Super Mario Brothers 3 (Insert fancy ASCII art here) =============================================================================== DOCUMENT INFO =============================================================================== FAQ created by Steve Rusher << tern@rochester.rr.com >> Release #2 DATE: 4/19/00 r2: 5/11/00 =============================================================================== TABLE OF CONTENTS =============================================================================== I. INTRO II. HINTS FOR ANY WORLD III. CARD DECKS IV. MAIN WALKTHROUGH V. EDITING/COPYRIGHTS VI. ACKNOWLEDGEMENTS =============================================================================== INTRO =============================================================================== This document is simply a write-up of all the easter eggs and stuff that I could find in SMB3. I've been mainly getting these off of the Mario All-Stars ROM file with my SNES emulator, using freeze states and such to simplify my life. If you have anything to add, e-mail me! =============================================================================== HINTS FOR ANY WORLD =============================================================================== When you get that tanooki suit thing, hold down and press the RUN key to turn in to an invincible statue. When you duck with a Hammer Suit, fireballs can't hurt you. Frog suits greatly increase your control underwater. If you hold DOWN on the white placards, you'll drop down and join the background for a while. Most of the time, if you're in background when you reach the end of the level, you get a little secret. To get star cards repeatedly, get a running start, and try to hit the card box perfectly diagonally. It takes a bit of practice, but you'll get used to it... IF YOU BLOW A WARP WHISTLE IN THE WARP ZONE, YOU GO RIGHT TO WORLD 8! =============================================================================== CARD DECKS =============================================================================== .--------. | Legend | :--------^---------------. | F = Fireflower | | L = Leaf | | C = Chest (Free Life) | | 1 = 10-coin | | 2 = 20-coin | | M = Mushroom | | S = Star | '------------------------' There are only so many card decks... When you find out which one you have, winning it is a lot easier... F2MSCF FSCFCM F1CFCM MFCFSS MF2F1S FSCF2M MF2M1S CM1MFS CF1M2S 1MFSM1 SM2SM1 2SM1CF 2CM1CF 1M2CM1 FCM1C2 M1S22F M1SMFS S22MFS SF2MFS 2M1MFS SMSMFS SFSMFS SFSMFS SCFMFS Interesting though that on every single one, the lower-right card is a Starman... You should use this to your advantage. =============================================================================== THE MAIN WALKTHROUGH =============================================================================== WORLD 1 - Grass Land (Newbie Lane) ------------------------------------------------------------------------------- HAMMER BROTHERS: Star LEVEL 1-1: This is basic training. Die here and you're a retard. At the stretch before the first cliff, get a running start, take off, grab the coins, as well as the 1up in the block. You can also take a running start off the clouds and grab a few more coins. There's also a large, tall pipe. Fly up to the top and go down it for a few coins. LEVEL 1-2: More training. This time, you can learn how to slide down hills to whipe out enemies. If you're an expert, here's a great chance to land free lives. Keep bouncing off the Goombas that come out of the pipes, catch a lot of air from each bounce by hitting JUMP when you stomp them, and if you can whack enough before hitting the ground, you start tallying up free lives. When you see the coins, DON'T get 'em! Instead, hit the bricks below 'em to get a P block. Stomp it, go up the blocks, and down the pipe for a big fat wad of coins. Before you clear the level, watch out and don't run in to the flying Goomba. LEVEL 1-3: This is your first encounter with a Hammer Brother. Pick up a shell and nail it. Knock out the red turtle, pick up its shell, and toss it towards the note block. Let it demolish the block set, and then go down, and hit the un-revealed Pink Note Block (It's two tiles right and two tiles down from the top White Note Block) from below. Obviously, bounce on it to get some stuff. I advise you grab a leaf first. You'll get spat out near the end of the level. Go back, and use the White Placard trick I mentioned earlier to net yourself a Warp Whistle. LEVEL 1-4: This is your first scrolling level. Not too difficult, I hope. When 3 platforms come your way, try to get to the lower one. See that row of 4 bricks? The third one contains a