In the early s, Matt did a minicomic series entitled "The Comix of Two Cities", based on lifeforms created by the Residents in the band's "Mark of the Mole" trilogy of albums. In the late s, these stories were reprinted as a comic book series. Besides Matt's innovative storytelling and meticulous art, what makes these strips unique is that they feature absolutely no human beings or any remotely terrestrial lifeforms. Even in this hard science, deep space science fiction tales, Matt's musical predilections creep in, witnessed by the names of the two protagonist characters: Konny being derived from the name of German electronic music producer Konny Plank, and Czu being inspired by Can's bassist Holger Czukay.
Another of Matt's sci-fi creations is the "Keif Llama: Xenotech" series, featuring the adventures of a plucky troubleshooter coping with problems between mankind and alien civilizations. Matt has done cover art for numerous independent musical releases cassette tapes, albums, and compact discs ; among them: Conrad Schnitzler, the Nightcrawlers, the Muffins, Scornflakes, and the University of Errors. In the early s, Matt began doing music reviews in comic strip form for Heavy Metal magazine. Soon after, he began a weekly music review comic strip for a local newspaper, which evolved into his Sonic Curiosity comics.
These comic strip reviews were widely published and internationally reprinted during the s and s, gaining him quite a reputation. Some time in the s, Matt switched over to doing straight text music reviews, claiming that prose allowed him deeper opportunities to describe the music in question. In , the Sonic Curiosity website was created to distribute Matt's relentless music reviews. From to , Matt wrote a weekly music column for Space. A culmination in Matt's opinion of his desire to merge comics with music has been a series of collaborations he's done with a variety of internationally renowned musicians: in which a comic strip by him comes as a PDF file on the CD, while the band's music is a loose soundtrack inspired by his story.
Matt has also written a collection of short stories Enriched Visions inspired by the ambient soundscapes of Robert Rich. It is plainly evident that Matt Howarth is obsessed with strange music, and he is not about to stop incorporating such things into his creative efforts. In , Matt's work inspired a thesis which was published in a Semiotics textbook by the University Press of America.
Get the magic wand and bring it back to the king. The ground that you'll battle on is so uneven which will cause him to jump around simeltaneously. When he touches the ground, you'll get stunned for about 3 seconds, but he prob- ably jumps every 3 seconds, which means that if you get stunned once, you are pretty much history. Do your absolute best not to get stunned. When you hit him once on the head, he will bounce up and down inside his shell, everytime he bounces, it can potentially stun you, so just because he is inside his shell doesn't mean you are safe.
His only attack other than to touch you is the magic that is shot from the wand, but that can be quite a challenge to dodge. When you hit him on the head, he doesn't get any harder, but he is already super hard to begin with. Hit him on the head three times to kill him. Once he is dead, return the wand to the king. Bowser is extremely predictable. He will start off by shooting two flames at you, then he will jump up and try to "butt slam" you.
Since you cannot actually hurt Boswer, you will need to find a way to outsmart him. Fortunately, this is pretty easy. When Bowser butt slams you, if he lands on the red colored bricks in the middle of the screen, he will break some of them. To kill Bowser, you will have to make Bowser break the red bricks, if you make him break the last supporting row of bricks, he will fall down and suffer a massive drop!
To make him do this, you will have to stand ontop of the bricks, and dodge the two flames that Bowser will shoot. As Bowser goes up to Butt slam you, quickly jump out of the way. If done correctly, Bowser will break some of the bricks. Continue this process until Bowser accidentily breaks the last supporting row of bricks. When this happens, he will drop off the bottom of the screen and slowly plummit to the ground. When he finally hits the ground, you will bounce up, then you'll hear some "hero" music, and the locked door will open. Finally, go into the locked door to free princess peach, and end this marvelous game!
It happens a few times throughout the game, but it is most easily performed in world The trick requires flying ability, so therefore, you must be raccoon Mario to successfully perform this trick. Go to world and climb up the hill. Situate yourself to the right side of the green horizontal pipe and wait for a load of goombas to start barging out.
Now, jump ontop of one of the goombas and use his head to bounce high in the air. Now, use your tail to slowly glide down onto another goomba. Repeat this process over and over. Your points will start to rack up until your points become extra lives. It will take a while to finally pull off for the first time, but once you get it down, it is a very handy trick to know.
