text:
Super Mario Bros. 3/World 3 Part 2

World 3-4
Even the clouds conspire against Mario on a steeply sloped stage. Most methods for getting unlimited 1-Ups involve skill and practice. In this world, the technique automatically.
 * 1: Slide down the hill to gain momentum and topple a train of Goombas, then jump at the last moment to leap across the pond.
 * 2: Lakitu will throw Spiny Eggs. The eggs have vicious tracking ability, making Lakitu one of the toughest enemies you'll meet.
 * 3: A challenging chance for unlimited 1-Ups. It may be the most challenging trick in the game, but it's possible to get unlimited 1-Ups on this stage. Attract Lakitu from point 2 to the area underneath the Venus Fire Trap. Grab a shell from a nearby Koopa, and kick it between the Wood Blocks. Stand on the platform below the pipe while the shell hits the falling Spiny Eggs, first for points, and then for 1-Ups. You'll also have to dodge everything and survive somehow, but the reward will be extra lives until time runs out.
 * 4: Lakitu will be back to make your life miserable. The foe is especially frustrating in the jumping section, so move as fast as possible to avoid Spiny Eggs.

World 3-5
It's not easy being green, but Stage 3-5 goes swimmingly for amphibians. By now, you know that the Frog Suit makes it much easier to swim in the water worlds. Also, certain underwater pipes can be entered only if you're wearing the Frog Suit. The secret rooms you reach usually have valuable things inside, like 1-Ups.
 * 1: If you don't have a Frog Suit, but you have a spare P-Wing to use, consider using it here. On top of the Wood Block islands are T-shaped structures that contain 10-Coin Blocks. You can only reach them if you activate the P-Wing, and you'll need to whack the blocks with your raccoon tail.
 * 2: Swim cautiously by Big Bertha and her baby. You won't have much room to skirt around them. If you're feeling lucky (and aren't wearing a Frog Suit), try to get the power-up in the ? Block.
 * 3: A tunnel only a Frog can enter. As Frog Mario, you can swim against the current to go down the pipe that leads to a secret area (shown right). Hold Right on the D-Pad as you enter the area to land on a platform containing a giant ? Block. Three separate 1-Up Mushrooms will pop out of it for you to collect.
 * 4: Go against the flow for a 1-Up. Swim against the downward current of the pipe and you'll reveal a 1-Up in an invisible block. But be careful—the are to the left is swarming with enemies. Take your time. If you rush, you could become fish food.

World 3-6
High-altitude leaps from flipping platforms to falling blocks demand precision. In this stage, there are times that dangerous Donut Lifts are your only stepping stones, making for some precarious spots!
 * 1: Wait until the last second to jump onto these Donut Lifts, and move along quickly. Remember to stay light on your feet when crossing Donut Lifts—they're bound to fall into the chasm.
 * 2: Stomp the Koopa Troopa walking along the top platform, and kick it's shell forward. It will ricochet off the wall and slam back and forth between a 10-Coin Block and a Donut Lift. It's easy money and you don't have to do the work.
 * 3: Ice Block power-up. Pick up and kick the Ice Block, stand over the Donut Lift and wait for it to fall. Then kick a Koopa shell at the block to reveal a power-up.
 * 4: To ensure that you cross the wide gaps, run and continue to hold the B button while jumping.
 * 5: Make the Switch Block appear with an Ice Block. It's much easier to collect the 1-Up if you hit the Switch Block and collect the nearby coins before bumping the block that contains the 1-Up. Alternatively, you can catch the 1-Up as it falls through the coins while the Switch Block is active.
 * 6: The Rotary Lift over the pipe poses quite a danger. Watch the timing of the platform's movement carefully before you leap. Once you're on, get to the goal pipe fast!

World 3-7
Meet bizarre creatures in a strange land of square mountains and misty peaks. A spacious stage with big grassy block, this area is the home of a new enemy, Spike. Is also features a Cloud World and a way to finish off the stage in Coin Heaven.

To completely explore the large Island World, Mario must get a Hammer from a wandering Hammer Brother, and use it to open the path to the Canoe. He can then sail to islands with Mushroom Houses and Bonus Games on them.
 * Mario's Ocean Adventure!

