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Upper Floors and Tower

Snowman’s Land
The hazards of arctic adventuring: the water in this world is so cold that you’ll lose energy. Slippery surfaces, high winds, and unfriendly inhabitants make this world a most inhospitable place.
Snowman’s Big Head
First you have to make it past the block conveyer, then you will eventually reach the ice bridge with the big penguin walking on it. The snowman will blow you off the bridge if you try to cross it yourself, so jump on the penguins head as he shuffles across. Follow the path around the snowman’s head to reach the Star.
Chill with the Bully
He’s big, bad, and blue, but not much different than the bullies you’ve fought before in Lethal Lava Land. You can either fight him from his platform, or the snowy bridge just above it. Either way, hit his back to knock him into the freezing water.
In the Deep Freeze
The third Star in this course is inside a frozen maze of ice. Enter the vube of ice and you’ll find a bunch of cut-out pathways. In the center of the maze you can back-somersault onto a small ledge (use the close up view to look around and find it). From here you can jump on top of the building and down a shaft that leads directly to the Star.
Whirl From A Freezing Pond
To reach the fourth Star you’ll need to use the Helicopter Jump from one of the Spindrifts (the floating creatures with flowers on their heads). The one you need to jump odd is just beyond the block conveyor, standing in the water. Jump off his head and float over the brick wall. You’ll find one Yellow Block with the Star in it and another with a Shell in it. That shell will come in handy later.
Shell Shredding for Red Coins
Follow the directions for Star #4 to get the green Shell from the box. Jump on the Shell and ride to the left, where you will find several red coins. Once you’re riding the shell, you can jump to increase your speed and hurtle over obstacles. Head for the water underneath Chill Bully to collect a few more red coins. Be careful not to hit any of the walls while under his platform or you will fall into the cold water. The Shell does not have a time limit so you’re free to go anywhere in the level until you hit a wall.
Into the Igloo The easiest way to get to the Igloo is by riding the Shell. This time ride across the freezing pond and up the sloped wall to the left of the block conveyor. A trail of coins will lead the way. In order to enter the igloo you’ll have to crawl, but appearances can be deceiving- it’s huge inside! Another way to get to the igloo is to jump off the bridge in front of the Snowman’s face. Jump from the middle of the wooden part on the far side of the bridge to ;land right in front of it. Once inside, follow the map to find the Blue Block. The Vanish Cap will allow you full access to all areas of the maze, including frozen coins in the walls and the Star.Map

100 Coins
The best place to get coins in this level is to use the Vanish Cap and collect the frozen coins in the igloo walls. Don’t forget to get all of the red coins and use the turtle Shell to collect any coins in the water or around the edge of the level.

 