There is another variation of this trick that can be performed in world 2-Fortress.
As raccoon Mario, you will need to walk down the small amount of steps so that you meet up with three dry bones skeleton turtle enemy. Bounce on one of the Dry Bones' heads, and bounce high in the air. Slowly, glide down onto another Dry Bones' head, and then another. There are only three different Dry Bones enemies, but they will get back up after about 10 seconds, so you can bounce on their heads over and over again. The third and final variation of this trick can be performed only in world You will need to browse the level until you find three green koopa paratroopas turtle enemy right next to each other.
Bounce on one of the koopa paratroopa's head, and bounce high in the air. Slowly, with your raccoon tail, glide back down and land on another koopa paratroopa head, and then another. There are only three different koopa paratroopas, but they will get back out of their shells and start walking again after about 10 seconds, so you can bounce on their heads over and over again. It occurs in world Go to the end of world and you will see two pipes with a bunch of bricks in between them one of the bricks being a fake pile driver goomba.
Now enter the right most pipe. Inside the pipe, you will find a P-Switch; hit the P-Switch, and quickly exit via the pipe to the left. Now avoid the pile driver goomba, and collect the coins to the right. Now re-enter the pipe to the right, and you'll find that the P-Switch has reappeared! So, you can repeat this process over and over again until time runs out! Usually, if I do this until time runs out, I'll end up with about extra lives.
Recently, I have found another area in the game where this occurs, but you must have flying abilities racoon mario. At the very end of world , there is a secret P-Switch that you can hit by knocking a shell into the bricks. Hit the P-Switch, and get the coins that appear. Now fly up to the pipe high in the sky. Now leave the pipe, and the P-Switch will reappear! Hit the P-Switch again and get the coins again.
Repeat this process as many times as you can until time becomes scarce, then just touch the card roulette to finish the level. It occurs in any level that has more than one 1-up mushroom, or over coins. In any level where this occurs, get either the coins or the 2 1-ups and purposely die. Now go back into the level and do the same thing. Repeat this process until you have enough lives to suit yourself. To do it, you must know about the P-Switch hidden on the 3x5 set of bricks.
When the P-Switch timer runs out, go into the door at the bottom right of the screen, and do the same thing again! Repeat this process until time runs out, then start the level again. You stop doing this whenever you decide to. If you want to know how to get it, then listen up.
Navigate your way through the level until you come to a second boomerang brother.
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Jump past the boomerang brother, and over the tiny hole that follows. You will now see a peach, green, and grey platform in the background. Jump ontop of the grey one and knock the koopa troopa off of it. Now, hold down for approximately 6 seconds, and you will become behind the scenery of the level, causing you to fall through the grey platform. Enemies can still hurt you, even though you are still behind the scenery.
Quickly run to the right as far as you can go. You will run behind the black area where you normally finish the level, which will for some odd reason send you to a mushroom house. Inside the mushroom house, there is a single box which contains a warp whistle. Open the box to obtain warp whistle 1. To get it, you will need to have flying abilities, which means that you will need to be raccoon mario. Navigate your way to the second question mark block of the level. A dry bones enemy will be right near it.
Smash the dry bones enemy and quickly run to the right, and then back to the left so that you have enough speed to fly. Fly up over the ceiling start running to the right the screen should scroll to the right. When the screen stops scrolling, press up, and you will be transported to a small room with a single chest. If you open the chest, you will find warp whistle 2. First, you will need to fight, and defeat one of the wandering hammer brothers. There are two wandering hammer brothers; one of which gives you a music box, and the other gives you a hammer. Fight them until you get the hammer.
Once you have the hammer, navigate your way to the top right of the world two map. Now, press B to unveil your inventory, and use your hammer. The rock to your right will break unveiling a hidden third part of world 2, that not many people know about. In the third section of world 2, there is a mushroom house which contains a frog suit, and another set of wandering hammer brothers.
If you defeat the wandering hammer brothers, you will receive warp whistle 3. You know, that spade card that pops up every time you have collected 80, points? There are only eight patterns that you could possibly have. To find out which of the eight patterns you have, follow the directions below. Flip over the third card in the first row.