 * 1: Spike has a nasty habit of coughing up spiked balls. As if that weren't bad enough, it has the nerve to throw them at you. Avoid the ball and stomp him. He's not too tough as long as you're careful.
 * 2: After climbing up the vine at point 3, hit the Switch Block located here, and fall down to the group of bricks, now coins, to the right. You'll find that one of them contains a 1-Up.
 * 3: Vine-Climbing' for cash. Break a block to get at the one that will trigger a vine to grow into the sky. Climb it to reach a whole mess of coins in the clouds.
 * 4: Go to Coin Heaven again! Make the Red Jump Block appear and launch yourself to Coin Heaven.
 * 5: You can use the bouncing Wood Blocks to attack enemies when they're next to the block. Bump the bouncing block from the side to push it into an enemy. One of the blocks contains a power-up item as well.

Coin Heaven
This Coin Heaven is a bit different from the ones you may have visited in World 1. It scrolls automatically like the other do, but there is no point flying into the sky as there is nothing to find. Furthermore, at the end of the heaven, you won't find a pipe returning you to the stage. Instead, you'll find a treasure chest. Inside the chest is a Jugem's Cloud. As soon as you collect it, you will return to the World map, and the stage will be completed.

title: Super Mario Bros. 3/World 3 Part 2


text:
Super Mario Bros. 3/World 3 Part 3

World 3 2nd Fortress
Take a deep breath before diving into a submerged fortress with claustrophobic corridors. This water-filled fortress is the home of another new enemy, Stretch, a ghost who hides under the floor, ready to ooze out and scare you. He can't be defeated, so you have to sneak by him with care.

Part 2

 * 1: If you can successfully navigate the Cheep-Cheeps and Roto-Discs, you'll arrive at a ? Block containing the stage's only power-up. If you're Super Mario, you'll find a Fire Flower that'll let you fry any fish that swims in your direction. It'll also make the boss battle much easier.

Part 3

 * 2: Stretches are ghosts that dwell in weird white blocks throughout the underwater fortress. Watch their patterns and swim either between or around them to avoid touching the ghosts. It's easier to take the outside-paths if you're small.

Part 4

 * B: BOOM-BOOM is back, and he's ready to bust out a new trick. Prepare to dodge his flying attack! Floating blocks will get in your way if you try leaping around the room. Fight him in the center.

World 3-8
Raging floods and fearsome fish force Mario to climb a vine to higher ground. This is one of the toughest stages in the game. Boss Bass is back, the tides go deeper and leave you nothing to stand on, and the island are smaller. You have to get to the safety vines fast!

 * Special Turtle Techniques
 * Release a Koopa as you hold it over a pipe or block and it won't return if you back track.
 * Holding a turtle in front of you as you run will protect you from a frontal attack.
 * Release a turtle one block away from a pipe or wall, and it won't hit you as it bounces back.

 * 1: Slame Boss Bass with a Koopa shell to knock him out for a while. He's hungry, so don't expect him to be gone for long.
 * 2: Hit the block with a Koopa, an Ice Block, or your Raccoon Tail to make the vine grow. Climb the vine to the safety of high ground. Grab the power-up from the Jump Block—if you're Super Mario, it'll bea much needed Fire Flower. Take a rest at the top until the tide goes down, then run for it.
 * 3: Use a Koopa to get this 1-Up. Be sure to pick up this extra life, as lives can be tricky to hold on to around Boss Bass.
 * 4: White Mushroom House. Hit the Switch Block to collect many of the 44 coins necessary to open up a secret White Mushroom House. It will also allow you to collect a hidden 1-Up.
 * 5: Play the waiting game for 1-Ups. If you're patient, kick a Koopa shell between the Switch Block and the wall, and wait for it to hit Boss Bass many times. The results are points and 1-Ups.

