[COVER/ PAGE 1] CD-I HOTEL MARIO ------------------------------------- PHILIPS COMPACT DISC INTERACTIVE [PAGE 2] THE STORY (PICTURE OF KLUB KOOPA REZSORT) It's a dark day in the Mushroom Kingdom. Mario and Luigi have come to visit their friend Princess Toadstool, only to discover that the Princess has been kidnapped by Bowser, King of the evil Koopaling clan! Bowser has turned the beautiful Mushroom Kingdom into a personal resort for himself and his seven Koopaling children. Each Koopaling has taken over a hotel in the Kingdom. To top it off, Bowser has challenged Mario and Luigi to save the princess from the Koopaling's clutches. Beware of the Koopalings and their nasty pals as they try to stop Mario and Luigi from searching the seven hotels. Mario and Luigi have to use their ability to jump and stomp --- and throw fireballs --- to avoid or defeat these enemies. It's up to Mario and Luigi to outsmart the Koopalings' clever traps. Are you ready to check in to Hotel Mario? ------------------------------------- [PAGE 3] GAME OBJECTIVE Mario must close all open doors to complete each stage of a hotel, and he must complete all stages in a hotel to advance to the next hotel. Also, by opening closed doors Mario may discover hidden prizes and "power-ups." The last stage of each hotel features a Koopaling for Mario to defeat. Each Koopaling has a unique way of attacking Mario. You must help Mario navigate through all seven hotels, avoiding enemies and the clever Koopaling traps. ------------------------------------- [PAGE 4] PLAYING THE GAME After the opening animation, select There are sven hotels in the 1 player (Mario) or 2 players Kingdom. The first six hotels have 10 (Mario and Luigi). Then select NEW stages each; the last hotel has 15 stages. or RESTORE (a saved game). See If you are playing a new game, you page 13 for details on how to save automatically begin with the Wood and restore games. Door Hysteria Hotel. Be sure to listen From the main screen you may also for clues in the introductory animation choose HI SCORES to see top game to each hotel. To skip the animation, scores, or DEMO to see Mario click an action button. in action. If you are resuming a saved game, [ANIMATION CEL] the map of the Mushroom Kingdom appears. Highlight the hotel you want to play and click an action button; you enter at the last uncompleted stage of the selected hotel. If you are playing a previously completed hotel, you begin at the first stage of that hotel. If you click Button One while the stage tittle screen is up, you play that stage. ------------------------------------- [PAGE 5] (Map of the kingdom(?) with 7 hotels ------------------------------------- [PAGE 6] MOVING TO DIFFERENT STAGES/SAVING DURING A GAME [PIC OF LEMMY'S HIGH-ATE REGENCY HOTEL STAGE SELECT SCREEN] At any time, you can move to previously played hotel stages from a stage title screen (such as the one shown at left) as follows: Go to a previous stage by moving the controller left and clicking Button Two. Go to the next stage by moving the controller right and clicking Button Two. Remember to access this stage you must have already completed the one you're on. You can bring up the map of the Mushroom Kingdom by moving the controller up and clicking Button Two. From there you are able to go to any previously played hotel. You can save your game and/or exit your game at any stage by moving the controller down and clicking Button Two, which takes you to the save game screen. ------------------------------------- [PAGE 7] STATUS BAR/POINT TALLY SCREEN/BONUS POINTS The status bar at the top of the screen provides the following information: STAGE shows your current stage in a hotel. MARIO indicates Mario's remaining lives in the game. TIME shows how many "ticks" remain in the current stage. There are 200 ticks per stage COINS indicates how many coins Mario has acquired in the game. When he gets 30 coins, he gets a new life; his lives increase by one and his number of coins reverts to zero (Ed note: Duh!). POINTS indicates total cumulative points earned in the game. The point tally screen appears when each stage is completed. To calculate points, a hotel multiplier is used, which factors in the difficulty of each hotel. Points are determined by multiplying the ticks remaining at the end of that stage by the hotel multiplier. The resulting total is added to your score as a bonus. Additional bonus points can be earned by completing levels in special ways - experiment to get BIG points. ------------------------------------- [PAGE 8} MOVING MARIO RUN Move the controller left or right to move Mario in those directions. JUMP Click Button One to make Mario jump. He jumps higher and farther the longer you hold the button. Mario can jump from a stationary position, but he moves slightly forward when he lands. At his highest point, Mario jumps through the floor above him. This means that he can be knocked off-screen by enemies above him, but he can grab friendly characters there as well. DUCK Mario can duck under certain enemies. To make Mario duck, pull down on the controller. DOORS If Mario is in front of a door, use