If it is a flower, then you have pattern 8. If it is also a 1-up, then flip over the second card of the first row. If the second card of the first row is a starman, then you have pattern six. It the second card of the first row is 10 coins, then you have pattern two. If the fifth card of the first row is 20 coins, then you have pattern 4. What does it do, you ask? Well, it transforms the wandering hammer brother of whatever world you are on into a coin ship. The coin ship is simply a ship loaded with coins enough to get two extra lives where you fight a hammer brother at the end.
How do you get it you ask?
Follow the below directions. This includes 11, 22, 33, 44, 55, 66, 77, 88, or You will need to make the number in the 10's spot of your points to be equal to the number in the 10's spot of your coins. Example 1: 22 Coins, Points. Example 2: 66 Coins, Points. Get to the end of the level so that you are only a jump away to touching the shuffling card to end the level. Now, look at the timer. Jump up so that you hit the shuffling card with an EVEN amount of seconds left on the timer.
If you do it with an odd amount, then this will not work. This does not happen very often, and only a few people actually know how to make the coin ship appear without complete luck, so feel honored! After game seconds, his chain will start flashing as sort of a "Danger! You better get away! What are the messages, you ask? Oh my! You've been transformed! Shall I change you back with this wand? Can I borrow your clothes? No dice? What a drag! Please, tell me your name. When you fight him normally, he will shoot fire from his mouth, but there is a secret way to fight him without the fire. To do it, you must equip a P-Wing prior to entering Bowser's malicious castle.
When you are playing in Bowser's castle, get to the very end part where you see the fire blowing at you, but you haven't actually seen Bowser yet. If you follow this room all the way to the right, there is a single door.
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Don't enter the door; if you do you will fight the hard version of Bowser. Instead, use your P-Wing to fly over the wall. When you do this, you will fight a much easier version of the evil koopa king, where he does not shoot fire. In your brand new game, you will start out with an inventory filled with P-Wings!
That's right, you will have a full inventory packed with P-Wings! That means 28 wings in all! You need to be really bad to get a game over now. A white mushroom house is practically the same as an ordinary mushroom house, except it gives away spectacular prizes, such as a P-Wing or an Anchor!
To get to a white mushroom house, you will need to collect a certain amount of coins for a certain world. For example, for world one's mushroom house, you will need to collect 44 coins in world , and your prize will be a P-Wing. Got it? To do it, get the first warp whistle from , and the second from 1-Fortress. Then, use one of the whistles, and you'll be taken to the warp world.
Before you choose what level you want to go in while still in the warp world , use the second whistle. This will take you directly to world 8. The lower half of Bowser cannot harm mario. That means that if you are small mario, you can walk straight through Bowser. Also, you will be vulnerable to Bowser's stomp attacks, just as long as you stay grounded. To do it, pick up an ice block at the same exact time that the buster beetle picks up the same ice block.
If done correctly, you and the buzzy beatle will pick up the same ice block at the same time, resulting in two ice blocks being made out of one! Anyway, there is a way to make him fly off the screen, but the bad part is that he will not come back onto the screen to receive the remaining bonks on the head, so you will have to wait for time to expire before fighting him again. ANYWAY, to do the glitch, go to the second fortress of world 5 this probably works in other fortresses, but that is the only one that I tested it in.
You can start the level with- out a tail, but by the time you fight him, you must have a tail. When Boom-Boom gets back off the ground, he will start to fly. This is where you will have to fly as well. So, get a running start and fly up as high as you can. After awhile, Boom-Boom will make a lunge toward you. If you accidentily hit him on the head twice, then it is ruined. So, you will have to completely dodge his attack. If you dodge his attack, he should fly off the edge of the screen. He will not come back either. Unless you reset the game, you will have to wait there for time to expire. Enter the level as Tanooki Mario.
There is a secret area in this level that has a huge question mark block that contains a hammer mario suit. Get to that area. Now, hit the huge question mark block and a hammer suit will emerge. If the hammer suit hits you while you are in your statue state, you will turn into grey statue hammer mario! A mixture between hammer mario and tanooki mario! This is very cool, but unfortanently, as long as you stay grey statue hammer mario, you will not be able to enter pipes, which means that you cannot finish the level.
Before you do this, I want you to know that if you execute this, then you will become "stuck" in the game, and you will not be able to get out, even if you wait for the time to run out; the only way to escape from this is to turn the power off. So, if you still want to do this, then listen up: You must be super mario to do this you cannot be small. Find the area of each level where there is a pipe with ice blocks to the right side of the pipe. Kick away the ice blocks so that there are no more ice blocks on the right edge of the pipe, no ice blocks above the pipe, and no ice blocks on the top right diagonal edge.