World 3-9
Cannons and Bob-ombs crowd a secretive stage of tricks and traps. There are a couple of neat tricks you can try in this world, but be warned: they are somewhat difficult to pull off!
 * 1: Wait for the Para-Goomba to land, then bump it from below. If you bump the sixth block from the left, you'll get a power-up. Be careful if you're chasing a Super Mushroom—watch out for the Bullet Bill cannon to your right.
 * 2: Drop Mario into the background by squatting on the white platform until you fall behind the scenery. You won't be invincible, so you'll still need to jump to avoid enemies and cannons!
 * Make Mario invisible!: Take this trick even farther by clearing a path to the pipe which leads to the aquatic portion of this stage. Then return to the white platform, squat on it until you fall through it, then make a run for the pipe! If you're still in the background when you go down, you'll come out of the pipe invisible.
 * 3: Unlimited 1-Ups—the easy way. Grab a Koopa shell from the beginning of the stage and run with it until you pass the white block. Stand on the cannon and kick the shell right to break the block wall. As the shell bounces, quickly jump up and stand near the top of the wall to watch. You'll rake in the 1-Ups.
 * 4: The second unlimited 1-Up trick (described next) will be much easier to pull off if you jump and break the blocks to widen the hole in the wall between the cannons.
 * 5: Unlimited 1-Ups—the hard way. Stomp on the Koopa Troopa at the beginning of the stage and run with its shell through the gauntlet of cannons. Throw it to break a hole at the base of the block wall (see point 4). Run back to the beginning. Be careful not to get blasted by a Bullet Bill or slowed down by a Para-Goomba. Stomp another Koopa Troopa and carry its shell back to the wall. Jump over the cannon and onto the pipe.  Throw the shell left so that it bounces between the cannon and the pipe, knocking Bullet Bills.
 * 6: When you enter the underwater section of the stage, swim far to the left to find a pipe leading to a secret area (shown right). As soon as you go down the pipe, hold Right on the D-Pad to land on a platform containing a giant ? Block. Bump the block to reveal a rare Frog Suit.
 * 7: If you plunge down the pipe with a shell or an Ice Block in hand, you'll swim with it. You can then use the shell or Ice Block to eliminate a Cheep-Cheep.
 * 8: Cheep-Cheeps guard the exit pipe, so either swim carefully to avoid them or eliminate them with fireballs, an Ice Block or a Koopa shell.

World 3 Airship
Wendy O. Koopa awaits you in the fearsom airship. Send her plunging to the water world below! You can jump over some of the walls in this warship, even though the gap you go through is off the top of the screen. This can save you a lot of time and effort.
 * 1: Another 1-Up opportunity: Jump on the three Rockys and Bullet Bill without touching the Airship's deck 10 times, and you can score two 1-Ups.
 * 2: You'll have to act fast to grab the power-up in the ? Block before you scroll past it. While you're attempting to get the power-up, watch out for cannon fire.
 * 3: Use your momentum. If you jump on top of an enemy or cannon ball and hold down the A button, your momentum will give you an extra boost of height to your leap.
 * 4: Get used to an unusual mode of transportation. Jump repeatedly on the Bolt Lift to make it take you across the gap. In this case though, it might be easier to take the low road and just avoid the flame jets.
 * 5: On airship stages, you often have a choice between an upper and a lower path. The upper path is usually much easier, and it's no different here. If you hold down the B button and jump towards this wall, you can make it over to the other side.

B: Wendy O. Koopa
Wendy O. Koopa is the only girl of the Koopa family, and she's one ferocious female. As the ruler of Big Island, Wendy is known as an unbearably bossy Koopa with a sweet tooth. Get ready to dodge some candy!
 * Wendy's wand shoots candy rings that bounce off the floor and walls, making this boss battle much more difficult than previous ones.
 * In addition to worrying about Wendy, you'll have to track and anticipate the movement of the candy rings.
 * Never fear—just like with her male siblings, stomping on her three times will bring her bossy days to an end.

Onward to the land of the giants
The Island World was tough, but Mario made it through and returned the king to normal. Off in the horizon, Mario can see Giant World coming up. It looks pretty overwhelming!

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Super Mario Bros. 3/World 3 Part 3


text:
Super Mario Bros. 3/World 4

Life couldn't be much better. You've liberated Sea Side, explored the seafloor and enjoyed a sleek swim in the Frog Suit. However, Mario's troubles are about to get bigger. Much bigger.

