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Spitting Up Articles
2006-06-21
Battle of the Sexes
ECU The East Carolinian, NC - 6 hours ago been going on for ages and will continue until men come up with something If a girl walked around spitting everywhere, burping out loud and leaving silent, but
Although guys have selective hearing, they are not as careful as to what they talk about. The one thing that can get to a girl more than just about anything else is for a guy to sit there and chat away about one of his ex-girlfriends. Whether it is just a first date or if you have been in a relationship for a while, I can not name one girl who wants to hear about an old flame. It makes them feel like they are being compared to your old girlfriend or that you are trying to drop a few hints she has some of the same traits your ex did. And if that is the case, your girlfriend will think that you are going to end things soon ... just like you did with the girl before her.


2006-06-20
Switzerland�s dream run continues
Peninsula On-line, Qatar - 3 hours ago forward after he was sent home in disgrace from Euro 2004 after spitting at England's The Sparrowhawks had said they weren't in Germany to make up the numbers
Patrick Muller prevented Switzerland conceding an equaliser with a fine late tackle to deprive Kader of a clear close-range shot. Muller was then at the heart of a vocal appeal by Togo to Paraguayan referee Carlos Amarilla for a penalty in the 33rd minute after the Lyon defender's tackle on Emmanuel Adebayor, who fell theatrically to the ground although TV replays showed he may have been tripped.


2006-06-19
Father-son game
Fort Worth Star Telegram, TX - 22 hours ago Chewing tobacco was off-limits for a 4-year-old, so Matthews came up with a Every once in a while, my mom [Sandra] would catch me spitting raisin juice on the
ARLINGTON -- His mom could only shake her head in disbelief as she shifted her glance between her only son and the mess he had just made on the white living room carpet. Should she yell at him for spitting and staining the rug brown? Or should she just roll with her 4-year-old being a little kid and laugh at the attempt to mimic his father? Gary Matthews Jr. wasn't sure where he'd gone wrong. He had in his mind every detail of what he needed to be just like his dad, who was a major league baseball player. He'd put on his baseball jersey, his pants, his spikes and get his bat, his glove, his cap, his wristbands, everything. He even tried to put his socks on the same way.


2006-06-18
Turning the Taliban to our side
Globe and Mail, Canada - Jun 16, 2006 rights worker visited Mr. Ibrahim at Mirwais Hospital in Kandahar city and shot photographs of him spitting up blood, with a small bruise on his right side.
Earlier this week, Mr. Ibrahim signed up for the Peace Through Strength program, which offers Taliban immunity from prosecution in exchange for co-operation. Led by former Afghan prime minister Sibghatullah Mujaddidi, PTS is a mechanism designed to help low-level or mid-level Taliban members to give up their weapons and find legitimate work.


2006-06-16
Add to Collection
IGN, CA - 13 hours ago the carnivorous plant, leading Mario to face a series of Dry Bones and gaps, arriving at a Power-Up. A Venus Fire Trap appears here, spitting fireballs while
New Super Mario Bros. Copyright Nintendo 2006 Written By Brian P. Sulpher E-mail: [email protected] Version 1.0 Dates Written: June 1st to June 14th, 2006 I dedicate this FAQ to the character who saved gaming... Mario! Mario continues to entertain me, even after all these years, and this game is no different, combining the old school with the newer elements of the Italian plumber from Brooklyn. I salute you Mario! Also, for Cougar, Howler, and Koonce. I miss you, and I hope you are living it up in the afterlife as you did in this world. You will always be in my memories, and you will never be forgotten. ----------- Version 0.2 ----------- -Submitted guide on June 3rd, 2006 -Finished Walkthrough through the end of World Two -Introduction, Controls, World Map Information, and Items sections are complete ----------- Version 0.5 ----------- -Submitted guide on June 6th, 2006 -Finished Walkthrough through the end of World Four -Enemies and 1-Up Techniques sections are complete (as they can be anyway) -Other sections will be filled in with the new updates as they come ----------- Version 0.7 ----------- -Submitted guide on June 11th, 2006 -Finished Walkthrough through the end of World Six -I am now accepting contributions to the Secrets Section, so feel free to send in some info if you so desire (full credit to those who send in the information of course) -Other sections will be filled in with the new updates as they come ----------- Version 1.0 ----------- -Submitted guide on June 14th, 2006 -Finished Walkthrough -Finished Minigames section -Added some Secrets (feel free to e-mail in any new ones) -I accept contributions so send away ---------------------------------------------------------------------------- -----------------------------Table Of Contents------------------------------ ---------------------------------------------------------------------------- 1) Introduction 2) Controls 3) World Map Information 4) Walkthrough 5) Items 6) Enemies 7) 1-Up Techniques 8) MiniGames 9) Secrets 10)Credits 11)Final Word ---------------------------------------------------------------------------- -------------------------------Introduction--------------------------------- ---------------------------------------------------------------------------- 1) The following is directly from the New Super Mario Brothers instruction manual, and is in no way the work of Brian P. Sulpher: EMERGENCY NEWS FLASH! Princess Peach has been kidnapped! While enjoying a nice walk with Mario, the beloved ruler of the Mushroom Kingdom was whisked away by an unknown assailant. How could this happen with Mario around? According to eyewitnesses, the walk was going swimmingly when Mario and the princess spotted smoke billowing out of Peach's Castle. The mustachioed marvel immediately jumped into action and sped off toward the fire. The moment he left her side, the princess vanished! Who's behind Princess Peach's disappearance? Who's behind the attack on Peach's Castle? Are the two incidents related? Didn't Bowser Jr. once think Princess Peach might be his mother? Looks like Mario's going to need all the Mega Mushrooms he can find to get to the bottom of this mess! Well, not exactly Shakespeare I admit, but then again, when have Mario and Luigi's adventures ever been about the story anyway? The reason I mention their previous adventures is that as a long time platformer, I have experienced all the Mario games in this genre, so I warn you now I will occasionally comment on certain areas, situations, and set-ups as they are either tributes or exact matches to areas found within anything from the original SMB through to Super Mario World to Super Mario 64 to Super Mario Sunshine! Hopefully younger gamers will learn some things, while you older gamers get a kick out of the details that Nintendo decided to put in for us fans! Enjoy my FAQ for the New Super Mario Brothers! ---------------------------------------------------------------------------- ---------------------------------Controls----------------------------------- ---------------------------------------------------------------------------- 2) This section will outline the control for Mario, both basic and advanced. o----------------o | Basic Controls | o----------------o D-Pad...: UP and DOWN will move Mario into pipes, though holding DOWN will also allow