Disclaimer: Upon writing this, Carol (the creator) has still not completed the hack, so a few things might be changed in the future.
This thread contains questions that I’ve seen on this forum and other places on how to defeat everything in the Brutal Mario hack. This is not a complete guide, since it only contains questions that I’ve seen posted or asked myself during play. I tried to sort the questions as chronologically as possible, so that a question about World #5 will appear before World #7. Feel free to ask new questions, and they might get added to the FAQ if deemed appropriate.
In an attempt to avoid unwanted spoilers, the answers to all questions will be posted in black. The answer is always located between two hyphens (-) so that you can easily mark the area for your answer.
Table of Contents
i. General questions and ROM issues [GQRI]
ii. Normal exits and difficult obstacles [NOEX]
iii. Secret exits [SEEX]
iv. Bosses [BOES]
v. Hidden blue orbs [BORB]
i. General questions and ROM issues [GQRI]
My screen turns black and nothing happens, what to do?
If your ROM is clean, then this is likely a problem with your emulator being outdated. Downloading the newest version of your emulator should fix it (ZSNES or SNES9x are recommended).
How do I enter a Star World again after finding the secret exit?
As far as I know, it’s not possible. This means that you should always do the normal exit of a Star World first, so you can get the star road and the regular exit beaten.
What’s this thing?
“Carol said that the blue orbs would trigger something at Bowser's Castle.” (Thanks to: Yakibomb)
ii. Normal exits and difficult obstacles [NOEX]
How do I get to the regular exit in the Ghost House of World #4? (World 4-2)
Assuming that you can easily get to the room with the blue pipe and the door that leads to a Big Boo, let’s go from there. Walk through the door on the bottom right and move across the room to the POW-block on the other side. Carry it back to the start of the room and use it to reveal an invisible door. Walk through the door and bring the POW-block in the next room with you through the pipe back to the room with the blue pipe. Use the POW to let the Flying Koopa Troopa in the top right of the room out of his prison. Take his shell with you through the blue pipe and throw it into the spikes to break the block above the coins. Jump down to get to the regular exit. -
How do I pass the first area of castle #5?
Get the feather at the start if you don’t already have it by walking in and out the door to an empty room. Move into a door on the right side of where you start, near some yellow !-blocks. Kill the Dry Bones on your right, and then get enough speed to fly up to the blue pipe and enter it. Bring the POW-block to the far left and use it to get through the floor and enter the door there. Spinjump on the Thwomp to get to the platform above and hit the On/Off-switch. Walk back outside and move to the far right, into the door beyond the yellow !-blocks. The info box here states that you should go into the door at the entrance and press up-down-left-right. Do this, and you will reveal an invisible door. (You could’ve done this from the start, but it’s not intended). -
How do I get past the room that keeps repeating itself in castle #6?
There’s a window there that is actually a door. -
How do I pass the snow level with the Bob-omb generators? (World 7-4)
Pick up the Bob-ombs and use them to blow up everything. Snowmen, Christmas trees and the Princess. -
How do I pass the lava streams blocking the path in the level before castle #7? (World 7-6)
Press R to shoot ice which freezes the lava, and then shoot fireballs at the ice blocks to melt them. -
In castle #7, I’m stuck in a room with a POW-block I can’t reach. How may I continue?
Move through the door on the left and kill the Ring Man boss. After beating him, you can use the Ring weapon by pressing R. Use this to grab the POW-block, and use it to continue past the wall. -
I’m up against a mirror Mario that won’t let me pass, how do I kill him?
