Although the Carters cannot answer each letter individually, they will print comments of general interest. Got a question? An inside tip you`d like to share? Write to Chip and Jonathan Carter, Friday Audio-Video Section, Chicago Tribune, 435 N. SUPER MARIO Nintendo Underwater 2.5 Figure Diorama Play Set, Includes: Mario, Cheep-Cheep, Blooper, Mechanical Warp Pipe, Spinning Water Plant & Two Coins. Make checks payable to Tribune Publishing. To order your copy, send $1.95 to Super Mario World Tips, P.O. If you need more help traveling through Super Mario World, our Inside, Inside Tips list will take you through the rest of the game-all the way to big, bad Bowser himself. Trap the shell between Mario and the pipe and continue to spin. A flying koopa will zip overhead and try to bomb you with his shell. Hop over the pipe and stand just a little to the right. 19 Blue cards - 0 to 9 19 Green cards - 0 to 9 19 Red cards - 0 to 9 19 Yellow cards - 0 to 9 8 Draw Two cards - 2 each in blue, green. If you need extra chances, grab a cape and head for the green pipe. You`ll reach each mushroom with ease-just be careful not to jump over `em!īutter Bridge 2: You`ve got two choices here-grab a cape and fly overhead to miss most of the bad guys, or stay low and pick up some extra lives. If you`ve got good control, try speed running for an extra lift. Swallow the blue Koopa shell and Yoshi will gain wings. If you have Yoshi with you, its even easier. Now jump on the turn blocks and climb up the vine to reach the key and keyhole. Kick the Koopa shell up to the highest turn block to reveal a vine. The key is to make sure you`re as far to the right of each rising mushroom as possible before you try to jump to the next one. To remedy this, destroy the turn blocks that cover a blue Koopa shell near the end of the bonus area.
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