Mario to duck. LEFT and RIGHT will move him in the corresponding direction pressed. START...: Pauses/unpauses the game, bringing up the in-game menu. A Button: Press to make Mario jump. Also doubles as a swimming stroke in the water. B Button: Press to make Mario jump. Also doubles as a swimming stroke in the water. X Button: Hold this button to dash and to pick up Shells/springboards/etc. Also allows Mario to punch doors on the fences to get to the other side. Y Button: Hold this button to dash and to pick up Shells/springboards/etc. Also allows Mario to punch doors on the fences to get to the other side. L Button: Scroll the map screen to the left. R Button: Scroll the map screen to the right. o-------------------o | Advanced Controls | o-------------------o ============= Anytime Moves ============= Double/Triple Jump: When coming down from a jump, immediately press the B/A Button to rocket back into the air, achieving more height and style than the previous jump. Gap Dashing.......: When the space between platforms are one space, you can hold the X/Y Button to pass over the holes without falling through. Ground Pound......: When Mario has jumped into the air, press DOWN to slam his weight down, delivering a brutal hit to enemies and bricks, breaking the bricks if he is not Regular Mario. Slide Duck........: Sometimes the open space is only the size that Regular Mario could normally pass through, but Mario can run at the space, duck (press DOWN) just before he gets there, and then he will slide through to the far side. Sliding...........: On a hill's slope, press DOWN to slide down the hill and kill enemies that are in the way. Super Jump........: When you hop on an enemy, hold the A Button to fly farther into the air than a normal hop would bring Mario. Wall Jump.........: When Mario jumps into a wall, press towards the wall, followed by pressing A/B Button to send him kicking off the wall to gain some height. When used in a narrow vertical corridor, he will be able to reach heights he could not get to through conventional means. =========== Fiery Mario =========== Firepower: Press the Y/X Button to throw a Fireball that can scorch enemies. Maximum of two Fireballs on screen at a time. =========== Shell Mario =========== Shell Dash: Holding down the X/Y Button will allow Mario to run, building enough speed to start spinning around as he slides like any old Koopa Troopa. He will keep going in the same direction till he hits an object (reverses course) or releases the X/Y Button. ---------------------------------------------------------------------------- ---------------------------World Map Information---------------------------- ---------------------------------------------------------------------------- 3) This section will examine the rules, functions, and structures found within the World map, and what they mean for Mario. o--------------o | World Layout | o--------------o Each world will have set of levels, objects, Toad Houses, and enemy installations strewn about it, usually connected by pathway. However, some levels will have two exits, with each exit leading down a different path, meaning that Mario will beat the level both ways to open both paths from that level to the next two stops. Often the more difficult to find/get to exit will yield the path to the levels with letters (A or B) instead of the more conventional paths of numbered levels and Towers/Castles. o------------o | Toad House | o------------o These are the places on the nap where Mario can improve his chances of rescuing Princess Peach. The following Toad Houses exist: Green Toad House: With a series of blocks to randomly select, hit them to reveal 1-Ups. The long you go, the higher the 1-Up totals will be, but the game ends once the Bowser ? Block is hit. Luckily, the 1-Ups found to that point are still yours to keep. Item Toad House : The tried and true Toad House, one random Item will be Mario's after he hits the flashing Item Block, sending it into the Item reserve for you. Mega Toad House : No guessing or luck involved here... Mario will hit the giant ? Block (love the SMB3 reference here) to reveal a Mega Mushroom, which will be put into his reserves for whenever he decides to use it. o-------------------------------o | Winged Blocks/Hammer Brothers | o-------------------------------o These two will move about the map randomly, stopping in a level. If Mario enters the level they are occupying, he will then get a free Item from the Winged Block if he hits it, or he will have to face a might member of the Hammer Brother Family. ---------------------------------------------------------------------------- --------------------------------Walkthrough--------------------------------- ---------------------------------------------------------------------------- 4) This section will examine the game in-depth, covering every necessary step for completing this wonderful game. ~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~ World One ~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~ _____________________ X - Start | # - Level | a - Extra Level | O - Empty Space | T - Tower | C - Castle | H - Ghost House | W - Warp Cannon | P - Pipe | S - Star Coin Toll | I - Item Toad House | G - Green Toad House | M - Mega Toad House | | _____________________| G M +----5------------+ | | | S | S S | | | X----1----2----3----O----T----4------------O +----G O----C | | | S | | | | | | +----I----+ +----W I------a-----------------+ o-----------o | Level 1-1 | o-----------o Here we go! Starting with a classic set-up, run forward and bust the Goomba before raiding the ? Blocks for Coins and a Power-Up. Head right, hitting Bricks for Coins (including a Coin Block up high), followed by a couple Goombas positioned around a pipe. Hop the gap ahead to hit the next ? Block for a Mega Mushroom (I advise doing this for the great fun that comes from trashing enemies, bricks, pipes... basically anything that is in Mario's rampaging path), but the walkthrough will continue onwards as if you never grabbed this Item. Head right past a Goomba and over a gap, jumping off the pipe to get the first Star Coin in the game, followed by hitting the open space between the bricks ahead to make a ledge to hit the next ledge of bricks to find a beanstalk (go up for Coins, but note it bypasses a Star Coin if taken). Go down the next pipe, jumping over the gaps in the way, killing Goombas to get a Power-Up from the ? Blocks, finally getting the second Star Coin before heading back topside. Head left from the pipe to go get some Goombas to reach the third Star Coin, which is protected by bricks, so use a Ground Pound to bust it out, finishing the set for this level! Now head right, hopping the gaps and pipes, passing a Green Koopa Troopa and a Red Koopa Troopa, reaching the staircase that is oh so familiar to Super Mario Brothers veterans. Climb upwards, taking a running leap to hit the flagpole to end the level! o-----------o | Level 1-2 | o-----------o This level begins with a dizzying descent, destroying the bricks for the Coins that they protected... provided you are not Regular Mario of course. Move along to the right, grabbing the Power-Up from the first ? Block and breaking bricks for the Coins they shelter (note that the dual brick layer leads down to a bunch of Coins and a Coin Block), followed by leaping to the right via the brick ledges to snag the first Star Coin. Go down and right for another Power-Up, dealing with the Goombas and Green Koopa Troopas, arriving at a brick structure that holds the second Star Coin. To get inside, get directly above the Star Coin's position and perform a Ground