He’s probably much closer to the edge than you are. Try walking in the opposite direction a bit. -
How do I beat the first Luigi World level? (World L-1 - Entrance from World 4)
Jump down and enter the pipe on your right (comes out of the ceiling). Move through the next small area and exit the pipe in the end. Don’t bother with the On/Off-switch, bring the spring board into the pipe a bit down and left. Use it in the end to get up to the ledge above, hit the On/Off-switch and exit through the pipe. Use the spring board to get back up near the starting area, move left and hit the block to reveal a climbing plant. Climb it and enter the pipe that is up there. Hit the POW-block inside and move to the wall on your right. When the POW-timer runs out, clear some of the coins that were blocking you. Exit through the pipe you came from and reenter. Bring a POW-block back out, and reenter once again with it. You should now have two POW-blocks. Use one of them to clear the room and hit the On/Off-switch on the other side. Bring the other POW-block back the pipe you came through. Use it outside and get through the coins above the spring board area. Hit block #2 from the left to reveal a new climbing plant, and climb it to your goal. -
iii. Secret exits [SEEX]
Where’s the secret exit of the first red dotted level and underwater level? (World 1-4)
When you reach the goal post, walk under it along the bottom. -
In the level where Mario can burn logs, how do I get the key in the start? (The secret exit level of World 2-6)
Bring a Yoshi and walk left as soon as you enter to hit the POW-block. It’s not easily possible to hit it in time without Yoshi. The keyhole is far into the level, but easily seen. -
How do I find the secret exit in the ghost ship of World #3? (World 3-4)
You need to beat the level quickly and pass the finish line made out of a row of silver coins near the end. Not sure about the time, but more than 100 seconds left on the timer is enough. The only way to do this is to grab the shell of the Koopa Troopa in the start, and use it to move quickly through water the entire way. Grab the stars in the first part so you can ignore the reappearing Boos. -
How do I find the secret exit in the Ghost House of World #4? (World 4-3)
This is actually very similar to the regular exit. Instead of just throwing the shell into the spiked area, make sure you stand near enough the right side so that it crushes the block there before going back. On its only return, it will hit the On/Off-switch. Now go to the room with the Big Boo Boss. There should now be three items to hit the big ghost with near the right side of the room. -
How do I find the secret exit in the sewer level with all the crates in World #4? The red level where you enter a Ghost House at start. (World 4-5)
Room 1: Enter the door to your right at start.
Room 2: Push the box at the far left into the first hole and enter that door.
Room 3: Move up the dark waterway and enter the fourth room.
Room 4: Push the crate on the lower right into the water and stand on it while it floats to jump up to the area above. Bring the crate stationed there down, and use it to enter the door slightly above the ground.
Room 5: Reenter the same door you came from and rush to the left to get into the door beneath the falling crate in room 4.
Room 6: Now move down the waterway. This room looks a bit like room 3. When going through the door you will land in room 2.
Room 2 (redux): After you land on the right side of the crate, push it quickly towards the left before it pushes you into the hole (this is tricky to get right). Once you got it down on the left side, push it across the bridge, but not off the edge of it. Push it as far out on the bridge as you can, making a small ledge for you to use on the other side of the box. Use the ledge you made to reach the door high up, and grab the secret exit in room 1. -
How do I find the secret exit of the first Star World? (World S-1)
Watch the intro of the game and copy what Mario does (you don’t need the Fire Flower). -
How do I find the secret exit of the second Star World? (World S-2)
Near the end of the bramble area, fly through the bramble to the right. -
How do I find the secret exit of the third Star World? (World S-3)
First of all, don’t bring a Yoshi to this world. Swim all the way to the pipe in the end, but don’t enter it. Swim down the small gap and move through the wall to the right at the bottom. Grab blue baby Yoshi and use it to swim back through the weak, light blue force fields. Somewhere before you get back to the strong, dark blue force fields is a small weak force field along the top of the level that you couldn’t get into earlier. That’s the secret exit. -
How do I find the secret exit of the fourth Star World? (World S-4)
Reach first place before the end and drop down where the yellow !-blocks usually block you to get under the regular goal. -
How do I find the secret exit of the fifth Star World? (World S-5)
Near the top and to the right of the screen is a block that shines in reverse order of the others. It’s pretty hard to spot, but it should be just a bit under the room where a Red Koopa Troopa is kicking his shell, and just a few blocks from the right edge of the map (4 blocks in). It contains a POW-block that lets you fall all the way to the bottom and the secret exit. -
How do I find the secret exit of the sixth Star World? (World S-6)
Run out of fuel to make your ship drop to the bottom. It will refuel and start going up the right side of the map. The run must be flawless to reach the top (no hitting the ceiling). -
How do I find the secret exit of the seventh Star World? (World S-7)
Under the water near the second Clapper is a POW-block. Bring it right to the pipe and a trapped Clapper. Use it to free Clapper so you can freeze the water again and enter the pipe. -
iv. Bosses [BOES]
How do I hurt Dr. Wily in the UFO world? (World 6-4)
This is the only place in the game so far that you actually need to use your leaf shield. Press R once to activate it and press R again to shoot it forward. -
How do I beat Kirby's first form in Kirby’s fortress? (Secret area of World 6, reached through the secret exit of the fortress in World 6-3)
Make Yoshi slam the ground by jumping and pressing down, then eat Kirby while he's knocked out. -
How do I kill the boss with the two/three heads in the fortress of colours near castle #7? (The secret exit level of World 7-2)
When there’s two heads, just keep spinning the right head’s shots back at it while jumping on the left head’s tongue (not the fire breath). When the third head in the middle appears, make the tongue of the left head hit the middle head to damage it. Destroy the right head like earlier. To remove the counter above your head which ends up killing you, keep doing the spin attack rapidly. -
How do I kill Ludwig von Koopa in castle #7?
