Mario Adventure/Wikipedia
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Contents |
[edit] Gameplay elements
[edit] Game structure
The structure of Mario Adventure's world is far different from that of SMB3. The game starts in the Warp Zone, and players can select any one of the first seven worlds. In order to play the eighth world, the player must first find the key hidden in each of the seven first worlds.
World 1: Koopa Hills
The easiest world, testing basic skills necessary to complete the game.
World 2: Hotfoot Caverns
A fire/underground-theme world with some maze-like levels.
World 3: Lakitu Glacier
A water/ice world requiring good swimming skills and mastery over ice.
World 4: Kuribo's Woods
A forest world with a lot of difficult platforming. Features the Kuribo's Shoe item, though it can be found elsewhere.
World 5: Starry Slopes
A world that takes place in space. A difficult world requiring special skills such as slope-jumping, tornado-jumping, and ice block handling.
World 6: Colossal Classics
Giant versions of classic Mario game levels. Notable among these are 1-1 and 1-2 from Super Mario Bros., 1-1 and 1-2 from Super Mario Bros. 2 (Japan), and 1-1 from Super Mario Land.
World 7: Desert Dares
A desert world consisting of 40 tiny levels; they may more accurately be called "challenges". There are a huge variety of challenges to tackle, such as: coin gathering, surviving under difficult conditions, difficult platforming, and fighting multiple Boom-Booms simultaneously.
World 8: Bowser's Castle
Except for the final one, the levels in the world consist of a short challenge based on one of the other worlds followed by a battle with Bowser. The first one is normal, but the remaining ones have stipulations. For example, you may have to fight two Bowsers at once, or creative use of lava pits may be involved.
[edit] Weather
Through ASM hacking, random weather and daytime effects have been added. They take place upon level entry and entering some pipes. They are mostly cosmetic changes.
Night
The sky is black and some other colors are changed to accommodate the nighttime theme. This is a purely cosmetic change.
Rain
Similar to nighttime but with rain falling. A cosmetic change, but occasionally reveals hidden blocks as empty spots in the rain, due to a minor bug.
Snow
This makes the game more difficult by making the ground slippery. As with rain, can reveal hidden blocks.
[edit] Mini-Games
The N-Spade card game has been removed, and Toad Houses now house all the mini-games. The Toad Houses can be visited multiple times.
Treasure Chests
Spend 300 coins and you will obtain a random item from a chest.
Picture Game
Spend 100 coins and you can play the picture game, where you must line up three spinning parts of a Mushroom, Fire Flower, or Starman. For forming a Mushroom you will receive a Starman, a Fire Flower will net you a Magic Wand, and the reward for a Starman is a Warp Whistle.
[edit] Status Bar
The bar at the screen's bottom has been radically altered to show things that were previously hidden or even absent. The flight power meter has been removed. Apart from the score, time remaining and coins, it is totally different from the original.
World Name
The name of the world you are currently in.
Play time
The total time you have elapsed playing the game.
Progress
Icons on the status bar indicate which worlds you have cleared and which keys you have found.
Reserve item
This feature from Super Mario World has been added through ASM hacking; If Mario receives a power-up while already powered-up, the previous power-up will be stored in this reserve. This power-up can be switched with your current form by pressing Select. This does not work with inventory items, though the Spade and Heart put items into your reserve. Unlike in SMW, you do not have to catch the reserve item when you retrieve it.
[edit] Items
Many items have changed from the original, from simple tweaks to complete overhauls. The P-wing is totally absent, and the Frog Suit is only available with a push-button code.
[edit] Power-ups
Super Mushroom
This is one of the few unchanged items. It still makes small Mario become Super Mario.
Fire Flower
When Mario picks up a Fire Flower, his clothing turns black and orange, and he becomes Fire Fire Mario. He can jump higher, and his fireballs fly in a horizontal line rather than bounce. Note that due to a minor bug, the fireballs pass through walls at an upward angle.
Super Leaf
Essentially the same as the original version's Super Leaf, this transforms Mario into Raccoon Mario, granting him the ability to fly, whip his tail, and fall slowly. The only change is that his flight time is now 10 game seconds, twice as long.
Invisible Cap
A heavily modified Tanooki Suit, this item makes Mario appear transparent. If you hold Down and press B, Mario will be able to hide behind the level scenery for 5 game seconds as though he had crouched on a white block. While behind the scenery, Mario is invincible. This cap also lets Mario defeat many more enemies with a jump. Due to a minor bug, the slow fall and tail whip abilities of the Tanooki suit are intact.
Magic Wand
This is the game's most potent power-up: it transforms Mario into Magic Mario, who wears black and white. A modified version of Hammer Mario, Magic Mario throws stars that fly horizontally; these do not stop when they hit a wall or kill an enemy. Magic Mario must take damage three times before reverting to Super Mario, and he can stomp on many more enemies.
Starman
A Starman will briefly make Mario flash different colors, indicating that he is totally invulnerable to all damage except death by pitfalls, lava and autoscroll crush. Its effects last for 10 game seconds, and Mario has unlimited flight energy while under its influence.
Kuribo's Shoe
In the original game, this popular item was only found in one level. Now, there is an entire world that features it, and it even appears as an inventory item. This is a large green boot that Mario hops around in. If Mario takes damage while wearing it, the shoe will be lost but he will be unharmed. Mario can traverse over Snappers and spikes as well as stomp normally hazardous enemies. If you press Up and B at the exact same time, the shoe will be put into a special storage slot: this is necessary because the shoe can't swim. To retrieve it, just press Up and B again.
[edit] Items
Coin
Collecting many coins no longer rewards you with extra lives as the life system has been removed (due to the game's difficulty level). Instead, coins are used to play the Toad House minigames. Mario can carry up to 9999 coins.
Golden Mushroom
A modified 1-up Mushroom. With the removal of the life system, 1-up Mushrooms are obviously useless. If you find a Golden Mushroom, you will receive 50 coins.
Potion
A graphics swap from the P-switch. Unchanged from SMB3, it still switches brick blocks with coins and vice-versa and reveals doors.
[edit] Inventory
All of the power-up items can be obtained for use on the level selection map. The following items can only be used as such.
Coin Multiplier
For the duration of the next level, all coins gathered will be multiplied by a certain random number.
Spade
This transforms Mario into Raccoon Mario, and places a Fire Flower into your reserve.
Heart
This transforms Mario into Magic Mario, and places an Invisible Cap into your reserve.
Warp Whistle
Rather than whisk you away to the Warp Zone, this transports you to a small bonus area. The area you enter depends on what world you are in.
Key
There are one of these hidden in each of the first seven worlds, and they are required to complete the game.
[edit] External links
- Vintage Computing and Gaming's profile of Mario Adventure, and their interview with the creator, DahrkDiaz
- StrategyWiki's Mario Adventure wiki guide
- Dahrkdaiz's personal website
Super Mario Adventures was also a prototype name for Paper Mario.