pound to bash your way inside, followed by getting out to move right once more, facing a teeter-totter log ride to the bricks ahead (the highest brick is a Coin Block). Next are three pipes (the first can be accessed to go into a Bonus Room), two of which house Piranha Plants, so shoot them with Fire or just pass by when they retreat into their homes, being sure to get the Power-Up in the ? Block while dealing with the nuisances. Hop across the gap ahead (or take a running leap and land on the bricks above to run across the top of the area without worry), finding a Green Koopa Troopa and two Goombas guarding the way forward to another teeter-totter log. Now the level will split in two, so the Main Route and the Alternate Route will be outlined: ========== Main Route ========== Use the teeter-totter log to reach the bricks or ledge ahead, jumping the Green Koopa Troopa before hopping the next gap to reach the pipe out of the subterranean area. Once outside, climb the staircase and leap to the flagpole, ending the level! =============== Alternate Route =============== Use the teeter-totter log to get high on the right side, leaping onto the ceiling, running along it to find the third Star Coin for the level, followed by going up through the pipe to use the semi-staircase ahead to leap onto the flagpole, ending the level! o-----------o | Level 1-3 | o-----------o Another classic area from the original Super Mario Brothers, the toadstool platforms! Head right to get a Power-Up from a ? Block, followed by using the springboard ahead to find a second springboard and some Coins, so launch higher up to bounce off the rubbery toadstool, flying into the first Star Coin. Immediately float to the right, following the line of Coins, falling down to a ledge that holds the second Star Coin! Grab the Power-Up from the ? Block before passing the halfway point, facing a red Koopa Troopa, followed by a dual set of rocking toadstools, high above these two would be the the third Star Coin (jump when they are high in the air to finish getting this easy trio of Star Coins). Head right (jump onto the high toadstools if possible), finding a Red Coin Ring to go through, making 8 Red Coins appear, rewarding Mario with a Power-Up if he is Super Mario or less in his stature or reserve Power-Up, or if he has at least a Fire Flower in both spots, he will get a 1-Up Mushroom. All that remains from here is to go right and use the remaining rocking toadstool to leap onto the Flagpole, ending the level! o---------------o | Level 1-Tower | o---------------o This level is vertical in nature, with mving walls, so be sure to not get crushed in between the granite. Jump up past the Dry Bones to get the Power-Up from the ? Block on the left, followed by leaping through the various sets of moving granite blocks when they are open, reaching a spot where two horizontal sprints must be performed to pass through the vertically moving blocks. Head up to the next ledge to get the Power-Up that the Dry Bones is guarding, also going further right to get the first Star Coin before heading left to climb upwards once more. Jump up the moving granite staircase to head left, performing a set of wall-jumps to reach a ledge with a door heading inside. Here is where the level splits in two for purposes of the Main Route and the Alternate Route: ========== Main Route ========== Grab the second Star Coin from the right side of the room, followed by exiting out the door, leaping up to the ledge above (between the granite and the spike blocks), climbing the granite blocks to reach the third Star Coin for the level. Continue jumping up through the next set of granite blocks, timing the leaps to not get crushed and reach the ledge above, where Mario will find a green pipe to use to launch into the air. Time his entry into the pipe for as soon as the lowest granite blocks above start to move apart, which will safely send Mario up to the high area, where he will see the two MASSIVE Dry Bones that were working the moving the granite blocks through out the Tower. Grab the Power-Up from the right before heading through the large door. Baby Bowser will attack Mario simply by running back and forth, attempting to ram him at full speed. The way to defeat the monster is to hit him with three leaps to the head, though he will retreast to his shell after every bonk from Mario, so step away until he comes back from his hiding game. The other method for defeating Baby Bowser is to hit him with 9 Fireballs, though the Fireballs can be combined with the jump attacks to beat Baby Bowser as well. COnsider the Jump attacks remove 3 Hit Points and the Fireballs remove 1 Hit Point, meaning that to beat Baby Bowser, 9 Hit Points must be removed. Defeat him to end the level, advancing further in the quest to save Princess Peach. =============== Alternate Route =============== For this exit to be accessible, Mario will need to have to be Shell Mario. Jump to the right in this room, getting by the door, but instead of heading through, instead leap up to the hole above, passing through to a secret area. Here Mario will need to use his Shell to bust down the bricks, followed by using a leap to busy the bricks above, opening the way to the pipe that was covered. After going through the pipe and falling down to the ground below, you can just leap onto the flagpole, or you can try to use the Shell run to leap off the bricks above to reach the top of the flagpole for a good score. Either way, this will allow Mario to access the Warp Cannon on the World Map, sending him all the way to World Five! o-----------o | Level 1-4 | o-----------o Slide down the hill and kill the Goombas, followed by botting the Green Koopa Troopa off the next hill to hit the ? Block to make the Power-Up inside come out. Next up are two Goombas on a slope, leading to an area with a Green paratroopa Koopa to dust off, followed by checking the ? Blocks to find a Mini Mushroom. The Mini Mushroom will make Mario so tiny that he can slip through the hole on the left side of the area, going down the tiny pipe! Inside here Mario should run right across the water, wall jumping to the high ledge to get the Star Coin that resides up there. Now head back up the pipe and move to the right, passing a Goomba spewing pipe to leap a gap, locating a Power-Up in the ? Block row. Now that Mario has become Super Mario, go stand on the brick pictured below and perform a Ground Pound: STAND HERE | _____ v | | |_ _ _ |__|__|_|_|_| | |xxxx xx | |xxxx xx Enter the pipe to find some Coins, but leave them alone and go right, busting the bricks to reveal a P-Switch, which will turn the Coins into bricks, forming a path for Mario to climb to the left, finding the second Star Coin on the ceiling area of the room. Head right afterwards, taking the pipe back to the surface. At this point, Mario will need to have the Blue Shell Power-Up in reserve to go after the third Star Coin, so skip the remainder of this paragraph if you lack this Item at the present time, returning later. head left, equipping the Blue Shell to become Shell Mario, and run right towards the gap to go across it to get the third Star Coin, finishing the set! Head right from the pipe where Mario emerged from the subterranean area, facing an upward slope where Goombas pour from a pipe, jumping past that to get onto said pipe. From here Mario can make a jumping effort to reach the flagpole ahead, so make a good leap to finish off the level! o-----------o | Level 1-5 | o-----------o This level has long stretches of spongy toadstool, which will keep bouncing Mario high into the air. If you desire to get even more air, press