Using a Hammer on the rock to the left of World 4-1 will give you access to a special Toad House that gives you a free Tanooki suit. You'll have to decide if the suit is worth trading in a rare item.

World 4-1
In the Land of Giants, "bigger is better." Huge is even better than big. Everything in this world is larger than life! Giant Koopas and Goombas are common. Although these characters look fearsome, they can be kicked and carried like their smaller relatives.
 * 1: A different timing is necessary here. Even if you stand right next to the pipe, Giant Piranha Plants will still go in and out. So make a dash over the pipe when the Piranha Plant is going down. Alternatively, stand on low flying clouds to gain height that will help you make difficult jumps.
 * 2: Even Giant Koopas duck when Mario's around. Yes, they're big, but they're still the same brainless Koopas you know and love. Even when he's Small, Mario can take them on easily.
 * 3: After you've grabbed the power-up located at point 5, destroy the three stacked blocks with your Raccoon tail, then use the open space to fly to a secret area. You'll need to swim up the waterfall to reach it. Then swim to the pipe at point 4.
 * 4: Double 1-Up in the bonus area. Once you've slid down this pipe, you'll end up in an underwater area (shown right) with two fearsome Big Berthas. Hidden in the blocks, you'll find two 1-Ups, but don't let yourself become fish food.
 * 5: Collect the power-up but be careful not to run into the bouncing Koopa Troopa held back by the coin block. Grab the Koopa and ditch him by letting go of him while standing next to a pipe. Next, clear away all the blocks and fly into the upper waterfall at point 3.
 * 6: Unexpected 1-Ups for Raccoon Mario. Use the repeated stomping method on the three red Giant Koopa Troopas in this area to get 1-Ups. Be careful not to accidentally kick them over the side. It's very tricky to pull this off!

World 4-2
Leap from pipe to pipe as you frantically dodge a school of Cheep-Cheeps. The land rises and sinks here, but fortunately Boss Bass isn't around. There are plenty of Cheep-Cheeps to give you a headache though, mainly toward the end of the stage.

Usually, if you're right next to Bullet Bill or a pipe with a Piranha Plant inside, you can't get hurt by them. But in the Giant World, it doesn't always work that way. Giant Piranha Plants won't notice you and still go in and out.
 * Stay close and they won't hurt you, right?

 * 1: Vicious Cheep-Cheeps will leap out of the water to get at you. The best way to stop them is to let them run into your feet.
 * 2: Pick up the Ice Blocks and kick them at the ? Block to reveal a power-up. Ice Blocks are also useful for attacking a wide variety of enemies that are too dangerous to approach.
 * 3: Cheep-Cheeps are still a danger midway though the stage, but the biggest threat comes from the Piranha Plants. Stand on the cloud while you wait for the Piranha Plants to recede into their pipes, then run past. Be careful not to get caught by a fireball shot from the Venus Fire Trap.
 * 4: White Mushroom House. As the platform begins to rise, stomp the Switch Block and grab the column of coins. Rush forward, take the Starman and run to the coins ahead. Collect 24 coins to gain access to a White Mushroom House. You may even wish to consider collecting the Starman first.
 * 5: Near the end of the stage, a crazed school of Cheep-Cheeps will swarm out of the water. To minimize the amount of time you're at risk, keep moving. Either jump on the flying fish to knock them out, or run beneath them as they flop through the air.

World 4-3
Say hi to the Sledge Brothers; they are big by any standard, but they're still no match for the Mario Bros. These tubby turtles are relatives of the Hammer Bros. They attack by throwing sledge hammers, and are so heavy that when they jump and land, a small earthquake occurs.
 * 1: The big-bones boys in Stage 4-3 are called the Sledge Bros. Squash them as soon as they pause between throws. If you have a Starman in your inventory, you might consider using it now. Sometimes, you can run underneath the brothers as they jump.
 * 2: Wait until Spiny has dropped off the ceiling, stomp Buzzy, and your runway will be clear. As soon as you get your hands on a Super Leaf, fly to the ceiling and collect some bonus coins.
 * 3: Bump the block containing the 1-Up, then chase it down the cramped corridor. Collect it as it falls off the ledge, but be careful not to run into any enemies—Spiny's on the ceiling waiting to get the drop on you.
 * 4: Bouncing block buffet you. There isn't anything in these bouncing Wood Blocks, so just jump over and past them.