free life shroom. The first brick on the row of five that the red turtle is walking on is a ten-coin block. If you don't have a leaf, knock out the turtle, grab its shell, and toss it in to that brick at the end of the row of four. It's shaped like this: # <-- 1up #### See that column of two bricks? The top one is a 10-coin block, but I don't think it's worth the risk. Go to the 'shroom house and the card area, you have nothing to lose. FORTRESS: DO NOT let yourself be small when you reach the final door here. Grab the leaf, stomp the skeleton, run down towards the door, turn around and run back. You should be able to fly. Keep going up, and try to go over the top of the cieling. The screen will start going right if you succeed. Keep going right until you can't do it anymore, and press UP. Congratulations, you've netted yourself another Warp Whistle! LEVEL 1-5: When the path forks, go up. See where the passage goes straight up? Jump along the left side to reveal a pink note block. The rest of the level isn't too hard. LEVEL 1-6: In that little pit with the green turtle running around, the top block on the left has a coin, the top one on the right has 10, and the third block on the top has a 1up. At the place with a 1-block gap, you can either drop down, OR run, take off, net yourself a few coins, and skip a lot of the board. Either way, as long as you're not an idiot, this board is easy. CASTLE: No secrets, just a really easy board. The boss is easy too. Clock 'im 3 times and go to the next world. REWARD: P-Wing ------------------------------------------------------------------------------- WORLD 2 - Desert Hill (The Sandbox) ------------------------------------------------------------------------------- HAMMER BROTHERS: Music Box, Hammer NOTE: You know how some blocks jump? Well, you can tell 'em apart from the others. It's not too hard. In All-Stars, they have a gray outline instead of black. In the NES version, they don't flicker like the rest. Spiffy, eh? LEVEL 2-1: Before the first pipe thing, take off. Bust yourself an entrance in to the space with the pipe, drop in, hit the P-block, quickly grab the coins, then enter the pipe thing for some more freebies. You can go down the last pipe in the level for a P-Block, which is pretty useless, IMO... CARDHOUSE: Duh Level 2-2: I'm pretty sure there's a 1UP somewhere on this board... Can someone help me out with this? FORTRESS: Ghosts and stomp block things... Oh my. There's probably a reason you get a leaf before entering a cielingless room... I just forget what. MUSHROOM HOUSE: Normal powerups... LEVEL 2-3: You should probably enter this level powered up... Right before the first pyramid of bricks, jump back over the gap, get a running start under the placard pyramid, and take off. Keep going right... If you can get to it, you can grab a P-Block. Grab the coins. When you find a solid one, thonk it from below for a 1UP, which is located in the first brick/coin pyramid. SAND LEVEL: OMG, a SUN! Yeah, the thing's nasty. Just keep your feet steady and this level is a snap! If you can hit the sun with a turtle shell, it dies. hehe... MUSHROOM HOUSE: Normal powerups... LEVEL 2-4: Enter this powered up or else! Get a leaf ASAP, go back, run, and fly up the wall all the way to the left. Burst through to get to a secret area... In the pool, the third block on the right is a P-Block. Not much here, just money and another P-Block near the end. NOTE: By now you should have fought the Hammer Brother which gives you a hammer. If you haven't, do it!!! DO NOT use the hammer here, it's lame. It'll be very useful later though... :) LEVEL 2-5: After a bunch of placards and a few goombas, peg that red turtle and shoot it left. A vine will grow. Climb it, go up, across the clouds, and down the pipe. The bottom-middle block (NOT the one you're supposed to stand on!) is a P-Block PYRAMID: Down, Up, Up-Left, Right. Don't be careless, and you may be able to go up the pipe and net yourself a few more coins. The rest of the level is pretty easy... CASTLE: This boss's shots expand after firing, so watch it. REWARD: Cloud THIRD WARP WHISTLE: Use the hammer in the corner of the map! Go challenge the Fire Brothers, and if you win, you get a third one! Lame, eh? ------------------------------------------------------------------------------- WORLD 3 - Sea Side (The Fish Tank) ------------------------------------------------------------------------------- HAMMER BROTHERS: Star, Hammer NOTE: I think this is the second-most annoying world next to the Ice World! LEVEL 3-1: Go below that squid-with-a-tail thing. Survive it and the lotus, and you can get a 1UP. LEVEL 3-2: ANNOYING!!! Don't let yourself land in the water. Getting out is hell. There is a P-Block in the third block on the row of 6, but its usefulness is questionable... MUSHROOM HOUSE: All it seems to vend is frog suits... LEVEL 3-3: THIS LEVEL SUCKS! I hate that damn fish! If you have a fireflower in your inventory, arm it, and shoot the bastard whenever the water's too low. When you find the P-Block (Pick up a silver block and shoot it straight left), smack it, and RUN RIGHT FAST! When it's about to run out, stop or you're likely to be fish food. FORTRESS: Door 5 = 1UP Door 6 = Exit Take Door 6 after nabbing the 1up, go up and through the door. Smack the miniboss and it's over. LEVEL 3-4: Not too hard until that guy in the cloud starts dropping green spikeballs on you. Get the P-Block below that inverted pipe with the flamespitter coming out of it. You get a lotta coins for it. The second block on that row of six is a 1up. SECRET MAP AREAS: Get yourself a new hammer. Break the rocks, and get a boat. You can get yourself two new card house shots and three mushroom house visits! LEVEL 3-5: Lame. If you have a fireflower, this board is a snap. You could use a P-Wing on this and get some free money, but I wouldn't recommend it... LEVEL 3-6: Scrolling again! Fun! Cool trick: When you see the 3 silver bricks, go down, grab the last one, shoot it right, hit the P-Block, then thonk the single lone coin from the left (It's a 1up) and go right to get it. Aside from that, just look before you leap, start off with a leaf, DON'T take the fireflower, and you'll be fine. LEVEL 3-7: Easy level. The second block on the top of that big cluster is a 1up. The upper-left block in that little 6-block U-shaped cluster contains a vine. Up it are a few coins and the most pointless P-Block I've seen so far. FORTRESS: Frog suit comes in handy here! LEVEL 3-8: Seriously, if you have a cloud, here's where to use it! This level is ANNOYING AS HELL! Use fireflowers, obviously, but this time, the water depth varies more, so think ahead or you'll be food fast. LEVEL 3-9: Don't mess up here if you clouded over 3-8! It's pretty easy once you get past the flying goomba bomber. Just stay away from exploding bombs. There is a 1up on this level, and you're an idiot if you can't find it. When underwater, don't play chicken with the fish... CASTLE: Again, don't mess up here if you clouded over 3-8! Watch out for wrenchers: They can be a real bitch on this level. There is only one powerup on this level, and it's in a really bad place, so it's a good idea to arrive powered up. The boss shoots bouncy rings, so timing is everything. Overall, an easy fight. REWARD: Music Box ------------------------------------------------------------------------------- WORLD 4 - Big Island (Jurassic Park...) ------------------------------------------------------------------------------- NOTE: This world is funny. Leafs help a lot. RED MUSHROOM HOUSE: Vends tanooki suits! Get one, they rule! HAMMER BROTHERS: P-Wing, Cloud, Star LEVEL 4-1: Easy stuff. Easier than the first level, IMO. Anyhow, right before the waterfall thing, get a running start and fly above it to a little water tank thing. Don't get hit by fireballs. Go left and down the pipe to the far left if you want a challenge.... There is a 1up in the area, if you can find it... LEVEL 4-2: hehe, looks like the only thing that didn't get larger in the giant world is that hungry fish... Actually, it got smaller. Oh well, easy stuff, just trust your insticts. LEVEL 4-3: Don't get bounced off near the end and you're fine! FORTRESS: Damn candles! Go down the middle pipe, look for hidden coin blocks to escape. The third block from the end has a powerup in it. LEVEL 4-4: Stay low. That's all there is to it. LEVEL 4-5: Later on, you'll see a brick in the sky. Bounce off the bullets to hit it. A vine will spawn. Do the same thing to get up to it and climb it. You get a tanooki suit! Hit the P-Block and follow the coins to safety. LEVEL 4-6: Easy! FORTRESS: Hit the P-Block. Yes, that is a hidden door. Go in it! I advise you ditch the fireflower if you have a leaf or tanooki suit. When you get to the 1up room, fly up the left wall for some major coinage. CASTLE: Not particularily easy. The boss is a snap compared to the last one. REWARD: P-Wing ------------------------------------------------------------------------------- WORLD 5 - The Sky (Babel) ------------------------------------------------------------------------------- HAMMER BROTHERS: Lower: Star, P-Wing Upper: Music Box LEVEL 5-1: There's a secret here, but it's REALLY risky. To make it easier, I suggest you use a star before you begin and