Wet-Dry World
Do puzzles make you want to soak your head in cold water? Wet-Dry World has bucket loads of brain teasers and an abundant supply of the wet stuff in one convenient location. When you’ve finished this Course you’ll have flushed and filled it with water so many times your head will hurt so bad that you’ll wonder if your hat has shrunk.
Shocking Arrow Lifts!
Here’s the easiest way: Swim down to Crystal Tap #1 (under the big curving ramp) which will almost drain out all of the water. Run to the Warp Spot (in the corner formed by an “L” shaped block with a Crystal Tap on top of it) and you’ll appear on the ledge above Yellow Box. Drop down to get the Star. There is a longer way, using the arrow blocks, but it’s much harder and takes more time, so don’t bother.
Top O’ The Town
Climb up the curved ramp and head for the crate that is almost straight ahead. Push it over so that your can make the Backward Somersault up to the nect platform. Keep going until you find the Chuckya (the purple and red guy that throws you around) and toss him off the edge. Carefully walk across the long, narrow bridge while avoiding the buzzing Amps. Jump from the large circular platform to the smaller spinning one, then walk off the edge towards the one under the Yellow Block. Mario will grab onto the ledge and pull himself up. Hit the Block to score the Star.
Secrets in the Shallows and Sky
Getting the third Star involves going to five key places and performing a special action. Try to follow with me as I outline these places. They can be done in any order
+Drain all of the water and find a box that is already in the wall. It is not on the ground level, but the second level just above the first. Find the box and push it farther into the wall.
+On the far left side of the level, under the cannon platform, there is a box sitting in the water. Push the box.
+Near the box from the last number, in the corner of the level, there is a Yellow Box. Push the box from the last step underneath it to reach it. Collect what flies out to activate the third number.
+Go up the large ramp and across this platform forward and to the left. You’ll find another, smaller, raised platform with a Yellow Box over it. Hit the Box and collect what’s inside for the fourth number.
+The last number is on top of the wire cage at the top of the level. Hit the purple switch to make stairs appear and get the last number in the Yellow Box. The Star will appear on the pier where you start the level.
Express Elevator—Hurry Up!
Drain the water from the Course (touch Crystal Tap #1 under the ramp) Break the block at the bottom of the express elevator in the cage and make your way up to the top of the level with the help of Heave-Ho (the little robotic guy who hurls you into the air, even when you don’t want him to). The elevator has two halves: one that doesn’t move and holds the Star, and one that does move. Step on the half that does move and it will begin to go down. Quickly step off the platform and fall to the bottom (stomp the ground just before you hit so as not to take any damage). Get in the elevator and jump onto the wooden platform when it reaches the bottom. Take it to the top and get the Star.
Go to Town for the Red Coins
To get "downtown" jump into the cannon. Aim at the center of tha tall fence, and move up until the tube with the 1-Ups is just at the bottom. Fire away! Swim down the long corridor to reach the underground town. Hit the Crystal Tap just under the entrance to drain the water. You have to use a variety of techniques to get to the blocks that have to coins inside. All of the coins are easy to find, it’s just getting them that’s hard. Look on top of walls and buildings.
Quick Race Through Downtown:Vanishing Cap
In the Downtown area, grab the Vanish Cap and get ready to run. Quickly head to the Purple Switch (located behind the Vanish Cap behind a building with a red roof). Stomp the switch and run through the courtyard (you can pass through the courtyard walls) and through the fence to where the purple block has appeared. Backward Somersault from the block to the ledge where the Star is, but hurry because the block isn’t around for long.
100 Coins
The Blue Coin switch is in plain sight once you lower the water level. You can also defeat Chuckya to get a handful of yellow coins, and there are plenty in the Downtown area.

 

Tall, Tall Mountain
Hope you aren’t afraid of heights-- some levels had some high drops, but areas on this mountain will give you vertigo. Your skills as pin-point jumping will be tested on this mountain’s mushrooms and crags.
Scale the Mountain
Getting to the top of the mountain is difficult not because it has challenging puzzles, but because it is littered with obscure obstacles. Use the long jump to get over the two gaps near the start. Don’t forget to use the ledges to the left of Monty Mole. Using the Backwards Somersault up the cliffs will save you some time and bypass the rolling log area. Follow the trail past the Goombas to another gap that only the long jump will cross. Beyond this jump, the last big challenge is the narrow bridge across the waterfall. If you take it slow you’ll easily get across, if you fall you’ll return to the base of the mountain.
Mystery of the Monkey Cage: Requirement: Star #1
Head back up to the top of the mountain as described in Star #1. On your way up you’ll see a Star suspended in a cage near the narrow bridge. You can jump on top of it, stomp it, anything you want, but you won’t be able to open it. The little monkey, Ukkiki, has the key. Keep going up to the mountain to the very top where you’ll find the playful primate. Grab him and he’ll release the Star from the cage in exchange for you letting him go. You’ll have to jump down the waterfall to reach this Star’s final resting point.
Scary Shrooms, Red Coins
The hardest part about this Star is getting the coins on the mushrooms. Not only are they small, but the camera angel doesn’t give you a lot to work with. A couple tips: swivel the camera to the side to see how far you need to jump; zoom out as far as possible so you can see where everything is; be sure to release the Control Stick so you don’t accidentally run off the edge. After you get the four coins on the mushrooms the other four are on the ledges near Monty Mole. The Star appears on the big mushroom apart from the mountain. you can either reach it by jumping from above, or by long jumping from the platform where Monty Mole resides.
Mysterious Mountainside
On one of your treks to the top of the mountain you may have noticed an area in the walls that glimmers. If you don’t know where it is- stand on the green area near the top of the mountain. Face away from the mountain, towards the blue sky, and then turn to the right and take the rock path that leads down a bit. Before you see the waterfall there is a small alcove where the wall is shimmering. Jump through this wall to get to the Mountain Slide. This slide is very dangerous, so take it slow. The first obstacle is a 90° turn. Later on you’ll see signs pointing to the right across a wooden bridge, take this wooden bridge at all costs! The regular path leads to a dead end. Towards the bottom the track twists a little, try to stat on the bottom flat part.
Breathtaking View From the Bridge
If you stand on the narrow bridge and look into the waterfall you’ll see a star tucked away behind the water. Find the purple switch (on the path up the left side of the falls), stomp it, and then run back to the bridge. Now there is a convenient pathway to the Star. Jump from the blocks to the wooden block under the Star to claim it.
Blast to the Lonely Mushroom
There are two ways to get this StarL the cheater way- roll the big log to the right, then long jump of the end and you should land right on it. If you find this way hard just remember, cheaters never prosper (well…almost never). The honest way is much easier. After opening the cannon by talking to the Bob-omb Buddy who is on one of the platforms just before the log, go to the mushrooms. There are three very short mushrooms in a line, stand on the middle one and you’ll warp to the cannon. Aim at the center of the mushroom, then move up until the sight is in the middle of the two clouds. You should crash right into the Star so don’t worry about making a good landing.
100 Coins
There are tons of coins on the slide, but since it’s a bit risky, you should probably tackle this obstacle first. There are also the red coins, and trails of coins as you go up the side of the mountain.

