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Hotel Mario - Level Gimmicks And Guaranteed Items

Every hotel in Hotel Mario has a gimmick associated with it. These gimmicks can be split into two categories:

In addition, while doing research for this page, I discovered (or re-discovered) guaranteed items that are instantly awarded to Mario and Luigi if they enter a specific hotel door or touch a specific area. I have not been able to find a comprehensive list of either the items or how, exactly, the obstacles work and are deactivated. So...

To rectify this issue, I have created this page to list everything there is to know about the gimmicks and guaranteed items of Hotel Mario!

NOTICE: This page is still a work-in-progress - all sections up to and including Ludwig's been finished as of writing.

Sections:

Morton's WoodDoor-Hysteria Hotel -- Roy's HardBrick Hotel -- Larry's Chillton Hotel -- Lemmy's High-ate Regency Hotel -- Ludwig's Thump Castle Hotel -- Wendy's Blitz Snarlton Hotel -- Bowser's Seizures Palace


Morton's WoodDoor-Hysteria Hotel

Gimmick: Warp Pipe

Hotel Mario's first warp pipe can be found in Morton's hotel. On Stage 6, enter the rightmost door on the top floor, and Mario/Luigi will be warped to Stage 3 of Larry's Chillton Hotel.
Quick and simple.

Guaranteed Items

Stage 5: Middle door of second floor (1-up)

Stage 7: Middle door of third floor (Starman)


Roy's HardBrick Hotel

Gimmick: Blackouts

There is a room in Roy's hotel dedicated to toasting dozens of slices of bread. It drains from the hotel's power and causes it to frequently experience blackouts.
Blackouts are on a cycle that last a random amount of time; from what I've experienced, they show up every 9 to 11 seconds (18 to 22 ticks of the in-game timer). Fortunately, they are brief and last around three seconds (six ticks on the timer).

They start with a "leadup" consisting of the hotel's lights varying in brightness (picture 1), which lasts around two seconds (four ticks). This is followed by a second (two ticks) of total darkness (picture 2), after which the brightness returns to normal. There are brick rooms within Roy's hotel that have windows and illuminate at least a three-block-wide area - these never go dark when the power goes out.

To deal with this gimmick, you must find the door that leads to the "Toaster Room" and unplug the toasters. Right before a specific blackout happens, a closed door on an "initial" floor will begin to emit sparks (isolated in picture 3, in-game in picture 4) and start a timer. The player must enter the door before the timer runs out to enter the Toaster Room.
The door chosen will change depending on the status of the intial floor. Usually, the left-most door will house the Toaster Room, though if it's currently open, then the next closed door on the floor is picked. If all doors are open on the floor, then it'll be moved to a closed door on the floor below it (wrapping around to the top if it has to).

The following stages can spawn the Toaster Room:

Guaranteed Items

Stage 2: Left door of fifth floor (1-up)

Stage 5: Right door of second floor (Mushroom/Fire Flower/Toad)

Stage 6: Jump behind coin counter (Fire Flower)

Stage 8: Right door of second floor (Mushroom/Fire Flower/Toad)

Stage 10 (Roy's Rowdy Rooftop): Second leftmost door of fifth floor (1-up)


Larry's Chillton Hotel

Gimmick 1: Warp Pipe

Larry's hotel has both types of gimmick - the only level in Hotel Mario to do this. Let's start with the Warp Pipe first as it's easier to explain.

On Stage 5, enter the lone door on the topmost floor, and Mario/Luigi will be warped to Stage 8 of Wendy's Blitz Snarlton Hotel. Now, for the darkness gimmick.

Gimmick 2: Darkness

Fortunately, how it works is rather simple. The stage's floors are shrouded in darkness with the exception of the one that Mario/Luigi is currently on (as shown in picture 1). The stages get progressively darker until Stage 10, at which point they are nearly pitch black. This makes it hard to tell what enemies and obstacles are directly above the player when they jump. Only death, beating the stage, and acquiring a candle from a specific Koopa will brighten everything up. Speaking of...

The way to permanently lighten this darkness is to find the "Candle Koopa", a green-shelled Koopa with glowing red eyes (isolated in picture 2, in-game in picture 3). The player must defeat him and take his candle before it vanishes. He will always enter the level from a specific floor's door and pace around for a while before leaving through a designated "exit". If Mario/Luigi is blocking the Candle Koopa's entry door, he will never spawn, and if they're blocking the exit door, the Candle Koopa will simply choose a neighboring door. Fortunately, the Candle Koopa is nice enough to both close the door when leaving (and leave it closed upon entry!) and never open any closed doors.