promptly knock out the first ball-and-chan guy. You have to run towards the ball-and-chain thing, spin around, run back, and take off. Then, hold UP while pressing JUMP to go up the pipe. Go all the way to the right and back up the next pipe. Pump 4 1ups out of the bricks, then go left and allow yourself to be attacked by them ball-and-chain monsters until you're down to little mini-Mario. Go back down the pipe, jump up, go left, jump along the left wall to get a coin and use the block to get up. Then, run all the way across to get a Music Box and win the level without doing much at all. LEVEL 5-2: There are two ways to do this level. Up and Down. Up means when you go down the pipe, hold perfectly still. Then, bounce across and try getting to the pipe at the top. Down means just drop down. Down is harder. UP: Go down the first pipe. Don't go over the wall. Grab the lives, and go. DOWN: Try to pick off the block throwers with unused ammo... MUSHROOM HOUSE: Grab a tanooki suit now! FORTRESS: Grab the leaf or use your tanooki suit. Try to fly up that one spot, and don't stop for the powerup, keep going so you can go down the pipe, nab a few coins, and a 1up (It's hidden, but you should be slapped if you can't find it) LEVEL 5-3: The best level in the game, period! Not particularily hard either... Hit the boot guys from below to steal the boots. TOWER: Behind the pipe is a 1up. If you have a P-Wing, this is relatively easy to get. LEVEL 5-4: Timing is absolutely everything. However, a leaf helps. Using a P-Wing on this board is basically cheating. LEVEL 5-5: Whoever thought up this level should be shot! Go down the second pipe for a tanooki suit, but careful not to get any leaves or it goes to waste. MUSHROOM HOUSE: If you're lucky, you get a tanooki suit. LEVEL 5-6: Annoying as hell! If precision jumping gets you going, go ahead, otherwise do 5-7 or skip this with a P-Wing! LEVEL 5-7: Walk right near the edge when you're near that green pipe and if you can hit the brick right above the gap, you get a 1up. There are really 2 ways to do this level: 1.) Keep going right while that guy in the sky bombs you out, which is fast but painful. 2.) Go down the green pipe, rack up about 20 coins, and still get bombed, but about 1/2 as much. FORTRESS: Lava on floor and cieling!? Sounds annoying. It is. Bear through it! LEVEL 5-8: Ack! DEFINATELY the most annoying level in world 5! LEVEL 5-9: Annoying, yes, but difficult, not really. Just be careful when you can't jump through the platforms anymore! CASTLE: If you can get on top of the cannons near the end, you'll probably be able to keep your powerups during the boss fight. This boss is more bark than bite. Trash 'im. REWARD: Cloud ------------------------------------------------------------------------------- WORLD 6 - Iced Land (Slip-and-fall-off-a-cliff Land) ------------------------------------------------------------------------------- HAMMER BROTHERS: Part 1: Hammer Part 2: Cloud, Star NOTE: I hate this place. Keep your fireflowers dormant, they can cause more trouble here than good. LEVEL 6-1: Nothing too hard, just a preview... LEVEL 6-2: Annoying, but easy. If you can get that strayed brick, you get a 1up. LEVEL 6-3: This is WHY the Ice World is so annoying... MUSHROOM HOUSE: You can get a hammer suit here. hehe. FORTRESS: Trick the candle in to leaving its stand early. Just time your jumps right before the first door and you're OK. There are lots of leaves in the second half, so you have something to fall back on if you goof. LEVEL 6-4: If you're not clumsy, you can net yourself a 1up pretty fast here. This level gets annoying near the end, but that's about it. LEVEL 6-5: Not worth the trouble it takes to win, really. When you find the green turtle, bonk it, take the shell, fly up, and kick it to knock out the two snapping plants. Difficult? More than it needs to be. LEVEL 6-6: Not worth it, do 6-5 instead. MUSHROOM HOUSE: All it vends is hammer suits... LEVEL 6-7: I have no clue how you're supposed to do this without a P-Wing, so either do so, or use a spare hammer to skip it. FORTRESS: Easy, but frustrating. Don't give up. LEVEL 6-8: Easy stuff! However, now I have a new cantidate for Most Useless P-Block... LEVEL 6-9: Looks hard, but it isn't. LEVEL 6-10: When you find a pair of normal bricks on top of a pair of ice bricks, pick up an ice brick and throw it at the right normal brick to sprout a vine. Go up and nail a P-Block. GRAB COINS! Later in the level, what the Princess said in her letter will start taking effect... FORTRESS: Take off at the start to grab a 1up. Don't get confused when the conveyer direction changes suddenly! In the