Mario Adventure FAQ
Monday, March 13th, 2006Mario Adventure FAQ v0.9
Written by Greg Head – Edited & Formatted for HTML by RedWolf
Table of Contents:
Section 1: Introduction & FAQ History
Section 2: What is Mario Adventure?
Section 3: Enemies
Section 4: Items
Section 5: Frequently Asked Questions (Hints & Tips)
Section 6: Level/Map Walkthroughs
Section 7: Key Locations
Section 8: Props
Section 9: Legal Notice
Section 1: Introduction & FAQ History
Mario Adventure is a ROM hack of Super Mario Bros 3 that’s so good that calling it a ROM hack is almost an insult. Think of it as “The Lost Levels” from Super Mario All-Stars, only based on SMB3 instead of SMB1. This game has totally new maps and levels, items, enemies, and surprises.
Like Lost Levels, Mario Adventure is hard. In fact, you’ll have to be able to beat SMB3 proficiently before you can really sink your teeth into this game. It’s full of intense and well-thought out levels, some of which will require you to build and refine strategies to complete. Some levels may leave you too frustrated to continue, and that’s where this FAQ comes in.
I like to think of this FAQ as a last resort. It’s better to do the game without outside help, but a little explanation can go a long way to understanding a level, and really, beating this game without any real cheating is a heck of a job well done. Check out the What is Mario Adventure? section to read all the changes between Mario Adventure and SMB3. The next two sections give details of the enemies and items in this game. The Frequently Asked Questions section contains lots of tips that apply to many situations in the game.
After that is the detailed Level/Map Walkthrough section, which gives tips on individual levels. Right now, only the first two and last two worlds are covered by the walkthrough, but the aforementioned Frequently Asked Questions section has tips that may help you through those levels.
After the walkthrough is the Key Locations section. Only peek at this one if you’ve given up on finding a key.
Simple but well-constructed, Shamus is one of my favorite games for the Atari 800. It’s an engaging experience…unless you see what I’m about to show you. That’s because the real enjoyment and challenge of Shamus as a game is mapping its unpauseable, implausible geometry.
Now I could fill you in on all sorts of game details, but they won’t make much difference. Just blast your way through the maze, heading for room 127. The following tips, however, may help you choose your route: 1. the large, difficult rooms are the horizontal connectors (those with left and right exits). All of these, plus the start room, contain an item, while none of the other rooms do. 2. The blinking question mark, called a “Mystery,” will give you points and/or an extra life but may also summon the Shadow immediately, so it’s best to eliminate all enemies in the room before grabbing it. 3. Some of the keys change position from game to game. Check out my maps (below) to work out the best route through all the places they may be hiding.