the A Button as Mario is landing, sending him to the highest reaches of the screen in the process. After snagging the Power-Up from the ? Blocks near the start, jump when landing on the spongy toadstool, firing Mario high enough into the air to get the first Star Coin. Next up is a bouncy trip to the right, finding a Red Koopa Troopa to knock senseless, followed by booting it to the right so Mario can follow it, watching it clear out a bevy of Koopa Troopas, rewarding him with a 1-Up if he stays with the deadly projectile long enough! Bound past the next Red Koopa Troopa, reaching a solid toadstool area, followed by a pulley elevator, so get on the one side to raise the other (your side will fall) leaping across to the high side to get to the second Star Coin. Just a quick note that yes the old stay on the elevator long enough and the bars will fall of trick still works, just like in the original SMB! Continue to the right, using the same trick on the third pulley elevator, getting on the right side of it when it is high to enter the pipe that resides above it. Here Mario will ride a rocking toadstool, grabbing Coins and the third Star Coin, followed by hopping down the hole at the end to return to the main area of the level. As Mario passes the halfway point (and two Green Paratroopa Koopas), he will find more of the spongy toadstool and a Power-Up nestled in the nearby ? Blocks, leading into a Red Coin Ring (bounce around the few spongy toadstools and the Goomba to get the reward). Continue along carefully, beating up any enemies to find four Coin Blocks to raid, with the results coming from bouncing into them from below, getting Mario stopped underneath them perfectly, allowing the spongy toadstool to do all the work for Mario. After this are a couple Goombas laced into the spongy toadstool hopping, finishing with bouncing high to the right to hit the flagpole, ending the level! o-----------o | Level 1-A | o-----------o Head down the pipe to find a Power-Up in the ? Block, which will also be the point where the level begins to scroll, meaning that couple classic Mario game rules are in effect: Mario can get squished by the solid obstacles in his path if he gets stuck on the left side of the screen, and the enemies will be positioned in such a manner that Mario will need to run through the gauntlet with precision strokes. With the scrolling fo the screen will come a new enemy in Sushi, a blue shark that often will enter the screen with a fellow Sushi, charging straight ahead. So Mario is advised to steer clear of them or to let some fireballs take care of the problem. Head right through the multitudes of Sushis in this area, finding a P-Switch to hit to reveal silver Coins spread among the bouncy obstacles ahead, so swim precisely to get through the area quickly, grabbing all the Coins along the way. After this area send Mario swimming for the ceiling of the next stretch, as a Star Coin rests up here, and it is difficult to come at it from below due to the invisible blocks that populate the area. From there Mario will go right, entering the pipe leading upwards, appearing near the second Star Coin. Upon entering the water area again, avoid the Cheep-Cheeps and hit the rotating Power-Ups for the picture that is on the block when Mario makes contact from below. Next up are Sushis attacking from the left, so dodge them and enter the Red Coin Ring to go try for the Power-Up/1-Up reward. The Sushis will now switch back to attacking from the right, but they are aided by air currents from pipes, so swim through the currents between waves of Sushis, finding a P-Switch to hit, revealing a multitude of silver Coins to grab, all the while dodging Sushi charges. Swim right as soon as the Star Coin appears above, grabbing the Star Coin, followed by either ducking to avoid the incoming Sushi or swim back out quickly. Swim past the last few Sushis and head up the pipe, going forward to jump to the flagpole to end the level! o----------------o | Level 1-Castle | o----------------o Head right, suing the rope platforms to cross lava fields and to launch Mario high into the air. After getting the ? Block Power-Up, go past a few Podoboos in the lava, finding a Dry Bones guarding a set of moving spike blocks. Run underneath the spikes, stopping in the various openings (grabbing the Coins and such that are in the openings), arriving at an opening where the Star Coin above beckons. Wait for the spike blocks to descend, using a wall jump to reach the Star Coin. Head right to pass the halfway point, grabbing the Power-Up en route to some more rope and Podoboo action, leading to a Dry Bones guarding a jump to a small ledge which holds the second Star Coin. Head right to find another rope rigging bridge, but only go right to get past the last Podoboo here, followed by letting Mario sink on the rop for a second before jumping, launching him up to the pipe just off the screen above, entering it to locate the third Star Coin. Head back out to go right past a Dry Bones, leaping across the rising and falling granite blocks to leap one final lava gap to enter the large doors ahead. Baby Bowser will send in Bowser to fight against Mario... on a breakaway bridge. Yes, Baby Bowser has never read a history book apparently on the entire game of Super Mario Brothers. Anyway, Bobwer can be taken down through three particular strategies: i) The easiest way to beat him is to get onto the elevator floating on the bridge, waiting for Bowser to draw near so Mario can take a running leap past the beast to hit the switch and drop Bowser into the lava. ii) Fireballs can roast the beast, taking him out in a few short bursts. Although this manner will drop Bowser into the lava below, only hitting the switch will end the battle. iii) This is an unorthodox option, but as Shell Mario you can bash Bowser until he falls into the lava defeated. The same rules apply for hitting the switch to end the level. ~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~ World Two ~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~ _____________________ X - Start | # - Level | a - Extra Level | O - Empty Space | T - Tower | C - Castle | H - Ghost House | W - Warp Cannon | P - Pipe | S - Star Coin Toll | I - Item Toad House | G - Green Toad House | M - Mega Toad House | | _____________________| I M G I | | | | S S S S X----1----2------------3------------4----T----O--------5----O----6----C | | | | | | | | W----a----P +--------------I-------------+ P o-----------o | Level 2-1 | o-----------o Head right for a Power-Up from a ? Block, which is immediately followed by the first Pokey of the game. Pokey is a segmented Cactus (originally from SMB2) who can only be defeated by taking out all of his segments or shooting him in the head. Head past this obstacle (unless Firepower is yours, then roast him up) to find a Spiny and another Pokey, so use the yellow block with the face to make it past the next Pokey (hit the block and then use the higher ledge to launch past the wavery cactus). Jump forward to get the first Star Coin, but retreat back to the high ledge, as it will allow Mario to clear Pokey when he comes closer. use the elevator that appears next, lifting past the next Pokey, moving right to leap past each Pokey as the elevators they inhabit drop low enough to let Mario by. Drop down to the ledge above the quicksand, letting the next Pokey move upwards out of range, leaving the jump and the second Star Coin wide open for Mario. A running leap will clear the gap and the Pokey, which will also pass the halfway point for the level, leading to a Power-Up in a ? Block. Next up is an area with small