ghost room, just wait for the door. Duh. CASTLE: Keep off bolts whenever possible. The boss is difficult, but if you're powered up, you can beat him easily. REWARD: P-Wing ------------------------------------------------------------------------------- WORLD 7 - Pipe Maze (The Greenhouse) ------------------------------------------------------------------------------- HAMMER BROTHERS: There are none! LEVEL 7-1: In that part where the red turtle is pacing around a thin green pipe, knock it off, then run in circles until you can take off. Go up, and grab the coins. Not a very difficult level, unlike many other boards in this world. LEVEL 7-2: The most memorable level in the game, for me at least. I don't even know why. A pretty pointless board if you ask me... LEVEL 7-3: This level is basically a race. If you can keep hitting the right blocks while invincible, you'll get more invincibility! Here's the basic order: 1.) The first block you see 2.) The lower-left one in the pack of 4 3.) Same as #3, but on the next pack 4.) The brick right after the green pipe 5.) Either brick to the side of the pipe It takes practice, and obviously, this level is beatable without invincibility, but it's just plain not as fun! LEVEL 7-4: This should be obvious by now: Before entering the actual level, run, take off, go above and to the right of the wall and net yourself 2 1ups. This level is rather difficult. If you're not concerned about the free lives, use a Frog Suit to ace this level. LEVEL 7-5: After that long stretch with the Bab-ombs, jump up on to the upper ledge. Take the middle pipe up, and go down the pipe all the way to the left for a fireflower. However, if you take the last pipe and get a leaf, you can skip a lot of the level by breaking that brick set and sliding under. The level isn't too hard, but it's annoying. It may take two tries cuz the timer is the real killer here. Before you go down the last pipe in that room full of ice blocks, etc., drop down in to the gap and jump for a 1up. NOTE: On my emulator, I now have 99 lives. I wasted 3 card-matches cuz my inventory is full and I've only gone to 6 card houses. The rest is all from star cards and hidden 1ups. >:) MUSHROOM HOUSE: This one is interesting. It only vends Tanooki suits, hammer suits, and frog suits. hehe. FLYTRAP: Yuk! If you have a leaf, Tanooki suit, or hammer suit especially, you MIGHT be OK. If you have flying ability, take out the first flytrap, then run back and forth until you can take off. Go as far right as you can. When you can't fly anymore, just keep hitting JUMP to hover. You'll be blocked by a green pipe. Go about 2 tiles left of it or you'll plummet to your doom. You'll probably get shot, but it's easier than getting wasted by the chomper gauntlet. If you get deadlocked by the two fire spitting plants, duck down on the edge of the pipe on the right, and right in front of the second one. That should prevent you from taking the flak. If you make it through, you get a P-Wing. Enter and leave with 10 coins for a card table. FORTRESS: The fourth block on the top of that overhang is a P-Block. You can imagine what that does.... ;) However, it'll create a door which has a Tanooki suit ready for you. DO NOT get the fireflower or you're screwed. Time is of the essence on this level. There's a pipe on the cieling straight up from the space between the candle and the blocks shaped like a +. Go in to fight the only resident of this fortress. LEVEL 7-6: Okay, you wanna cheat yourself outta this level? Use a P-Wing, and fly right over the top of it! Whoever designed this level was on crack when he did it! Think carefully, or you'll be toasted. Lots of time on this level, but don't think that means you can fool around. Don't bother hitting every ? block you see. Most of 'em are just coins. LEVEL 7-7: Run! And stay invincible! It's hard, but doable. LEVEL 7-8: The block right above that vicious little fire spitting thing is a 1up. Grab a fireflower if you want to ace this level... MUSHROOM HOUSE: Another suit vender. LEVEL 7-9: If you thought you could win this by just flying over the level, think again! To win, I just take off, enter near that point with all the note blocks at the top. When the road forks with two pipe splits, go up. It's not too hard in my opinion... FORTRESS: I had 99 lives when I entered this, and I left with about 90. This one is HARD!!! A hammer suit helps, but only use it if you're willing to lose it. FLYTRAP: Hang tough, and you'll find this level is shorter than you think. The reward (Mushroom!?) is insanely meager though for all the hell you probably went through at the fortress... CASTLE: Using