Use your Ring weapon on his shell to create a heart shell which you can throw at him to bounce him onto the spikes when he’s not hiding in his shell. After doing this twice he will go up in the air. Create a new heart shell when he swoops down, and place the heart in the middle. When he makes five fireballs go down and back up, it will launch the heart into the air and hit Ludwig. Now, just hit him once more like the two first times and he’ll be done for. -
How do I hurt the final form of the Archdemon boss in the RPG level of Bowser’s world? (World 8-3)
He often goes red and shoots two fireballs along the ground, spawns two unicorn chess-like pieces, kills them and makes a sword come out of the ground. Whenever he’s about to make the sword come out under you, get close to the middle and spinjump on it to reach the boss’ head. -
v. Hidden blue orbs [BORB]
How do I find the blue orb in castle #1?
In the end of the room that has lava in it, jump down the hole where you can see a coin slightly off screen. Walk right and jump up and walk into the door that is hidden on the other side of the wall. When jumping up you will need to hug either side of the hole, since you will have to jump twice if you don't have the cape. -
How do I find the blue orb in castle #2?
When you get to the first area with the floating bones, fly up to the blue pipe just to the right of the platform with the first On/Off-switch. Don't hit the switch before doing this. -
How do I find the blue orb in castle #3?
In the first area, move to the right and hit the On/Off-switch to fill everything with water. Proceed to the door in the upper left corner and enter it. In the next area swim under the three Torpedo Teds to the lower right. There will be two blocks that melt if held too long. Pick one up and move as fast as you can back to where you entered, and continue through the force fields to the left. You will barely make it, so don't waste much time on swimming up or down, or crashing Torpedo Teds and the walls. The door will bring you to the blue orb. -
How do I find the blue orb in castle #4?
After beating Squawks you will enter a door to an auto-scrolling area. As soon as you can move Mario, run left and enter the door at the edge of the screen. The blue orb is inside. Easy. -
How do I find the blue orb in castle #5?
Kill the Big Boo Boss in the elevator while he's red, then enter the door behind him. (Thanks to: Kaijyuu) -
How do I find the blue orb in castle #6?
When you're in the area with large falling spheres, there's a spot with two stairway indicators. Don't hit the visible flying questionmark until you have the ground up, or it will just fall off screen. To get the ground up, shoot a melting block straight up from where its indicators start. When you have them both up, enter the pipe and grab the blue orb. -
How do I find the blue orb in castle #7?
When you enter the room with the Demon Wall boss, run to the left before Demon Wall lands on the ground. If you are quick enough, you should be teleported to a small room with a blue orb and a secret keyhole exit. -
Though, I do find the level design and graphics to be a bit dull so far (only played two levels). The gadgets and the job of making the game so different from Super Mario World is really well done. I don't really need it to not be Mario to find it entertaining though, but it serves well for story purposes. I'm not too sure about the story to say anything about it yet.
The overworld idea which gives you almost free movement is ok, but I'm guessing that it will become tiresome after a while. I'm guessing there will be stuff hidden in some squares which I would find positive, but for eventual backtracking later on I think it will just be tiresome.
One thing that bugs me is that you can wall jump from the ground. Probably not possible to fix, unless it's possible to check if you're in the air or not.