The Candle Koopa will appear in these stages:

Guaranteed Items

Stage 1: Leftmost door of fifth floor (Mushroom/Fire Flower/Toad)

Stage 3: Lone door of fifth floor (Fire Flower)

Stage 6: Left door of first floor (Mushroom/Fire Flower/Toad)

Stage 7: Right door of second floor (Starman)

Stage 9: Second-left door of second floor (Mushroom/Fire Flower/Toad)

Stage 10 (Larry's Scary Lair): Rightmost door of first floor (instantly defeats Larry)


Lemmy's High-ate Regency Hotel

Gimmick: Clouds

Located high in the Mushroom Kingdom's sky, it should come as no surprise that there are clouds of varying sizes blocking the view of Lemmy's hotel.

Sure enough, clouds will block the player from seeing the goings-on inside Lemmy's hotel (seen in picture 1). They will follow Mario/Luigi across floors and float around them once it's close enough, though on rare occasions they'll wander off for a handful of seconds. Stages 1 to 4 have only one cloud while Stages 5 to 10 have two clouds. To get rid of them, you'll need to blow them away using a giant fan.

To do this, you'll need to find the "Fan Room" within one of the levels, which acts as a slightly more complex version of the Toaster Room from Roy's hotel. Once the timer hits a specific time, three open/closed doors are randomly chosen to have a little cloud appear, rise, and disappear on their right sides (isolated in picture 2, in-game in picture 3). In total, one "smiling" cloud and two "neutral" clouds are spawned. The smiling cloud indicates where the Fan Room has actually spawned, while the neutral clouds are just decoys. Once the clouds appear, the player has a limited amount of time to find the Fan Room.

It is entirely possible for Mario/Luigi to automatically enter the Fan Room if they happen to be already standing in the chosen doorway.

The following stages can spawn the Fan Room:

Guaranteed Items

Stage 2: Lone door on fifth floor (Mushroom/Fire Flower/Toad)

Stage 5: Jump behind coin counter (Mushroom/Fire Flower/Toad)

Stage 6: Jump near elevator wings while on fourth floor (Mushroom/Fire Flower/Toad)

Stage 8: Right door on first floor (Mushroom/Fire Flower/Toad)


Ludwig's Thump Castle Hotel

Gimmick: Vanishing Doors

Someone is messing around with the doors in Ludwig's hotel, turning them invisible from time-to-time. While they're in this state, neither the Mario Bros. nor the enemies can interact with them.

At set times throughout the hotel's stages, a specific number of doors will turn invisible for at least 19 timer ticks (9.5 seconds). This period increases by a single timer tick every stage past Stage 1 - therefore, Stage 10's invisiblity periods will last 28 timer ticks (14 seconds). If Mario/Luigi happen to be right next to an invisible door - in an approximately three-door-wide radius - the door will remain invisible after its period ends until either the player moves away or the time runs out.

The doors are determined by the player's current position and floor, but ultimately it is random which doors go invisible. Both types of door are affected by the invisibility, though for Stage 1, the invisibility only happens to open doors.

Most stages have unique values for the amount of invisible doors and when they turn invisible. They are:

To get these doors to stop vanishing, you'll need to find the bottle of Bowser's Ghost Cologne within the hotel. The cologne is hidden behind a door that is invisible unless Mario/Luigi stands in front of it and presses Button Two, like they would to a regular door.

Fortunately, all three instances of the "Cologne Room" are in the exact same location across three separate stages, and don't disappear/change with the timer.
It can be found on Stages 5, 7, and 9, in the center of their second floors.

Guaranteed Items

Stage 1: Leftmost door on first floor (Fire Flower + two 1-ups)

Stage 2: Lone door on fourth floor (Mushroom/Fire Flower/Toad)

Stage 4: Jump above fifth floor elevator (Fire Flower)

Stage 6: Left door on second floor (Mushroom/Fire Flower/Toad)

Stage 8: Leftmost door on first floor (instantly defeats enemies on-screen)


Wendy's Blitz Snarlton Hotel

Gimmick: Wendy's Pennies

TEMPORARY.

Guaranteed Items

TEMPORARY.


Bowser's Seizures Palace

Gimmick: Fireballs

TEMPORARY.

Guaranteed Items

TEMPORARY.


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Last updated: January 4th, 2025.