ledges and moving platforms that are populated by (yep, you guessed it) Pokey. Jump ahead carefully, but be wary as Pokey can get onto the moving platforms, so he could become mobile and chase Mario. If you lack Firepower, a quick jump down to the third Star Coin must be immediately followed up by efforts to get high up once more, as Pokey will begin to close in on a moving platform. The up and down elevators set (vintage SMB) will have Mario riding high on the first set, jumping onto the second set, immediately followed by running to leap past the final Pokey, reaching the pipe. Hit the brick here to make a P-Switch appear, triggering it to make the Coins above Pokey become a nice jumping ledge to go for the top of the flagpole! o-----------o | Level 2-2 | o-----------o This level will reintroduce everyone to that rapscallion in the flying cloud (Lakitu) and his pets he throws about (Spiny)! Take on the three Red Koopa Troopas if you wish to, but mainly concentrate on getting the Power-Up while moving right, passing the ledge to see Lakitu come out from behind the nearby Pyramid! Lakitu will throw his pet Spinies at Mario, but if Mario can take out Lakitu, he will not return for a short while, and Mario may be able to even hitch a ride in that cloud! Run right to find a couple high ? Blocks (one has a Power-Up) to attack Lakitu from, and if Firepower is yours, use it to take Lakitu from his perch, followed by stealing his ride! With the cloud in hand, fly right until a coin path upwards appear, so follow it to locate the first Star Coin. Jump off the cloud and run right past more Red Koopa Troopas, jumping a gap when the Piranha Plant retreats into his pipe, finding some bricks to Ground Pound through to grab the second Star Coin. Lakitu should have returned by now, so be wary of him as you move to the right, finding a structure with bricks and ? Blocks in it (note that this a tribute to a structure in the first Lakitu level ever, in SMB's 4-1) to bust up as you desire, followed by locating a green pipe to go down, which will launch Mario high into the air, directly at a pipe above (press UP to go inside). Use the dual set of green pipes here tog et the Coins and third Star Coin, then head down the pipe on the right to return to the main level area. Move to the right, suing the rocking toadstool to go jump onto the flagpole, ending the level! o-----------o | Level 2-3 | o-----------o Head down the pipe and go right past the ? Blocks, wall jumping to get to the Star Coin above the ledge, followed by hopping down the hole to move left to get a Power-Up. After taking out the Swoop (N64 enemy!), leap over the first trap door (go through for Coins if you desire them) to Ground Pound down to the lower tunnel, moving right to find a Piranha Plant and some one-way doors. Take Mario up around the Piranha Plant location, keeping an eye out for the second Star Coin while en route, arriving at the next area. Head right to slide down to the bottom of the area, moving right again to go hit a ? Switch. At this point the game is split into two possible exits, so take the Main Route to go on to 2-4, or choose the Alternate Route to go after 2-A. ========== Main Route ========== Run to the right, swimming past the opening above (you can go inside to find some Coins if so desired), aiming Mario for the ledge on the right before the water level drops off. Take a running start in this new area, clearing the massive Piranha Plant, continuing to the dead end to find a Power-Up. Jump up to the next set of challenges, moving left to leap over a Piranha Plant, climbing up the right side of the two choices here, taking a running leap to the right to make the small ledge there to go get the third and final Star Coin. Return to the floor below, moving right to hop upwards through the ledges and the spinning manhole, taking off to the right from there to hit the ! Switch, using the now solid bricks to go right to leave the area. Outside is a springboard to use for a shot at a higher flagpole landing, so use it to finish off the level! =============== Alternate Route =============== Run to the right, leaping off to the right to land in the rising water, swimming through the hole in the ceiling that is nearby. Once inside the large cavern, go to the left and hit the second ? Switch, swimming up at the top of the water as it rises, leaping onto the high ledge that is briefly accessible. Head right to leave the area, arriving at a flagpole, so go grab a hold of it, ending the level! o-----------o | Level 2-4 | o-----------o Hit the ? Switch to go after the ? Blocks (getting a Power-Up from one) before heading right, jumping a gap to find some Coins in ? Blocks guarded by Green Koopa Troopas and a couple Goombas. Next up have Mario knock a Koopa Troopa senseless, picking up the shell to go right underneath the ledge, jumping up to hit the shell right into the Piranha Plant, followed by Wall Jumping to the Star Coin above the pipe. Now head back left to go over the top of the structure, carefully going down the steep steps (passing Piranha Plants) to get into the water, swimming to the right. Drop down and swim along the bottom of the screen, passing under the land here to find a red pipe to go into. Swim through the small area here, collecting coins while dodging the Cheep-Cheeps, heading through the next pipe to go left (ignore the ? Switch for now) to get the second Star Coin, followed by hitting the ? Switch to escape the hole Mario is in. head right to find a Power-Up and a ? Switch, so grab the Power-Up before hitting the ? Switch, moving off to the right over the two hills, launching right from the summit of the second hill to reach the high ledge. The next challenge is an old favourite... HAMMER BROTHERS! Using a vintage dual brick structure setting from SMB, they guard the way forward and the third Star Coin, so take them out with punches from below. Head right to find the staircase, and another blast from the past that is Super Mario Brothers, as Mario can use the Green Koopa Troopa coming down the staircase here can be used to gain a lot of 1-Ups! To do so just stand on one of the bottom steps, letting the Green Koopa Troopa come down to Mario, timing a leap straight into the air to come down so Mario lands on the Koopa so Mario will keep bouncing up and down, kicking the shell off the stair above him for a lot of points and then the 1-Ups will begin to pile up! Once you tire of this, continue up the stairs and go touch the flagpole to end the level! o---------------o | Level 2-Tower | o---------------o Start off by using the rotating elevators, getting the Power-Up from the ? Blocks above the second set, followed by climbing above to go left, using the rope to continue onwards. On the next rotating elevator, ride it until a small ledge on the left appear, leaping to it to start a wall jump upwards, finding a door to enter, finding a small structure of blocks that move when touched, so keep performing wall jumps to get to a ledge on the right, followed by jumping on top of the moving blocks to move left, getting a Star Coin. If you wish to shortcut to end of the Tower, use the second moving block set to reach the top door, but if you want to do the rest of the level, retreat to the door you entered by. Back at the previous rotating elevator, go right this time via the rope, dropping down past the rotating elevator to get the second Star Coin, followed by going up again (feel free to go after the Red Coin Ring prize), advancing by leaping to the ledge on the right, springboarding through the green pipe. Grab the Power-Up from the ? Block before moving on to jump