 

Tiny Huge Island
You can choose to enter this course as Tiny or Huge (depending on which of the paintings you jump into). Some items are only available when Tiny.
Pluck the Piranha Flower.
Start the level Huge and go across the water to the platform where the annoying piranha plants can be found. Jump into the green pipe to become Tiny. If you fall off the platform as Tiny you may as well restart the level because it’s too much effort to get back up. You can beat the flowers using either the Stomp, Trip, Slide Kick, or Punch moves.
The Tip Top of the Huge Island
Start the level Tiny and get ready to climb the mountain. The path is pretty straightforward, start by going through the door in the rock wall and swimming across the water (watch out for Bubba!). Long Jump over the first chasm and let the wind take you over the second. Next is Windswept Valley, brace yourself to avoid being blown off the bridge, then get ready to dodge the iron balls. Backward Somersault up the steps, avoid Chuckya, go across the bridge and you’re home free.
Rematch With Koopa the Quick: Requirement: Stars #1 + #2
About halfway up the mountain you’ll find Koopa’s training area. You’ll have to be small to challenge him. (when you’re large you can stomp him and take his shell). Challenge him to a race and be prepared-- this time he is very quick, and the island is working against you. Long Jump whenever possible to get ahead, such as at the beginning for a head start. After you pass the source, iron balls will chase you down the path. The last stretch of the race is through Windswept Valley: do not Long Jump through here. If you have a big enough lead you should be able to capture the flag before the speedy Turtle.
Five Itty Bitty Secrets
There are five invisible red numbers on the island that you can only find when you are Huge. One is near the source of the iron balls, another is in the water pool at the top of the mountain. A third is on the tiny cannon hole, and a fourth on the wooden bridge that leads the Wiggler’s Room. The last is in the water near the small doorway in the big wall. Once you have collected all the red numbers, use the Purple Switch to reach the small island where the Star appears.
Wiggler’s Red Coins
Inside Wiggler’s Room eight red coins have been scattered around. The easiest way to get into Wiggler’s Room is to blast to the ledge above the narrow bridge that leads inside. Aim so that the tree is at the bottom of the sight. Once inside adjust your camera angle for the best view of each jump before you take it. Wall Kick between the two pillars to get the red coin above the Star position.
Make Wiggler Squirm
Climb to the top of the mountain as Huge Mario and stand in the middle of the little wading pool. Stomp the ground to drain the water. Trek back down the mountain to the nearest shrinking pipe and return as Tiny Mario. Jump down the drain to meet Wiggler, who is upset that you flooded his house. His interior decorator will be furious. In any case, jump on Wiggler three times to beat the big baby and take his Star.
100 Coins
You can collect Blue Coins by stomping on the Goombas when you are Tiny. When you are Huge you’ll get a Blue Coin for stomping on Koopa the Quick, then you can take his shell and ride around to other coins around the island.

