Saturday, September 22, 2007

Super Mario Bros. 3: The Forgotten 1-up Guide: Part 1
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...
Kent C. Koopa Strategies
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

Paper Mario Boss Strategies: Anti Guys Unit

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.
New Super Mario Bros. Glitch
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.