across the gaps ahead via the spinning bricks (hit the small red bricks to make an extra one appear). When Mario reaches the third set, hit the red brick to make some more spinning blocks appear, but instead of taking the first two in sight, backtrack to the left to use one that was off screen to go onto the higher ledge nearby, where a well placed wall jump will get the third Star Coin far above. Once you are done, head back to the right, using the two spinning blocks passed before to get to a pipe, finding the big doors! Baby Bowser will attack Mario simply by running back and forth, attempting to ram him at full speed on a platform that is not complete, as Mario can fall into the quicksand below, making it tough for him to escape and battle Baby Bowser without taking a hit on the exit. The way to defeat the monster is to hit him with three leaps to the head, though he will retreat to his shell after every bonk from Mario, so step away until he comes back from his hiding game. The other method for defeating Baby Bowser is to hit him with 9 Fireballs, though the Fireballs can be combined with the jump attacks to beat Baby Bowser as well. o-----------o | Level 2-5 | o-----------o Head right, Ground pounding the ? Blocks for profit and a Power-Up, quickly running into Blockhoppers. Use the Ground Pound to eliminate them, but when you get a spot with Coins leading upwards, draw a Blockhopper near, allowing Mario to use the Blockhopper as a stepping stone to leap up and get the first Star Coin. Continue right, battling Spinies and Blockhoppers, finding a Power-Up at the halfway point, followed by encountering Fire Snakes for the first time. head right while watching for some bricks floating in the air, indicating the next spot that a Blockhopper will come in handy. Leap onto the bricks from a Blockhopper, followed by Ground Pounding the bricks to reveal a P-Switch, o go hit it and then use the path from the Coins that are now bricks to go left to get the second Star Coin. head right to find another member of the Hammer Brother fold, this one happens to be a Boomerang Brother, so approach him cautiously, stomping him en route to sinking into the quicksand below on purpose. While sinking, hold to the right, jumping up to pass through the screen on the right, appearing to go downwards, using the Blockhopper below to reach the third Star Coin. All that remains from here is to go back up to the surface, moving right past one more Blockhopper (or use it as a stepping stone to reach higher) to get to the flagpole. o-----------o | Level 2-6 | o-----------o After passing through the first area, Mario will again be in a scrolling level, with this one taking place on a few platforms. Mario would be greatly served to have Firepower here, as the main enemy facing him are the ever persistent Piranha Plant. Ride to the right, busting the Power-Up from the third ? Block, which is soon followed by a couple Piranha Plants that float by harmlessly. The next two Piranha Plants will land on the platform, so avoid them while the ledge floats under a pipe with a Piranha Plant inside. Stay away form the Piranha Plant on the right, as a ledge will remove it, allowing Mario to get the first Star Coin floating above the moving platform. Grab the Power-Up from the third ? Block, followed by using the small ledge that comes into play to hit the middle ? Block of the next set to make a 1-Up Mushroom pop out. Watch out for a Piranha Plant to land on the right side, leaping it to get on the higher ledge here for another Power-Up, leading to a dual Piranha Plant attack, so get between them on the higher ledge before they land, grabbing the second Star Coin that follows them. Watch out for the Super Piranha Plant that will float through next, so stay high to avoid it completely. After this the big ledges will begin to pull away, so jump onto the small ledges that float on to the screen, leaping forward along the set, watching out for the Venus Fire Trap (SMB3 enemy!) to get the third Star Coin. Continue to avoid the stray fireballs from behind, reaching solid ground where Mario must use the air pump to send the cork in the pipe flying, allowing him to pass through the pipe to find one last Piranha Plant to deal with before reaching the flagpole to end the level. o-----------o | Level 2-A | o-----------o Move right to find a Power-Up in a ? Block, followed by dealing with the Koopa Troopas and dodging the massive fish trying to eat Mario from below, appropriately titled Spike Bass due to his spiky exterior. Keep away from him while moving on, taking the lower log path to get the first Star Coin (draw an attack from Spike Bass first, then sprint through to get the Star Coin easily). Next up are some springboards, so use them to launch high into the air, collecting Coins and finding the second Star Coin high in the sky before advancing to find a Red Koopa Troopa, at which point the paths in the level diverge. ========== Main Route ========== Go past the Red Koopa Troopa and into the green pipe, swimming upwards upon exiting to find a springboard. use this one to launch high into th air, holding RIGHT to land on the flagpole for a good score, ending the level and unlocking the path to the Pipe! =============== Alternate Route =============== Perform a spinning jump from a springboard to land off the Red Koopa Troopa, bouncing back into the air to reach the pipe on the ledge above. Grab the third Star Coin in this contained area before taking another pipe, this one leading to an alternate exit flagpole, which unlocks the Warp Cannon that goes to World Five! o----------------o | Level 2-Castle | o----------------o Let the Giant Spiked Ball roll into the pit below, followed by going right past a couple Spiked Balls to get a Power-Up from a ? Block. Next up is a rope for swinging past a Giant Spiked Ball, swinging back and forth to get enough momentum to reach the ledges above, which lead to a 1-Up Mushroom. Next draw the Spiked Ball into rolling by before raiding the ? Blocks for a Power-Up, followed by running a gauntlet area, stopping in each crevice or leaping to a higher ledge to avoid the incoming Spiked Balls. Upon reaching the split in the path, Wall Jump up to the high ledge, running right to go into the hole before the Spiked Ball arrives, grabbing the first Star Coin in the process. head down and then right, dodging one last Spiked Ball to get to the door. Mario will appear outside, facing some Bullet Bills while grabbing a Power-Up, running to the right to get onto a Bullet Bill cannon to the right and below a Star Coin. here Mario will need to use a Bullet Bill as a stepping stone by performing a Super Jump (hold A/B Button when landing on the foe) to reach that second Star Coin. Run through the narrow hall (ducking Bullet Bills) to hit the ? Switch, lowering the land to allow Mario through, but he will need to first get by the Spiked Ball in the dip, reaching a Power-Up immediately afterwards. Now Mario will have a choice to make, as the level can have two possible outcomes. Use the rope ahead to swing to the ledge above, collecting the Mini Mushroom here to go right over the gap, passing through the narrow passage to reach the third Star Coin, followed by making a choice on which level ending fight to participate in. ========== Main Route ========== Grab the Power-Up from the ? Block before exiting the lower area to go past a Spiked Ball, hitting the ?