@Sora99: I didn't read much of this thread so I don't know if it's been asked, but are you going to use that Goal level for all normal goals in the game? If so, I hope you make a few different of them with different themes, to match the level they belong to. Other than that, it would be a cool idea.
Played through a bit of world 1, and I have to say I'm amazed so far. It's really nice! ^^,
Custom music is cool and a nice change from most hacks already, though I can't say the songs are particularly captivating. For backgroundmusic it's ok.
I love the fact that you can pick up some enemies like in SMB2, I haven't seen that much before, but it makes sense (e.g. Shyguys in most other hacks can't be picked up at all). Frozen coins is something I've missed in many hacks aswell, and was nice to see them here. The subtle variety in stages without going out of the world theme so far has been great.
Graphics are simply excellent. I can't really describe it better. They are probably some of the best I've seen. The square touch to boxes make them more viable as stacking objects. One minor glitch so far though: In the first or second level (can't remember) I entered a pipe to a one-screen cave. The pipes in there looked cut off by the rocky wall, since the rocks didn't cover the full square. You see the dark background of the rocks a bit, and I didn't find it matching. Doesn't really mean anything though, but you could perhaps make it better if you've got time for it.
The yellow switch palace level was really fun! The place with the note blocks was just evil.. > You have no idea how long I spent in that place. I think I did something unintended there, though. I brought a spring board from the first area all the way to the last, so I didn't have to do the last puzzle fully. I loved the fact that time stopped when entering the last pipe, really a nice touch.
The puzzles so far are challenging and intelligent. It's not like I have to make a flawless run to beat a level (as in some impossible hacks), and I like it that way. Thinking puzzles > Mobility 'puzzles' in my opinion, and I hope the game continues in the right tracks.
A sort of 'bug' I encountered was when hitting the exit star. Sometimes it hit twice I think, so I heard two exit sounds shortly after one another. Perhaps it could be fixed by making the star disappear (like a coin, moon and similar).
Edit: Oh, and would it be possible not to shoot a fireball when picking up an enemy as fire Mario? Even though it's fun to instantly kill them like a prowrestler (I imagine that I'm breaking their neck or something instead of shooting them), I can't make use of them. Also a minor issue, so I won't cry if it's not possible.
The first monument level was pretty cool overall. It had a few secrets that I had to look for and was fun to play. The bossfight was great aswell, taking advantage of that 'new' skill for it.
Castle #1 was also great, except for the bossfight that was a bit disappointing. Fairly easy and not that special at all. He seemed to stick to the same spot all the time (coincidence?).
I have to comment on the first water level. Probably my favourite water level ever. Different types of enemies (not just 'fish') and very good level design. The background was comfortable and gave a more positive feel than the regular dark blue ocean levels in other games. It was like a sandy coral reef. The music for this level is also probably the best piece I've heard in the game so far. If I would pick out one negative thing about that level, it would be the shark animation. It looked more or less dead to me.
The main puzzle of the blue switch palace was excellent. I won't say too much about it else than that, since it would probably contain spoilers. The sub puzzle wasn't too good in my opinion, but ok for a one-time thing, I guess.
I'll play more later on. ;) (I have a feeling the game will end sooner than I'd like ._.)
Please stop stretching the tables by posting large images, I don't like having to use the side scrollbar, I don't have a side scroller on my mouse.
I don't have any sidescrollers. Try using a better resolution.
Otherwise, for the longer levels it's no real use making the pictures smaller, because we wouldn't be able to see anything then. As long as people post 'small pictures' in stead of fullsized ones I don't see a reason to complain.
A few more words from me. Very level specific this time, so will post in black to try to avoid spoiling.
- It was near impossible to find the first red coin in this level. Sure, the trail was there to give you an idea, but I really thought I had all coins when I did the running jump. I really had to use the spring board powerup in the end. Perhaps lower its position a bit, so that you can't reach it while standing still and jumping, but makes you do a running jump. I think I did 6 coins standing still, and got the 7th coin while running (not much space to gain speed).
- Due to the short time limit, I kept thinking that nightfall was coming because of the red sunset. Is it possible to change the background and colour palette when the timer reaches a certain point? Like when the timer hits 50 seconds left it would get a bit darker and the sun moved a bit down, and 10 seconds it would be almost impossible to see the ground, but water and enemies could still have an outer white glow. Something like that. I think it would be cool.