Since you probably got confused by that, I took the liberty of creating an ascii map to show you what I mean. It's extremely crappy, but it will get the idea across. Now, duck, and jump. In the air, hold left while still holding down , and if you get lucky, you'll go down the side of the pipe! If it doesn't work the first time, keep trying, You'll get it eventually.
When you come out of the pipe on the other side, you will be behind the scenery! You can scroll the screen to the left or the right, but you cannot actually see yourself. If you have fire power, you can shoot fireballs, but they will appear at a different position everytime. If you wait for time to expire, then you will not die!
You will never be able to get out of this unless you turn off your NES! A very odd glitch indeed! You must start out as raccoon mario to do this. Go through the level until you find a grey platform that you can duck on to go behind the scenery. This grey platform is necessary to perform the glitch, but first, you must drop to to ground, and run to the right. Jump over a small bullet bill cannon, and you will see a wall comprised of three breakable bricks. Break these bricks with a whip of your tail, and then return back to the grey platform. Jump ontop of the grey platform and hold down for about 6 seconds, and you will fall behind the scenery.
Now, quickly, run to the right over a small bullet bill cannon, past the wall that you just broke, and over another small bullet bill cannon. Now you should see a green pipe. Go down the pipe, and you will appear behind the water! You will actually be invisible, but you can see the bubbles from your breath. To reappear, just swim to the top so that your head goes off the top of the screen, and you will suddenly appear again!
To do it, get to Bowser's castle as big mario, this will not work as tiny mario. Get to the part of the castle just after the Hot Foot flame candle enemy. You will have to climb up the following staircase type thing with the three rotodisc enemies. Once you get to the very top, there is an invisible extra life pressed up against the wall to your right.
Hit the invisible extra life brick, and grab the extra life. Now, stand on the left edge of the platform below the extra life brick, duck, and jump up so that you land ontop of the extra life brick. If done corretly, you will start moonwalking inside the bricks to the right! This same glitch can also be done at another point in the same stage, but you must have a P-Wing.
Fly to the area where you first start seeing Bowser's flames, but you don't actually see Bowser himself. Now continue through the room, but stop at the area right before the door. Now walk to the left until you cannot walk any farther without falling into the lava pit. Now duck and jump. You will start flying in the ducking form.
Now fly all the way up and stop ontop of the koopa statue. When you let go of duck, you will start moonwalking through the bricks to the right. Enter the third one that you come across, and quickly, start rapidly tapping A. If you tap A at the right time, you will go back in the door, and be warped straight to Boom-Boom the fortress boss in record time!
Go down the pipe, it will lead you to an underground area. In the underground area, find a platform that is grey with some bricks to the right of it. Hold down on the grey platform for about 6 seconds and you will fall behind the scenery. Now, before you return back into the foreground, run to the right and jump up the pipe.
On the other side of the pipe, you will have permanent invincibility from all enemies. You will keep your invicibility until you either finish the level or go into a pipe. Don't go in this pipe. Instead, look to the right of the pipe; there is not much to the right, except about half a block worth of empty space. Now walk to the right until you cannot go any farther due to the end of the screen. Now jump up and you will become lodged in the pipe!
Keep jumping. If you jump over the top of the screen, you will lose your life. You may have to duck if you are big. Press B and down at the same time. If your timing is perfect, then you will be sent down the pipe colored grey, but not a statue. Also, when you come out on the other side of the pipe, you will turn into a statue. Continue through the level until you get to the area where the first powerup is located.
Hit the first powerup and a fireflower will emerge. DON'T get the powerup right away. Instead, jump to the right side of the powerup and you will see three question mark blocks. Hit the leftmost question mark block, and for some reason I have no idea why the fire flower will start flashing different colors! If you get the fireflower, nothing different happens. Odd, eh? Hit the four question mark blocks. The rightmost of the four question mark blocks contains a mushroom, so be sure to grab that one.
Now head to the right, and jump over the green pipe with the Venus Fly Trap inside it, and hit the single question mark block that follows. Continue to the right until you come across a red koopa paratroopa. Jump on it, and then kick it to the right. The shell will slide to the right and hit a grounded question mark block and a powerup will appear; grab the powerup while you still have the oppurtunity. Now walk to the right and kill the two little goombas by jumping on their heads, and then do the same to the para-goomba that follows.