-Switch, allowing Mario to enter the large doors below. Head right and Mario will come face to face with the Mummy Pokey! To win this battle Mario will need to put 9 Fireballs into the creature, hit it with three Shell Dashes, or jump on the head of the monster three times (you can also go Mega Mushroom on it as well if you are lazy). The monster will attack by surfacing from the sand, spitting a projectile at Mario, and then disappearing below once more. if you are going to use jumps to defeat it, only nail it when it is low enough to safely jump onto it. Once Mario has won the battle, off to World Three he shall go! =============== Alternate Route =============== DO NOT get the Power-Up from the ? Block, instead exiting the lower area to go past a Spiked Ball, hitting the ?-Switch, allowing Mario to enter the large doors below. Head right and Mario will come face to face with the Mummy Pokey! To win this battle while Mini Mario, watch for the Mummy Pokey to poke out of the ground, noting the height it stops rising out at. If it is too high for Mario to leap over the top of, avoid the incoming projectile and wait for the next reappearance, but when it does pop out at a low enough height to attack it, jump directly above it and perform a Ground Pound attack to damage the Mummy Pokey. Repeat this pattern successfully twice more and Mario will be on his way to World Four! ~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~ World Three ~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~ _____________________ X - Start | # - Level | a - Extra Level | b - Extra Level | c - Extra Level | O - Empty Space | T - Tower | C - Castle | H - Ghost House | W - Warp Cannon | P - Pipe | S - Star Coin Toll | I - Item Toad House | G - Green Toad House | M - Mega Toad House | | _____________________| +----1--------+ M---S3------------H------------+ | | | | | | | | | | X----O I O----2----T----+ G +----W O----C S | | | | | | | | | S | +--------a----+ +----b----------c-------------------+ o-----------o | Level 3-1 | o-----------o Head down the pipe to find the first of many Mega Cheep-Cheeps along with with Cheep-Cheeps, so swim through their lazy swimming patterns, finding a Red Coin Ring to pass through, but it is very tough to swim between the charging Cheep-Cheep types to get the Power-Up reward. After a few more Cheep-Cheep/Mega Cheep-Cheep attack, the halfway point will be reached, followed by hitting the rotating Power-Ups for the pictured Power-Up that is on the side when it is touched. Pass through a narrow area to see a Cheep-Chomp, a large fish that will try to attack Mario directly by trying to eat him whole! Swim past more Cheep-Cheeps to go down the pipe in the set ahead that is not blowing air, finding Coins, Cheep-Cheeps, and the first Star Coin. Upon leaving the pipe, go close to the roof, swimming through some air currents to grab the second Star Coin, but do not hang around there, as a Cheep-Chomp attack from the right will occur here. Hit the P-Switch ahead, swimming through the Coins near the roof ahead to get the third Star Coin, followed by swimming through a Red Coin Ring, but with that Cheep-Chomp following Mario, it is best to ignore this option and instead continue to the right to go up the pipe, finding the flagpole to end the level! o-----------o | Level 3-2 | o-----------o Raid the ? Block while fighting off the Red Koopa Troopa, followed by going to the next toadstool to stomp the Red Koopa Troopa there, followed by kicking him to the right and following along to get a 1-Up for the combo of destroyed Goombas. Use the pulley-elevator to span the gap, followed by raiding the ? Blocks by the pipe for a Power-Up before heading down that aforementioned pipe to find the first Star Coin. When Mario returns to the main area, use the pulley-elevator sets to reach the second Star Coin high on a ledge, followed by leaping down to the rocking toadstool. At this point the level splits into two paths, the Main Route and the Alternate Route. ========== Main Route ========== Ignore the pipes above as the rocking toadstool moves forward, getting to a ledge and a pulley-elevator set that has a Red Coin Ring. Grab the Red Coins while moving forward, breaking the pulley elevator to get the lower Red Coins, receiving a prize in the process. Next is another rocking toadstool that moves across a large gap, so fight the Green Paratroopa Koopas as they appear, making sure to get the third Star Coin high in the air, arriving at the flagpole, so hit it to end the level! =============== Alternate Route =============== Jump up and enter the green pipe, finding an area with a P-Switch that makes some silver Coins appear, and once you are done here, go down the other pipe to carefully leap across the rocking toadstools here, locating the alternate flagpole, ending the level and opening up level 3-B! o---------------o | Level 3-Tower | o---------------o Use the middle pipe to launch up to the fences, grabbing the lowest fence area. Head left and then up, climbing carefully past the Koopa Troopas (punch them off the other side of the fence if you desire to), climbing up to find the first Star Coin. Now head back down to the bottom of the area again, using the center pipe to launch onto the higher portions of the fences, finding some Amps blocking the way forward. Punch the door of the fence to swing around, climbing back to the left where the Amps are not, and punch again to get onto the front side of the fence once more. Mario will now advance upwards, turning to the left to go upward, grabbing the second Star Coin. Now backtrack to the previous fork in the path, going upwards past the Koopa Troopa and Amps to find a door in the top-right corner of the room, where Mario will need to hit the !-Block, followed by hopping up the red blocks while they are solid and dodging the Koopa Troopas on the fences, reaching the door high above, which sits near the third Star Coin! Head left and raid the ? Block on the right by the fence, getting a Power-Up, which just leaves the big doors to pass through! Bowser Jr. attacks here as usual, charging back and forth in an attempt to run into Mario, but this time his platform has water all underneath it, so falling in will make it tough to get back onto the ledge without taking a hit in the process. The usual 3 stomps or 9 Fireballs or a combination of the two will end the battle, chasing Bowser Jr. from another Tower! o-----------o | Level 3-3 | o-----------o head down the pipe to swim past the first Blooper of the game, finding a Power-Up in a ? Block, which the game follows up with Cheep-Cheeps and more Bloopers. Mario will soon come across a pipe with a hole behind it, but it is not a death hole, rather it leads downward to a Blooper that guards the first Star Coin. Hit the nearby ?-Switch before swimming back up to the area above, swimming to the right at top speed to drop down the hole by two horizontal pipes to find a Red Coin Ring to use, followed by moving to the right to go down the third pipe that appears, finding a room with a ton of Bloopers, a ton of Coins, and the second Star Coin. After grabbing what is needed from this cavern (look for a rotating Power-Up to snag), take the pipe in the top-right corner of the room to return to the previous area, riding the currents on the right upwards to move right, sinking down through the side currents. Once Mario reaches the bottom, the third Star Coin will be his, but be ready for an ambush by the Bloopers, so swim upwards at full speed to get away. Mario will get back to the area above the side currents, taking the pipe above to reach the flagpole, the end of the level! o---------------------o | Level 3-Ghost House | o---------------------o Head right to get a Power-Up (be ready for to to fly off on a wild angle, requiring that Mario chase it down), heading right to hit the ?