World 4 1st Fortress
Candles come alive in this stout fortress. The bully BOOM-BOOM is on the prowl, and he wants revenge. The Fortresses in Super Mario Bros. 3 contain some of the trickiest areas in the game. They often give you a choice of paths to take, each with its own dangers. It's up to you to choose which way you like best.
 * 1: Just like Boo Diddlys, the living candle flames known as Hot Foots will chase you when you turn your back to them, and they'll stop moving towards you as soon as you face them. Move strategically to keep Hot foots at a safe distance.
 * 2: This Fortress seems to have Thwomp Traps placed wherever there is space for them. Some even move horizontally! If you don't like these traps, take the alternate route.
 * 3: A trio of mummified turtles and a ghost make this way dangerous. Slide down the center of the five pipes to reach a secret area containing a power-up.
 * 4: You'll end up in this underground pathway if you take the center pipe at point 3. Be careful when you try to collect the power-up down here—chances are, Boo Diddly will be coming after you.
 * 5: Invisible Blocks are the only way out. Be sure to face the ghost as you make these blocks appear. And remember, those Dry Bones will come back to life. You will return to Fortress just outside of BOOM-BOOM's room. If you're not fully powered up, you may want to consider heading left when you exit the pipe, but watch out for the Thwomp.
 * B: BOOM-BOOM is back to normal… Well, at least he isn't flying. But he can display some impressive high jumping skills, and there is a rather awkward ledge in the room that restricts your own freedom to jump. Jump on BOOM-BOOM's head three times as quickly as possible.

World 4-4
Submerge to diving depth to dodge Spiny Egg attacks from above. Lakitu has always had a grudge against Mario. He won't even let Mario take a swim without dropping Spinys on him.
 * 1: As Frog Mario, you can swim against the current and enter a pipe that leads to a secret area (shown right) chock full of coins.
 * Only in the original NES version, if you don't have a Frog Suit (or don't want to use one up) there's another way to access this room. If you start on the ledge where the power-up is and drift down left from there, you can make it to this pipe without a Frog Suit. This oversight was corrected in all subsequent releases.
 * 2: When you exit the bonus stage, Lakitu will be waiting for you. He will plop Spiny Eggs into the ocean, so swim as hard as you can to avoid them, and don't let the current to push you into them. The Frog Suit gives you a huge advantage.
 * 3: When you reach the clearing, you'll be showered with Spiny Eggs from above, so move as quickly as possible to the pipe that leads to the end of the stage.

title: Super Mario Bros. 3/World 4


text:
Super Mario Bros. 3/World 4 Part 2

World 4-5
Guided Missile Bills guard the fabulously furry Tanooki Suit. You have to like the Tanooki Suit. Not only is it cool looking, it gives Mario the same powers as the Raccoon Suit, as well as the ability to turn into a Statue!

The Tanooki Suit has the power to turn into an invincible Statue for 5 seconds. But it's not generally know that this power can be used offensively against enemies like the Lava Lotus. Statue Mario can even fit through small gaps!
 * Statue Mario is a powerful form

 * 1: Kick the Green Gargantua Koopa Troopa's shell into the ? Block to reveal a power-up. You'll get a Super Leaf if you're Super Mario.
 * 2: Missile Bills are guided, so they won't give up until they've hunted you down. They'll track back and forth waiting for you, but you merely have to stomp on them to disarm them.
 * 3: Don't become plant food—stand next to the cannon and wait until the Piranha Plant goes down the pipe before you jump
 * 4: The Tanooki Suit. While standing on a cannon below, jump on top of a passing Bullet Bill to bump the ? Block to make a vine grow into the sky. Climb it and enter the pipe to gain access to a secret area (shown right) containing the cute and furry Tanooki Suit. When you enter the secret room, get the suit first. Then hit the Switch Block and quickly exit the room the same way you entered. Follow the trail of coins on your way down.