Button Two to open or close the door. If the door is open, push up on the controller to make Mario enter the room; pull down on the controller to make Mario exit the room. Remember that Mario can't jump in doorways. ELEVATORS Mario can use the elevators to move from floor to floor. To make Mario enter an elevator, move him in front of an elevator door and push up on the controller. The elevator moves automatically. After an elevator takes Mario to a floor, he can change his mind before leaving the elevator and return to the previous floor when you click Button One. To make Mario exit an elevator, pull down on the controller. Remember that Mario can't jump in elevators. PAUSE If your controller has a PAUSE button, use it to pause the game and dim the screen. Also, you can pause indefinetly at any stage title screen. ------------------------------------- [PAGE 9] QUICK REFERENCE BUTTON ONE Makes Mario jump. Hold button down for more height and distance. Returns an elevator to the previous floor if Mario has not left the elevator. BUTTON TWO Opens and closes doors. BUTTONS ONE + TWO Makes Mario throw fireballs when he is Fire Mario. CONTROLLER UP Sends Mario into an open door or elevator. CONTROLLER DOWN Makes Mario exit an open door or elevator. Makes Mario duck when not in a door or an elevator. Makes Mario duck and slide while moving in the Chillton (Ed not: WTF?!?) Hotel. PAUSE Pauses the game and dims the screen. ------------------------------------- [PAGE 10] DEFEATING ENEMIES MARIO STOMP Mario can defeat most enemies by stomping on them. Some must be stomped more than once, while others can't be stomped at all. To defeat an enemy by stomping, Mario must: Be on the down side of his Jump arc. Hit the enemy square on the head. [PIC of Horribly deformed Mario pickin' his nose while a fireball comes out] FIREBALLS Mario can throw fireballs when he is Fire Mario. STAR MAN Mario becomes temporarily invincible when he grabs the Star Man. ELEVATOR SWITCHING SEQUENCES The elecators in each hotel behave differently. In the first hotel, the elevators are marked with arrows to indicate their direction. At the tenth stage of that hotel, however, the elevator characterestivs change to the elevator behavior you will find in the next hotel. Good luck figuring out how the elevators work! HOTEL TRAPS The koopalings have placed a special trap in most hotels to make Mario's quest more difficult. If Mario looks for the right clues, eh can overcome the Koopalings' traps and continue on his mission to find the Princess. Be sure to listen for clues in the cartoons preceding each hotel. (Ed Note:Cartoons? Yipeey! Really) ------------------------------------- [PAGE 11] SUPER MARIO AND FIRE MARIO SUPER MARIO Mario becomes Super Mario during the game by grabbing Super Mushrooms. Super Mario wears overalls that glow. If Super Mario runs into an enemy, he does not lose a life but he becomes regular Mario. If Super Mario falls off screen, he loses a life. FIRE MARIO If Super Mario opens a door with a Super Mushroom behind it, the Super Mushroom turns into a Fire Flower. If Super Mario grabs the Fire Flower, he gains the ability to throw fireballs. Fire Mario's shirt and hat turn from red to white and his overalls glow red and yellow. To make Mario throw fireballs, point him in the desired direction and click Buttons One and Two simultaneously. FIRE Mario can lose firepower ability when he runs into an enemy. He returns to the state of Super Mario. (Not Regular-Just like SMB3!) [PIC of front view of 3 Marios (Regular, Super and Fire)] This is how to recognize the different Marios: REGULAR MARIO Red hat and overalls SUPER MARIO Rainbow-Glow overalls FIRE MARIO White hat and shirt, overalls glow red and yellow. EXTRA MARIO MUSHROOM If Fire Mario opens a door with a Super Mushroom behind it, the mushroom turns into TOAD, an Extra Mario Mushroom. He gives Mario an extra life. ------------------------------------- [PAGE 12] HAZARDS to MARIO'S HEALTH [PIC OF LEVEL] Mario can lose a life in the following ways: If he collides with an enemy when he is not Super Mario or Fire Mario. If all doors are opened at once on the screen. If he runs out of tiem. If he falls off the edge of a hotel. ------------------------------------- [PAGE 13] SAVING GAMES You can get to the saved games screen to save your last completed stage when you do the following: Pull down the controllerand click Button Two at any stage title screen. Choose not to continue after losing your last Mario. SAVED GAMES SCREEN Use your controller to select one of the five slots below NAME, then click an action button. If all five slots are filled, choose one to replace with your current game. Move your controller up and down th change letters, and left and right to move from the first to third intial. When you are finished, move to the column on the right and click SAVE. Your game is saved, along with the hotel number and current stage. If you decide not to save the game, select EXIT. [PIC OF SAVE SCREEN (Font resembles SMW)] RESTORING GAMES To restore a game, select RESTORE from the main screen. This takes you ti the saved games