 5/6 intermission for a Jammin' Jelly.
- Hit the lone tree past the well with Lily in Flower Fields. (Unlike the other trees in Flower Fields, you can only get one Jammin' Jelly from it.)
- After the second Guard Door (that asks the memory questions), fall down from the the first flight of stairs to find a Jammin' Jelly on a small ledge.
Repel Gel:
- One of the blocks in Gusty Gulch contains a Repel Gel.
- You can buy a Repel Gel from Rip Cheato at the end of the Toad Town Tunnels.
- A Repel Gel is hidden behind a tree near the upper-right corner of the screen with the snowmen in it in Shiver Snowfield.
In addition to the items mentioned above, you can get Jammin' Jelly and Ultra Shrooms from silver and gold blinking Li'l Oinks, respectively.