- Bug: Killing the boss with fireballs instantly ends the level and opens the path around to Nitori's Island. Killing him by jumping on him leaves a yellow orb which does the same. Does this perhaps count as two different exits? It seemed a bit weird to me.
Originally posted by Heisanevilgenius
I wonder which hacks you give 5 or more... I do understand what you're saying about the music however, but there were a few decent ones.
I will probably continue to post as I play. Definately my favourite hack at the moment. ^^,
So it's just based on nominations in stead of actual quality? Sorry for posting that then. I'm a bit new here, as you might've noticed. ;) Anyway, I'll nominate Super Mario TKO Demo aswell. Not too sure about the RPG one yet, haven't played it much.
Though I must admit, there should be mods quality testing featured hacks. Supporters/nominations are just silly in my humble opinion. Could be support from friends or people who just 'liked' the hack. As it is now there are way too many featured hacks for me to event bother testing any of them. I'd rather look at ratings and comments before downloading a hack than looking in the featured section.
Out of curiosity, how many secret stars have people found so far? There are 10 in the demo.
I have 3 now, I think, if not 4. I gave up looking for them, since there were some areas I couldn't figure out how to reach. I thought I needed a feather powerup or something, which I couldn't find in the demo.
I have found a few secret areas without stars in them aswell.
Tried reentering the castles. I must say I was quite amazed by that. Perhaps the timer should reset upon entering the old part?
Got 8 stars now.
I'm having troubles finding the 5th red coin in the second monument. Starting to have doubts it's even there!
Got all 10 stars now! Man, the hardest one was in -SPOILER- Yellow Switch Palace ---END--- Had to search a while to find it. The others were well hidden aswell, some harder, some easier. The 2 castle ones are basically given to you after beating it.
I don't like how you can't solve the puzzles for the Switch Palaces without having to go into another level to get the answer.
I solved them without going to other levels... Oo I liked how they challenged my mind instead of just giving me an impossible obstacle course. Well, apart from that note block room (Damn you, obstacle course! *shakes fist*)
Originally posted by Yakibomb
And I thought there were too many chomps in the Sky Tower
I have to admit that these were a bit annoying. Their movements are too random, and instead of being able to spinjump or fly over them, we came from beneath. No big deal in my eyes really.
Originally posted by Yakibomb
You should probably mark the overworld or put some icon to show you've collected the star, sort of like they do it in DKC2.
This would be neat for reference. There's not a star in every level though, just 5 per world. I think this should be stated in the game somewhere, perhaps at one of the mushroom houses the dialogue could be like "Did you know there are 50 stars scattered across this universe? There should be 5 stars in each world. I heard that something special will happen if you gather enough of them." (Note: just a quick example, not an actual suggestion for the text).
Carol said that the blue orbs would trigger something at Bowser's Castle. The guide looks pretty sweet, glad someone has made one.
Thanks. ;) Thought it would be nice gathering these in one thread. I saw quite a lot of questions in the help thread that remained unanswered. That thread is too messy really. Should be a subforum, but I guess there aren't really that many intellectual challenging hacks out there yet.
I also updated the blue orb question with your line, as it was more specific than the previous answer.
Oh my! A Touhou hack!? This can only be good. Needs fanservice included! :3
Even if Touhou music is great, I'm not sure if it's the best for a Mario game. I think you need to find some of the more calm songs to put in aregular level, and use the more stressful Touhou songs for aggressive and fast pace areas and bossfights. There are a few slower Touhou songs that you should try to find (I have a music player for it, but the names are sadly all in Kanji).
I'm not too sure. Is it going to be like those small clouds (meaning they won't combine to a big block)? If it is, perhaps you could make it a small dark cloud ready to release some rain. If this clashes with your ideas and graphics however, don't do it.
Doh, you deleted your other reply so I couldn't post.
Anyway, if it's supposed to block you from beneath like other cement blocks, you should probably not make them more cloudlike as that would give away the wrong idea. The bottom right looks a tad bit squarish compared to the other corners, though.
Doh! New reply again!
Well that changes the whole idea that you first gave out. Works well like that. ;)