This, is the first time in the game where you will have two options that you can go by. Option 1 Keep going to the right and jump over the pit. Avoid the three bouncing koopa paratroopas on the platform above. Continue to the right and you will come across a wandering koopa paratroopa. Either kill him or leave him be, the choice is yours. There is a question mark block to your right that contains a powerup, which is a good way to make up for lost health. Now jump over the two pits that follow to the right.
Option 2 This path is only if you are currently raccoon mario with the tail. If you are not raccoon mario, then take path 1. Make sure you have killed the two little goombas, and the para-goomba. Run all the way back to the grounded question mark block where you got your raccoon feather. Now, run as fast as you can to the right. Keep running, and right before the pit, make a jump. You will start to fly. Keep tapping A in the air, or you will fall.
There is a pink-colored platform in the sky that you should land on. Get the three coins above the pink platform. There is a brick elevated above a platform comprised of four clouds. The brick contains a 1-up mushroom, so be sure to grab it. Now jump to the right onto another, larger platform comprised of only clouds.
Get the coins on it, and jump off of the right side of the cloud platform. Rejoined Jump over two pipes to the right side of you that both contian pirahna plants. Keep heading right over a bunch of bricks. There will be a koopa troopa walking on a single brick. Kick him into his shell, and then kick his shell to the left so that it breaks a bunch of the bricks. The shells destruction will have created an over hanging brick. Hit the over hanging brick to reveal a P-Switch.
Stomp on the P-Switch to turn the remaining bricks into coins. Try to get all the coins before your P-Switch power fades away, and the coins turn back into bricks. Now walk to the right until you see a small, single brick legnth hole with a pipe-platform to the right of it. Now, if you are currently raccoon mario, you can choose to fly up to the top of this pipe, and go in it.
To get some extra coins, but you don't have to. Now run to your right, and touch the card roulette to finish world Avoid the little goombas, and continue until you come to a question mark block, which contains a powerup. Get the powerup, then jump ontop of the question mark block, and over the T shaped pipe formation. Avoid the goombas that originate from the right side of the T shaped pipe formation.
Continue to the right and jump over a struggling para-goomba, and up a hill. Jump over the pipe, and descend down from the hill. Don't get any of those coins that you see in front of you, not yet at least. Continue to the right, and you should see a pipe elevated in the air with two blocks underneath of it. The left most block is a P-Switch, to get it as big mario, you will need to make a running slide run, and duck at last second.
That will make the coins to the left turn into bricks. Jump on the newly created bricks one by one until you are ontop of the pipe. Now, press down on the pipe to enter it. Once inside the pipe, drop down to the very bottom and grab the 20 coins sitting there, then enter the exit pipe to the left. Once back outside, run and hit the P-Switch again. Jump back up to the top of the pipe, but don't go in the pipe. Instead, stand on the right half of the pipe, and jump straight up to reveal a hidden 1-up mushroom! Now, finally, get those coins to the left of the P-Switch.
Once you grab those coins, head in the rightward direction, and climb the steep hill. Once on the other side, you will see two note boxes, and a para-goomba. Bounce on the rightmost note box to reveal a hidden powerup! Now look to the right and you will see a hill. If you press down on the top of the hill, you will slide down it, killing the two little goombas that are currently climbing up it in your direction. Now jump over a pipe with a venus fly trap inside and look to the right; you will see three more note boxes.
If you hit the rightmost note box, you will reveal a hidden starman! Grab the starman and you will get invicibility! Now continue to the right over two more pipes until you see a single question mark block. Hit the question mark block, and you will get a single bloody coin. Now jump over a horizontal pipe, and avoid all the little goombas that it will spit out to the right.
Keep going in the rightward direction, and a para-goomba will appear. Avoid the flying para-goomba, and keep going right. Now touch the roulette card to finally finish the level. Now pick up his shell by pressing B and take it with you. Use the shell to kill the Boomerang Brother just ahead.
Now you will find a rather odd looking brick formation with two visible note boxes, two question mark blocks, and a green koopa troopa walking back an forth ontop. Kick the green koopa troopa out of his shell, and kick him to the left to break several bricks on the brick formation. The brick formation should have six blocks on the left, and ten blocks on the right.