World 4-6
Step through Magic Doors to enter alternate dimensions big and small. Here's a stage where you can change the size of giant enemies. Two magic doors accomplish this feat, and also make different items come out of the ? Blocks. In effect, this stage contains a giant side, and a regular side. This being Giant World, you naturally begin the stage on the giant side.
 * 1: On the giant side where you begin, crush the blocks to reveal a 1-Up. On the small side, you'll find a Starman in a different block instead.
 * 2: This is the second of two doors that, when you pass through them, not only change the size of the enemies, but they also reset the items once they've been collected, making repeated collection possible.
 * 3: On both the regular and giant sides, fly to the clouds to collect some coins. Only on the regular side, however, will you find a 1-Up as well.
 * 4: Jump to reveal hidden blocks on the regular side and you'll be rewarded with a 1-Up. Be careful not to let the Koopa Troopa corner you, and watch yourself—if you kick the Koopa shell, it could spell trouble.
 * 5: Enter a Magic Door to reset all of the blocks in the stage. You can pass through the door to collect coins several times, but don't expect to collect 1-Ups over and over again—they won't be there the second time.

World 4 2nd Fortress
Don't dawdle on a Donut Lift, or you'll be in for a very hot bath. A Switch Block will reveal the way to a Hidden Quarter of the Fortress which gives you a chance to gain some extra coins and, of course, 1-Ups; plus some extra practice with pipe maze tactics that will come in handy in World 7.

Main Section

 * 1: Defeat Dry Bones first! You'll have to act fast on these Donut Lifts. Stomp Dry Bones, collect the item, and hit the road. Try not to panic.
 * 2: Use the B button dash here. Hesitate on the upper donut lifts for just a moment and Dry Bones will fall into the lava. Be careful not to hesitate too long! When the coast is clear, hold down the B button and run and jump to the upper platform.
 * 3: When you hit the Switch Block the door to the Hidden Quarter will be framed by silver coins. Run to the door and press Up on the D-Pad to enter the secret area. The Hidden Quarter is the long way to BOOM-BOOM but it gives you a chance for four extra lives and some coins. You will enter at the bottom of the left map below.
 * B: Get in position just to the right of the center floating block to take on BOOM-BOOM or use platforms to pounce from above and bust him up with three quick smacks on the head.

World 4 Airship
It'll take quick wits and iron nerves to traverse Iggy Koopa's enormous rocket-powered airship. Unlike the other Koopaling's Airships, Iggy's ship has no cannons or Bullet Bills, only thrusters, but it can be tricky!
 * 1: If you're confident in your jumping skills, you might want to utilize the Bolt Lift. The upper path is safer than the lower. Jump repeatedly to move the Bolt Lift across the pit lined with Rocket Engines. If you fall off, you'll be scorched.
 * 2: If you're forced to take the lower route, wait until these thrusters fire before you jump over them. If you don't watch your timing, you might get a blasted with flame.
 * 3: It's kind of tough to get the power-up if you take the lower path through the Airship. Rocky Wrench will attempt to ambush you as you collect the power-up in the ? Block. If you're small, make sure the Super Mushroom falls to the right or you won't be able to collect it.
 * 4: Don't get burned. It's easy to avoid the flames here by kneeling on the step. The two upper rockets are hard to get through, but there's a second power-up item in case you get hit.
 * 5: Before you eagerly plunge down the pipe to face the boss, grab the power-up sealed in a ? Block. This is the only airship with two power-ups. Two power-ups, no cannons… always make the most of a good situation.

B: Iggy Koopa
Iggy Koopa's wand isn't as dangerous as his sister Wendy's, but he fires it rapidly and the uneven terrain can make dodging difficult. Iggy may look like a bookworm, but he's no genius.
 * Quickly jump on Iggy before he can shoot at you. Remember, Iggy is most dangerous when he spins inside of his shell.
 * Jump to avoid the rings from Iggy's wand. Be sure to stay mobile and attack quickly, and don't allow him to corner you.
 * The faster you can defeat Iggy, the less time you'll be in danger. Three strikes to the head will finish the job.