All-Stars? Looks like the king changed in to Yoshi, so why the hell would he want himself changed back? :) Stay off bolts whenever possible. The boss shakes the ground and stuns you whenever he lands, so stay in the air. Do that, and this guy's a snap! REWARD: Oh no, the Princess has been kidnapped! :) ------------------------------------------------------------------------------- WORLD 8 - Castle of Koopa (Hell) ------------------------------------------------------------------------------- TANK: In All-Stars, the ground scrolls EVEN THOUGH IT'S NOT SUPPOSED TO. Oh well. And yes, that weak little shxt you fight at the end is in control. ;) REWARD: Star BATTLESHIP: I think this one's easier than the tank. Don't get blasted by the big-ass cannon at the very end, because you have to be really careless to do that. ElectricBug2000@aol.com says: In the battleship on world 8, you only have to get past the first big cannon and you can swim underneath the two sections of the ship. when you get to the end, wait for the ship to sink, then jump to the pipe THE BRIMSTONE LEVELS: To my understanding, you only have to fight these if you land on them exactly when the circle is completely open. BRIMSTONE 1: Like fighting hammer brothers? Here's your chance to do it again! REWARD: Leaf BRIMSTONE 2: Simple platform jumping and timing exercise. REWARD: Leaf BRIMSTONE 3: Fish!? This is the hardest Brimstone level, but it's still easy. REWARD: (Surprise!) Leaf AIR PLATFORM: Prepare to shift in to overdrive, this baby moves FAST! If you have a few extra P-Wings, you might want to use one here. LEVEL 8-1: Finally, a normal level! Don't get bumped off by that pair of blocks on that pipe going down! Don't think that normal implies easy though. This level is rather difficult. If you get sick of this, cloud over it and do 8-2 which is much easier! LEVEL 8-2: Don't cloud over this one! Deliberately let yourself sink in to the sand pit. If you have a leaf, go right and grab some serious coinage. If you don't and want one, go left. FORTRESS: I tried to get through this, but got lost and ran out of time. This is an absolute pain in the ***. For instructions, see EdTheMoogle's FAQ/Walkthrough at GameFAQs.com (Do a search for Mario Brothers 3) If I were you I'd just cloud over this level. TANK 2: Twice the cannonballs, half the level. Persist and march on... No reward! PALACE: There are many ways to do this, but here's what I do: 1.) At the start, run at full speed or you get zapped 2.) When you see the gap in the cieling, move over it. A platform should appear and go right up the center. 3.) Step on the donut block, but hold right or you'll plummet to your doom. 4.) Go over the hill 5.) Avoid fireballs and try to get to one of the top two crevices 6.) If you get to the top, you won't have to worry about this. If not, just work your way down, or try flying to the top one. On the donut block, hold Right again 7.) Watch out, the first statue shoots lasers. Getting flashbacks yet? BOWSER: 5 hammers or 30 fireballs trashes him. Don't wanna do it that way? Fine: The bricks on the bridge are destructable, but only by him. Stand where you want him to land, and dupe him in to pummelling the way to his own doom. =============================================================================== EDITING/COPYRIGHTS =============================================================================== This document is (c)2000 Orbiter Productions. However, I am giving permission to anyone who wishes to edit this document permission simply by adding their name and e-mail address to the list below! You may include this document on CD-ROMs and other file collections, as long as this file is included as NO ADDITIONAL COST! That means that this document is free, and if you charge extra, expect your *** on a platter! EDITORS: Steve Rusher Your Name Here =============================================================================== ACKNOWLEDGEMENTS =============================================================================== Only one, and that's EdTheMoogle's FAQ on GameFAQs.com. I used it to complete my Card Game layout table. Aside from that, this is all trial-and-error done through my Motorola StarMax 5000/225 603e running Super Mario All-Stars on SNES9X 1.0.9a for Macintosh in High-Quality/Small mode with 22kHz/Mono audio and a custom control set. Memory-Freeze was overused to preserve taste. Written in Alpha 7.2 (http://alpha.olm.net) Thanks to anyone who has added on to this document! Your name is either next to your tidbits, or you've chosen to remain anonymous. Document size: 30K - Orbiter Productions :: Better Living Through Concept Cheers!