Now jump into the backwards C, and hit the second brick in to reveal a hidden coin box! There is also another hidden item here, also located in the backwards C; the hidden item is a powerup and it is in leftmost brick of the bottom row. Now, press yourself up against the rightside of the left platform, and jump up to reveal a hidden peach-colored note box! This, my friend, is where your path splits into two different options.
Option 1 Jump ontop of the peach-colored note box and press A just as you bounce on it to bounce up into the clouds! The clouds are like a secret bonus room; there are no enemies and life threatening situations, just coins. In fact, there are 35 coins on the ground. However, you will encounter more coins if you fly up in the air exactly half way through the area of course, you must be raccoon mario to fly. To tell when you are exactly halfway through the level, look at the clouds in the back ground. When the clouds start to cover the screen so much that you can not any longer see the dark blue sky, that is when you have reached the center of the stage.
In the sky, there are a total of 24 more coins as well as a block that contains an extra life.
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When the screen scrolls all the way to the right, enter the pipe to be re-released back into world Option 2 Ignore the peach-colored note box, and just continue to the right. Jump over a green koopa troopa, or kill him if you choose to. Jump over a pillar comprised of four blocks, and kill the little goomba on the other side.
Now jump over another pillar, this one comprised of three blocks instead of three. Iif you touch the top block of the three block pillar, a powerup will emerge. Now kill the jumping para-goomba, and collect the three coins there. Jump over another pillar and kill another para-goomba, and collect three more coins. Now jump over the last pillar in the set and a tiny pit. There is another boomerang brother here that you must kill, but this time you do not have the convienience of bashing it with a shell; this time you must do the work yourself! So, go up to him and carefully bash him on the head.
Now go to the right and jump over a tiny hole, and two little goombas will meet you, kill them both. Moving on, there are three coins on a blue platform, you can get them if you opt to. Continue to the right and jump over the green koopa troopa. This is where the paths meet up again. Rejoined You will now find yourself being attacked with a flying para-goomba that is releasing tiny baby goomba clingers.
Simply ignore it, and go to the right. Touch the card roulette to finish the level. If you get pushed into something, such as a block, or a pipe, then you will lose a life. Jump off of your green grassy platform and onto a platform comprised of four blocks. Now jump onto the moving platform and then onto another brick platform; be sure to get the three coins above it. Now there are three more moving platforms, use them to get onto the lower platform there. If you look above you, you will see four bricks, the third brick to the left contains an extra life to make it go to the right side, hit that brick on the left half.
Now look to the right and you will see another moving platform. Use the moving platform to safely get on a L shaped brick formation. Now grab the three coins around the area, and then jump onto another L shaped brick formation, and get the three coins above it. Now jump to the right onto one of three different brick formations. Stand leftmost brick of the lowermost brick formation and jump up to reveal a powerup. Now, stand on the rightmost brick of the lowest brick formation and jump up to reveal a hidden coin box! Now go up and you will see a red koopa troopa. Bash him into his shell, and then pick his shell up and carry it.
Carry the shell to the next high platform and kick it at the brick that is sticking up to reveal a hidden 1-up mushroom! Now continue to the right until you see a vertical formation of 8 coins. Use the moving platform to get all 8 coins. Now continue to the right and use three more moving platforms to jump onto a platform made of three bricks -- you should see a red koopa paratroopa flying to the right of you along with a pipe on the right side of him. Jump over the koopa paratroopa, and enter the pipe. On the other side of the pipe, there will be a boomerang brother that I recommend that you just ignore.
Now walk to the right and touch the card roulette to finish the level. If you are interested, see section Run to the right, jump up the mini staircase, and stop when you get to a lava pit. Each lava pit has a podoboo jumping out of it. Safely, wait for the podoboos to settle before jumping over a pit. When you jump over three pits, you will arrive at a platform with a question mark block.
Hit the question mark block to reveal a powerup; a fire flower if you are currently big. Now jump over another lava pit to your right and go down a small staircase. Dodge the rotodisc, go up another staircase, and dodge another rotodisc. Jump over two more lava pits, avoid another rotodisc, and jump over another lava pit. You should see a question mark block along with a dry bones enemy koopa troopa skeleton. Now hit the question mark block, grab the powerup that will emerge, and enter the door on the right Now you will be in a room with a spiked ceiling that will drop on you. Quickly, before the ceiling drops all the way, go to the right where you will not get hurt when the ceiling drops all the way to find out where that is, look up at the ceiling.