 

Tick Tock Clock
Pay close attention to the time on the clock when you enter the level. If you enter when the minute hand is pointing to 12 the insides will be stopped. 3 is slow, 6 is medium, and 9 is fast.
Roll Into the Cage
Enter the level when the minute hand is on the 12 to stop the insides. Begin by hopping over the gap where the pendulum swings. Go up the steps, over to the conveyor belt, up the block, and across the walkway. Continue up, jump up the three blocks, scurry across the platform with the second hand and use the Backward Somersault to reach the next ledge. Jump from the single hexagon platform onto the still conveyor belt, then duck into the cage to retrieve the Star.
The Pit and the Pendulums
The clock tower has no bottom: that’s the Pits, and the Pendulums swing back and forth threatening to knock Mario into the abyss. Start with the minute hand at 12. Go up to the cage from Star #1 and continue up. You’ll have to dodge Amp, shinny up a pole, run past Heave-Ho and make a Long Jump across to the platform next to the two pendulums. About one quarter of the way out on the walkway, toward the Purple Switch, Mario can jump to a slightly lower walkway. Follow that walkway out to the second Star.
Get a Hand :
Enter the level with the minute hand pointing to the 3. Jump up the interior of the clock until you get to the platform with the flamethrower and second hand. Ride the second hand around the circumference of the clockwork to a Star in a small alcove on the opposite side.
Stomp on the Thowmp
If you climb and jump and scramble all the way to the top of the clock, you’ll find an angry Thwomp guarding a Star. The clock must be in motion, but thenew obstacles are fairly easy. On the conveyor belt in front of Thwomp, face away from him and Backward Somersault on top of him. From his head you can jump to the Star.
Timed Jumps on Moving Bars
If you aren’t great at wall jumps, turn the clock on for this Star. Take the yellow elevator to the rotating triangular platform. Jump to the hexagonal platform and then to the top of the cage. Now it’s just a simple series of easy jumps to the Star. If the clock is moving the three bars will be popping out at different times.
Stop Time for Red Coins
The eight red coins are positioned above the rotating platforms near the starting point. If you turn off time, collecting them will be a piece of cake. If you try to make these jumps with the platforms rotating you may never reach all of the coins. The Star appears at the top of the platforms. Some of the jumps can be tricky if you don’t have a good camera angle.
100 Coins
Every yellow block is filled with coins, even some with 10! Don’t forget the Blue Coin Switch near the second Star, and the easy eight red coins near the start.

 

Rainbow Ride
Up in the sky, it’s a bird, it’s a plane…no, it’s just Mario on a magic carpet. This level is possibly the hardest, with only suspended platforms hanging over a ground far, far below.
Cruiser Crossing the Rainbow
Jump on the magic carpet and ride it to the end. At the junction, take the carpet on the left. A lot of tough obstacles will try to knock you off you’re magic ride, so be on the lookout.
The Big House in the Sky
This time, ride the magic carpet and take the right carpet at the junction. This will take you to a large house. The blocks on this path are bigger this time, and you’ll have to jump on them before the carpet moves out from under your feet. The carpet will take you through the house twice, both times you’ll be threatened by a jet of flames in the center of the house.
Coins Amassed in a Maze
From the four spinning green platforms you can jump over to the maze. Amongst the many levels are eight red coins. All of them are easy to find, but getting them may be a bit of a challenge. You’ll have to have mastered the Long Jump, Wall Kick, and Backward Somersault.
Swingin’ In the Breeze
Behind the starting point is a pole connected to a lower series of platforms. Long Jump to the pole and work your way across the platforms. Timing your jump onto the first swing isn’t very difficult, and if you miss there’s a safety net. after the first swing you’ll have to negotiate some falling blocks. After you jump off the yellow platform, take the stairs or crawl up the slope to the left to continue upwards. The last big swing has nothing below it, so be careful and take your time.
Tricky Triangles
Follow the same path from Star #4 only this time keep moving forwards instead of going up the stairs. When you stomp on the Purple Switch the suspended pyramids will temporarily turn over into platforms. Quickly climb the series of platforms to get to the Star. There isn’t a quick and easy way to do this, it just takes practice and patience.
Somewhere Over the Rainbow
Talk to the Pink Bob-omb Buddy atop the maze and then head to the cannon on the stern of the ship, let the wind blow you into it. Aim exactly in the middle of the circular rainbow. On the new platform, watch out for Chuckya.
100 Coins
When you step on the Blue Coin Switch at the base of the maze, the coins will appear in the corridor at the top. Wall Jump up to them. Coins are everywhere in this level, just spread out.