screen. Select the game you want to restore and click an action button. When you restore a game, you go to the Kingdom screen. You can choose to play a previously completed hotel, beginning play at Stage One of that hotel. If you have not completed the selected hotel, you start at the last uncompleted stage. MEMORY High scores and saved games are stored in your CD-i player's memory as "hotel_mario." This means your game is saved within the CD-i player, not on the disc. (Ed Note: This was back when CD-Roms were new.) ------------------------------------- [PAGE 14] MARIO's FRIENDS The following characters assist Mario on his mission to free the Princess: COINS: (Ed Note: WTF? Coins are a character?!?!?!) Coins appear from behind doors and bounce off screen. If Mario collects 30 oins, he gets an extra life. SUPER MUSHROOM This turns regular Mario into Super Mario. Super Mushrooms appear from behind open doors. FIRE FLOWER The Fire Flower appears when certain doors are opened. If Mario grabs the Fire Flower, his shirt and hat change to white and he has the power to throw fire balls. In this mode, Mario can throw fireballs by clicking Button One and Two simultaneously (or Button Three on the Touchpad controller). TOAD (Ed note:The ONLY REAL character listed on the friends page) If Mario grabs Toad, he gets an extra life. Toad looks similar to the Super Mushroom but moves faster. STAR MAN The STAR MAN gives Mario invincibility for a short time. He appears when certain doors are opened. When Mario grabs Star man, he has the ability to knock off-screen any enemy he encounters. Mario has a sparkle on him when he has Star Power. As the Star Power fades, Mario's sparkle flickers (Ed Note:Isn't that what a Sparkle does in the first place?) the stops. When the sparkle is gone, Mario is back to his previous state. ------------------------------------- [PAGE 15] MARIO'S ENEMIES KOOPA Beware of these nasty turtles that prowl the hotels. GOOMBA Slow but steady, the Goomba plods along, getting in Mario's way. WIGGLER Mario must stomp on Wiggler's head, while avoiding his body, and reduce him segment by segment until he is defeated. PARABOMB A Parabomb floats in on a parachute, randomly landing on one of the floors, then strolls around, fuse burning, until he feels like blowing up. Look out: Parabombs can set off other Parabombs. MINI NINJA This clever little warrior bleans in and hides in open doorways. He then begins hopping towas Mario. Mini Ninja has a cowardly streak. If Mario moves to stomp on him, Mini Ninja will try to run away! BUZZY BEETLE Buzzy Beetle's not too bright, but he's steady. He just marches along, getting in Mario's way. He always pursues Mario when Mario appears on his floor. SPINY Spiny is like Buzzy Beetle, but a little higher on the evolutionary scale. He can't be stomped because of the spikes on his back. MONTY MOLE Monty's a fun loving ,ole who likes to pop out of the ground --- suprising Mario --- then run around, hopping and randomly changing directions. Sometimes he gets so carried away that he runs right into walls! (Ed note:I say lazy programming skills) FLYING KOOPA A Flying koopa aggresively flies all over the screen. FLYING GOOMBA A Flying Goomba can't become as airborne as the Flying Koopa; he flies only within floors. However, some Flying Goombas have Banzai Bill avengers that come at Mario if he stomps the Goomba. ------------------------------------- [PAGE 16] BANZAI BILL Banzai Bill flies in from off-screen. Mario's only warning that he's coming is the distant sound of cannon fire. BIG BOO This big ghost hunts down Mario, but only when Mario isn't looking. If Mario faces Big Boo, he tries to hide by hiding his eyes. He can't be stomped or knocked off- screen, so be careful! BOO BUDDIES The brightly lit Boo Buddies behave just like Big Boo, but these guys are faster than Big Boo. The transparent Boo Buddies are harmless, but they occasionally become bright and swoop towards Mario. Run Mario, run! (Ed Note: WTF?) They can't be stomped or knocked off-screen. SKELTON KOOPA The Skeleton Koopa moves about, following Mario when he appears on his floor. He can be stomped, but crumbles inta a pile of bones that comes alive after a while. If he's hit with a fireball, or if Mario touches him while charged with Star Power, he explodes into a billion pieces (Ed Note: Honest! It says so in the book!) and does not come back. (Ed Note: I'm sooooo surprised!) PAT THE BAT Pat lives under the bottom floor of some stages and starts flying upward. He's not the best flyer in the world. MECHA KOOPA Mecha is a mechanical Koopa the opens doors. He can be stomped, but it only stuns him for a second or two. Eventually, he will wind down and stop. BELLHOP GOOMBA He moves around faster than a regular Goomba and turns around randomly. RHINESTONE GOOMBA (Ed Note:Goomba in Elvis Get-up) He behaves like a Regular Goomba and opens doors. Z KOOPA This tuxedo-wearing Koopa sometimes flies in a trickier pattern than the other flying Koopa. ------------------------------------- THE END ------------------------------------- By JayGee1 JayGee1@aol.com (All Ed Notes were my addition)