It's the spot where the ceiling caves in. Now, wait for the ceiling to go back up. When the ceiling is in the process of rising, jump over the two pits to your right and press yourself up against the rightmost wall. Wait for the ceiling to descend all the way again. Now wait for the ceiling to rise, and then enter the door that will appear. Inside the door, you will find yourself in a long hallway with gloomy windows. Follow the hall all the way to the right and you will find boom- boom the fortress boss! Kill Boom-boom by jumping on his head three times, but watch out, because he gets more and more difficult after each time you hit him!
Once you have killed Boom-boom, he will drop a question mark ball. Touch the question mark ball to finish this fortress. You will land in a pile of water. Go to the right and climb up the short hill. Dodge the pirahna plant coming out of the pipe from above. Jump ontop of the buzzy beatle there, and kick him to the right at the right time to knock out a second pirahna plant.
This, is where your path splits into 2 different options. Option 1 Drop ontop of the pipe, and drop to the ground. Go to the right until you come some more water, and grab the five coins there. Keep to the right and pass two tiny water pits, and fall into the water pit that has the question mark block in it. Go into the water, and hit the question mark block to reveal a powerup. Now climb up the hill and jump into the daylight area. Option 2 Take the top path that leads toward the surface.
Follow this path, and when the patch leads straight up when you can see the daylight , look in the background at the white spots. You should see a bunch of dots that are pinkish. Jump up so that your head goes through the pinkish dots, and you will reveal a hidden peach-colored note box. This is where Option 2 splits into two sub-options. Sub-Option 1 Jump ontop of the peach-colored coin box, and press A just as you bounce and you will be sent to a coin heaven! A coin heaven is like a secret bonus room; there are no enemies or life threatening situations, just pure coins.
Sub-Option 2 Ignore the peach-colored note box, and jump into the daylight area. Go to the right and kill the two green koopa troopas walking toward you. Now go to the right and kill another green koopa troopa. So, whichever wacky path you take, you should be here. Phew, finally you have freed yourself of all those wacky path's. Anyway, Go to the right and climb up the mountain. Go down the mountain and avoid the next green koopa troopa.
Go down the hole to the right so that you are back underground. Avoid the venus fly trap. Keep going to the right and avoid the second pirahna plant. Now keep going right until you cannot go right any farther, and then jump up the pipe. Knock the red koopa troopa off, and grab his three coins. Now jump to the platform to the lower right, and knock the red koopa troopa off of that platform. Now, hit the question mark block, which contains a powerup. Now jump ontop of the used question mark block, and then ontop of the high platform to your right. Now jump onto a rail lift, bounce ontop of two note boxes, and then finally land on a single platform with a hill on it.
Jump to the right and overtop of a red koopa paratroopa so that you land on a platform with a green koopa troopa. Jump ontop of the green koopa troopa and kick his shell. His shell will take out two bricks, and then fall off the screen. There is a hidden coin inside the leftmost brick, and a hidden coin box inside the rightmost brick; get them if you choose. There is also a 1-up mushroom that you can get by hitting the middle-right brick above you. Once you are done in this little area, go right past the platforms until you come to a hole in the platform.
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Drop down the hold and land on the single brick, then jump onto the rail lift. As soon as you jump on the rail lift, it will start moving to the right. Grab the three coins that it passes, and avoid the red koopa paratroopa. When the line of the rail lift ends, quickly jump to the platform provided to the right. Now stand on the right side of the platform, and wait for a lift to glide your way, then jump on it and ride it to the right.
Now jump on another rail lift. As soon as you jump on it, it will start moving. Look to the right, and jump over the red koopa paratroopa, and land on the platform. Now run to the right and touch the card roulette to finish the level. The king has been transformed! Please find the magic wand so we can change him back.
When you gain control of your character, carefully head right over the two ball cannons, over the bullet bill cannon, and then over another ball cannon. Now, watchout, because you will now be attacked from above as well as below. Navigate past two more ball cannons that are located on the ceiling, and a single bullet bill cannon on the ground. Now you will come across a question mark block.