-Switch he finds, creating a staircase to allow Mario to scale the slope ahead. Slide down the far side to continue past the Boos in this area to enter a door for a Power-Up from the left ? Block. Return to the previous area (watching out for the Splunkin that attacks from the left), heading right to enter the door past the ?-Switch to get the Star Coin by Super Jumping off the Splunkins. Now back outside, hitting the ?-Switch before boarding the elevator, jumping right to take the two sets of stairs, reaching the second Star Coin at the top. Fall back down the ?-Switch, hitting it and going up the first set of stairs to find another slope to go down, reaching a ?-Switch hidden in the brick. Now the level will take separate paths, so you must choose the Main Route or the Alternate Route. ========== Main Route ========== Hit the ?-Switch and go back up the slope Mario just descended, entering the door that lies down the hole. Grab the Power-Up from the ? Block, followed by going up the ledge on the left to find a rotating Power-Up, which will have to be raided for the Blue Shell to become Shell Mario. If you succeeded in grabbing the Blue Shell, Mario can go after the third Star Coin by going right, spinning up the slopes and through the Splunkins, breaking the bricks to the right of the door to get access. All that remains from there is to go through the door to grab a hold of the flagpole to end the level! =============== Alternate Route =============== Hit the ?-Switch, climbing the stairs to leap over the first gap, falling down the stairs you climbed just previously, jumping the nearby ?-Switch to enter the door before it disappears. If you get through, go get onto the flagpole to end the level, opening the way to the Warp Cannon on the map screen! o-----------o | Level 3-A | o-----------o Head right and enter the water, swimming underneath the Skeeters and their bombs, finding a Red Coin Ring to use to get the Power-Up/1-Up that the it awards by swimming up and going around the island. Continue right, killing the Skeeter that appear, finding some dotted outline of blocks, so kill the Sketters, followed by hitting the !-Switch in the water below, allowing Mario to use the blocks that appear to reach the ledge above. Grab the Power-Up before dropping into the water to move right, drawing the attacks of the Skeeter, blowing the blocks away, opening the path to the first Star Coin. After going right to get the Mini Mushroom from the ? Block, get to the surface and get onto the spinning barrels, jumping right to use the Red Koopa Troopa as a stepping stone for a Super Jump up to the second Star Coin above. Continue to the right to go through a pipe, finding a stretch of water to cross, entering the first pipe hanging from above. Run to the right across the water, taking a running leap to reach the third Star Coin floating high above, followed by entering the next pipe. Head to the right while dodging the Skeeters and Green Paratroopa Koopas, passing through the pipe at the end to find the flagpole! o-----------o | Level 3-B | o-----------o Mario will need to move past each Piranha Plant when they retreat, though Fiery Mario will be able to burn his way through with ease. Head right to to find a Power-Up, followed by a Venus Fire Trap across a gap. After bypassing this obstacle, another Venus Fire Trap guarding a Power-Up will soon appear, which leads to a Star Coin protected by some bricks. head right to find a red pipe to go down, moving left in this area past the enemy to find another red pipe, taking it upwards tog et that aforementioned Star Coin before going back through the previous room to emerge into the main area. Leap across the gaps ahead, waiting for the Piranha Plants and Venus Fire Traps, arriving at an area where a Star Coin twinkles above. To the left of this spot are two pipes, so Wall Jump off of them to pass over a pipe to reach that Star Coin, followed by falling down to collect a Power-Up from the nearby ? Block. Next are a few four-way pipes, so pass them with caution, finding a Piranha Plant that guards a fall down to a lower area, so wait for it to retreat before hopping down, collecting the final Star Coin for this level. All that remains is to go right and get onto the flagpole to end this tour through the pipes! o-----------o | Level 3-C | o-----------o Head right across the platforms to get a Power-Up, remembering to watch out for the attacks from Spike Bass. Continue moving right, taking out Red Koopa Trroopas and Goombas while moving off of the smaller ledges quickly (due to their plunging into the water), arriving at a Star Coin below some breakaway ledges (fall down to the Star Coin, then leap back up to safety). Next for Mario are some Coins, but each platform also has a host of Cheep-Cheeps that will leap into the air to try and hit him, so be careful. Mario will find some small solid ground up ahead, signaling the halfway point, which is soon followed by a Power-Up in a ? Block. Next up would be a Star Coin in an alcove below the bridge, so hopefully you can kill the Spike Bass to make this an easy job, but if not, draw Spike bass out by entering the water, leaping him to swim underneath to get the Star Coin, followed by hustling out to the right to get to safety. A P-Switch can be hit to make Coins turn solid, so speed right (ignore the silver Coins) to hit the block to get an Invincible Starman, rushing through the enemies while leaping to the right, using the now solid Coins (they are still bricks hopefully) to enter the pipe. Fall through the final Star Coin and head to the right, hitting the invisible block above the Coins to reach the upper area of the flagpole. o----------------o | Level 3-Castle | o----------------o The good old fashioned Piledrivers from Super Mario World make an appearance here, pounding away at a blistering pace. Move right underneath two of the Piledrivers to find a Power-Up, followed up by running and leaping to the right to go under two more Piledrivers. Wait for the next pile driver to retract, allowing Mario to go underneath the platform to get the Star Coin, hiding there until the pile driver comes and goes, opening the leap to the right. Pass the Dry Bones to leap between the two Piledrivers, noting that if you get stuck in between, you will have to leap repeatedly to assure that the Donut Blocks do not fall away on Mario. Hit the


2006-06-15
The Prisoner: Dance of the Dead
TV Squad, CA - 9 hours ago 6 questions his observer, and later sneaks off in disguise to see what is up at Town to hide in a room with a computer that seems to be spitting details about
This episode pits Number 6 versus the new Number 2, a pixie-ish woman with a demonic laugh, in a battle over who can control who. Number 2 persuades Number 6 to join in the carnival festivities, but Number 6 wants no part of it, being that he does not want to be a member of the village and is constantly plotting to escape. He also is being observed by an attractive woman who seems not to enjoy her job, but she has no problem reporting on his activities and scheming to get him to supply Number 2 with information.


2006-06-14
4-year-old almost drowns in backyard pool
Asbury Park Press, NJ - 19 hours ago said Monday. "When the officers arrived, the kid was crying and spitting up water. He doesn't appear to have been down that long.".
It appears that the boy was swimming in the pool with adults when he slipped beneath the water for a short time, Pangaro said. One of the guests at the party pulled the boy out of the water and started performing CPR, Pangaro said.


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