 

Bowser in the Sky
The final bout with Bowser lies just ahead, but in order to fight the terrible turtle, you’ll have to reach him. The course climbs into the fiery sky, through jets of flame and over spinning, tilting, and moving platforms. Goombas, Whomps, Amps, and Bob-ombs plague the world. In addition to Bowser, you’ll also have to find the eight red coins. Nothing you can’t handle, right?
The Red Coins
To reach the first red coin, push the large block at on the fourth green platform. Push it to the left and you’ll be able to reach the coin in the sky. The next coin is on the platform under the teeter-totter. Jump down and follow the first row of yellow coins to the ledge, where you’ll find a smaller ledge with the coin. At the top of the curving green ramp you’ll find the fourth coin. On the green blocks that you must jump over, a red coin is suspended over the first set of blocks. A red coin can be found at the base of the rainbow stairs, and another on the blue circular platform by the Amp. The seventh coin is between the brownish moving platforms, and the final coin can be found tucked away under the stairs that lead to Bowser’s Pipe. Adjust your view so see the platform that lies below.
Beating Bowser
This time Bowser has another few tricks up his sleeve. Not only does he exhale flaming breath, but he also snorts out ice and stomps the ground- causing shock waves. Some of the flames turn into coins, so be on the lookout for coins to revive your health. Once you grab onto Bowser’s backside you’ll need to throw him quickly, as the fire and ice flames move towards you. One warning: if you throw Bowser out of the arena he’ll knock off a piece of the platform when he returns. After you’ve thrown him into two orbs, all of the outside pieces will fall off so that the arena is shaped like a star.

 

Secret Stars and Caps
This close to Bowser, the Secret Stars become few and far between. Two are easy to find, but the third takes a bit of talent.
Gifts From Toad
On the second and third floors you will find little Toadies who have gifts for Mario- nice shiny Stars. Be sure to talk to both of them.
Cloud Hopping For Coins
Talk to the Bob-omb Buddy to open the cannons, then let yourself fly. Every cloud has either a red coin, a cannon, or a Flying Cap. There really isn’t any good way to get these coins, just follow the rainbows and pay attention to how far away you are from clouds. One coin is located on an ice cloud, not connected to a rainbow, so look out for that. One cloud seems far off in the distance and impossible to reach, this cloud has green poles underneath, so fly to those.

 

Congratulations!

If you follow the tips I’ve just given, you should be able to beat Bowser in the Dark World and release Princess Peach and her friends from the paintings in the Castle walls. We don’t want to spoil the ending for you (it’s really cool!) but it looks like Peach will finally be able to bake that cake for Mario!

But have you done it all?
To get 120 Stars you need to get 7 Stars in each Course and 15 Secret Stars hidden throughout the Castle.

Why should I get 120 Stars?
Three reasons: 1) because the game isn’t complete until you do! 2) If you head on back to Cool Cool Mountain you can race the Champion Penguin- it appears he’s put on a few pounds as a result of not practicing. His added weight and extra speed make him quite a challenge to beat! 3) After you have found 120 Stars a cannon will become available outside of the Castle. Blast Mario onto the roof and his old pal Yoshi will be waiting for him! Yoshi will reward Mario with 100 lives and a new Triple Jump. Use this jump in the game to see if you can find anything new!

 

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