Hit the question mark block to reveal a powerup. Get the powerup if you choose. Now watch out for the rotating ball launcher that shoots two cannonballs at a time. Jump over a wooden pillar and then navigate yourself past another ball cannon, a bullet bill cannon, and then another ball cannon.
Now walk up the steps and go down the white pipe. You will land in a single room with Larry Koopa. Larry Koopa isn't really that hard of a boss to fight, but he might seem hard for a beginner. You can also blast him with 10 fireballs, but I find that method to be incredibly harder than the old fashoned "stomp on the head" method. However you do it, just get the wand from Larry Koopa and bring it back to the king.
I'm back to my old self again. Thank you so much. Here is a letter from the princess. She also gives you a P-Wing, which will come in handy later on in the game. In this huge brick formation, there are three pile-driver goombas, and a single question mark block. Avoid the pile-driver goombas, and hit the question mark block to reveal a powerup! Get the powerup, and go to the right past the huge brick formation.
Those Annoying Post Bros. #43 VF/NM; Vortex | save on shipping - details inside / HipComic
Now jump over three consecuitive pillars that have the pile- driver goombas ontop. Now hit the two question mark blocks there, the left question mark block contains a coin, and the right question mark block has a star. Now go to the right past a pile-driver goomba, past a fire snake, and use the note boxes to bounce your way to the top platform.
Kill the goomba, and go to the right edge of the platform. Drop down to the ground and look up, and you should see two tiny blocks. Now jump in between the two tiny blocks to reveal a hidden note box. Bounce on the note box, and then touch the side of the left block to reveal a hidden powerup! Get the powerup, and bounce back up to the top of the platform to your right. This is where your path splits in two. Option 1 Path number one is for only those of you that are raccoon mario with the tail , because you need to be able to fly. Stand on the right edge of the platform and get a running charge to the left.
When you have enough speed, fly in the air and break bricks to gain access to a hidden pipe! Go in the pipe and hit the P-Switch. Get the 16 coins that will appear. Go down the pipe to the right, and you will be deposited back into Option 2 Go to the left and break the brick above. Go inside the platform area, get the four coins, and then hit the brick in the middle.
Now exit this boxed area via the way you got in. Use the note box to get ontop of the high platform to your right. Rejoined Run to the right on the platform that you are now on until you fall off.
If you choose to, you can go inside the other boxed platform and gather a bunch of coins, but you don't have to. Go to the right until you come to a pipe with a pirahna plant in it. Jump over this pipe, and kill the pile-driver goomba. Now, go down the second pipe. In the pipe, hit the P-Switch, and quickly exit via the pipe to the left.
Now all the bricks have turned into coins! Get the coins, and kill the pile-driver goomba. Now go to the right and touch the card roulette to finish the level. Jump over the quicksand pit with the venus fly trap in it. On the other side, you will see a brick sitting on the ground. Touch the side of the brick to reveal a hidden powerup! Get the powerup, jump over the red pipe, and jump over a second quicksand pit with the venus fly trap in it. Now climb up the hill, and you will notice a wooden platform to the right of two blocks ontop of each other.
Touch the wooden platform, and it will start to glide to the right. Stay on the wooden platform. Jump over the green koopa paratroopa, and collect the three coins. Now you will come to two different bricks. The left brick contains a coin, and the right brick contains a P-Switch. Be sure to hit the brick with the P-Switch, jump off of your wooden moving platform, and hit the P-Switch.
Quickly, jump back onto the moving wooden platform. When riding on the wooden platform, you should see two sets of bricks that were normally coins, but changed via the P-Switch.
Just to the left of the right set of bricks is an invisible 1-up mushroom; be sure to get it before you leave. Stay on the moving wooden platform and collect all the coins that are normally bricks until the P-Switch timer runs out, and you cannot get any more. Follow the moving wooden platform past two more green koopa paratroopas, and then past a vertical quad-brick structure. Now, hop off the moving wooden platform, and onto solid ground. Hop in the red vertical pipe and then go to the right and touch the card roulette to finish the level.
Continue to the right past a thwomp and two more dry bones enemies. Navigate past another twomp, and you will come in contact with a Boo Diddly. A Boo Diddly will not attack you if you look at it, because he is way too shy to attack when you are watching him. So, try to watch him at all times. Jump over another dry bones, and up a vertical green pipe. Head right and jump onto a two block legnth platform just before the spikes.