Aloha to Big Island
Another grateful King bids Mario good-bye. Mario's next challenge will take him into the clouds in Sky World. The Princess, thoughtful friend that she is, left a P-Wing behind for Mario to use. And he'll need it in the Sky!

title: Super Mario Bros. 3/World 4 Part 2


text:
Super Mario Bros. 3/World 5

After proving the old adage, "the bigger they are, the harder they fall," you're off to conquer the high-flying challenges of the Sky. Good thing Mario's not afraid of heights.

World 5-1
Find your way to the center of a hill-climbing expedition for a 1-Up Mushroom reward. Once again, Raccoon or Tanooki Mario are the preferred Suits. If you can fly to the Sky Pipe, you'll go to the island in the center of the arch and get four 1-Ups!

By running back and forth while holding down the B button, you can get up the speed to lift off in a smaller area than you normally need. Start flying as soon as you hear the whistle.
 * Taking off on a short runway

 * 1: Bump the Wood Block from the side to collect a power-up. If you're Super Mario, you'll find a Super Leaf.
 * 2: In order to reach this pipe, a little planning is required. First, you must skip the ? Block on the way up to the top of the arch. Second, you must reach the top of the arch at point 5.  Collect the Starman found in the middle ? Block, and run back to the left. Hit the ? Block you skipped for another Starman. If you're still invincible when you return to the starting point, you can kill the Chain Chomp at the bottom of the world. With the Chain Chomp out of the way, you'll have enough of a runway to fly up to this pipe and reach a secret room. Look below the next map for more details.
 * 3: Two 1-Up mushrooms may not occupy the screen at one time, so you must be patient. Collect each of the four 1-Ups one at a time to ensure that none of these precious mushrooms disappear.
 * 4: Fly up to the three blocks on the ceiling of the arch and hit the Switch Block that's hidden in a normal block to reveal two giant "3"s made of 38 silver coins. Collect these and then fly up and break the right column of bricks with your head to escape the arch.
 * 5: This is where you must run to to collect the first Starman, and then run back to the starting point to take out the Chain Chomp that prevents you from flying up to the pipe at point 2.

Secret Room
In this secret area access through the sky pipe, you'll be faced with a choice of two ways to go. If you choose to take the upper path, run to build up to flying speed and duck right before taking off. You'll be flying while crouched, which will allow you to squeeze through the passageway to the right. Follow it to the end to pick up a Music Box and end the stage. However, be aware that this route will prevent you from collecting the four 1-Ups in the area on the other side of the pipe below. If you choose to grab the four 1-ups, you can still go back and grab the Music Box.

World 5-2
Don't look down, or the view may make you dizzy. This world gives you a choice of paths to take, but you'll have to move quickly to take the easier one. If you're Raccoon Mario, use your tail to slow your descent and take the upper path. If you're not, you can still make it up there, but it's more difficult! Run to the very end and the last pipe will take you to the exit.
 * 4: Buzzy's cousin Buster Beetle will throw Ice Blocks at you. Return the favor by throwing Ice Blocks back at him. You'll have to be fast though, or they'll use them all up before you can grab one.
 * 5: Grab an Ice Block and jump towards one of the trouble Piranha Plants. If you hit them with the Ice Block before they hit you, you'll remove them from the pipes.

World 5-3
Hijack a green shoe from an unlucky Goomba and enjoy a wild ride through the countryside. Among the coolest items found in Super Mario Bros. 3 is the Kuribo's Shoe which, unfortunately, is only found in this stage. Try it on for incredible stomping power!
 * 1: Snag the Super Leaf if you want the Raccoon Suit, but if you're already Fiery Mario, it may be better to stay that way.
 * 2: Kuribo Shoe! Eject the Goomba from its shoe by bumping its block from below. Nestle into the shoe as soon as it lands to take control over the green footwear. Armed with Kuribo's Shoe, you'll be able to jump higher and stomp enemies that you couldn't think of touching before. If you've ever wanted to stomp Spinys, now you can!
 * 3: The shoe will protect you from just about anything, but it won't save you from a Spiny attack from above. Avoid the prickly enemies at all costs.
 * 4: Shielded in Kuribo's Shoe, you can cross areas that would normally injure Mario. It'll help you easily collect the 1-Up found in one of these bricks above the Muncher Plants.
 * 5: The shoe allows you to stomp Piranha Plans. However, be careful not to touch them from the side—you'll get hurt.
 * 6: Mario can wear Kuribo's Shoe no matter what size he is. If you become Fiery Mario while in the shoe, you'll add fireball-shooting to the list of powerful abilities it provides.
 * 7: You may be able to traverse chomping plants effortlessly, but you're not immune to falling down gaps. It would be a shame to fall down such a small hole this close to the end of the stage.

