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.
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.