World 5 1st Fortress
Ready yourself for a sprint through a diabolically difficult fortress lined with traps. You can skip this Fortress and still be able to move up in the world, but you might want to get the three 1-Ups that are inside if you are Raccoon Mario. If you can't fly, skip it!
 * 1: Be extremely cautious while crossing this location. You'll need to dodge a jumping fireball and a spinning flame trap in addition to leaping over a pool of bubbling lava. The perfect timing of your jump is a must here.
 * 2: To reach the fortress' secret area, you'll need the Raccoon Suit. Start at the edge of the lava pit and jump to avoid the swinging fire trap. The run underneath the Thwomp Trap to build enough speed to lift into the air.
 * 3: Once inside the pipe (shown right), follow the advice of the upward pointing arrow and fly to the ceiling to bump and reveal three Invisible Blocks containing 1-Up Mushrooms.
 * 4: Trick the Thwomp Trap at this point into falling prematurely by staying on the left platform and jumping close to the trap. When the trap falls, jump over it and onto the safety of the platform on the other side.
 * B: BOOM-BOOM is hardly a challenge after such a difficult fortress. Pound him into the ground like a nail.

title: Super Mario Bros. 3/World 5


text:
Super Mario Bros. 3/World 5 Part 2

World 5 Tower
Climb a sky-scraping tower to reach a high-altitude world filled with tricks and treats. The Tower to the clouds leads Mario to the second half of the Sky World. Now's the time to be Raccoon Mario!

Part 1

 * 1: You'll want to be sure to grab the power-up at this point—it's the only one on the stage. The power-up will be useless if you get hit, so move carefully to avoid the Roto-Discs.

Part 2

 * 2: Watch out for the Pile Driver Micro-Goombas. The jumping blocks may be easy to smash, but they can surprise you. Once the leaping menace is out of your way, collect the 1-Up here.
 * 3: Tail attack the 10-Coin Blocks. The four blocks below the escape pipe each contain ten coins. Hit them with your tail to collect. The top block has coins too, but it's difficult to get at them.
 * 4: P-Wing Secret: If you want to use a P-Wing on this stage, you can find several 1-Ups by flying up and over this portion of the Tower.

Part 3
It's possible to go back to the Earth side of Sky World through the Pipe on the map. You'll fall down and use a pipe to skip most of the tower stage. On the way, you can collect a 1-Up. Be aware: you'll have to go through the Tower again to get back into the clouds.
 * A 1-Up on the way back down

Part 4

 * 5: After hitting the blocks around the base of the pipe with your tail to collect ten more coins from each of them, bump the ? Block to make a vine grow into the clouds above. Climb up and enter a sky pipe to zoom to the land of clouds. Welcome to the Sky.

World 5-4
Flipping and tipping platforms make for a nightmare high in the cloudy skies. Try to be Raccoon Mario in this world, because the path through the sky is safer, easier, and has bonus coins.
 * 1: Use the Raccoon Suit to fly even higher up in the clouds to collect some loot. Be sure to land on something solid when you fall back down. Or keep your P-Meter fully charged so you can fly to the end of the stage.
 * 2: If you didn't fly up to the top, jumping frequently on the Rotary Lifts is the only way to make it now. You'll have to time your jumps perfectly or you'll get smacked into the great beyond. Try jumping while the platforms are spinning to land just as they stop. Use a Raccoon Suit and glide with you tail to make this section much easier.
 * 3: Beware of waterfalls. They may look pretty, but the current can drag you down. Jump to avoid them completely.
 * 4: Lakitu can be troublesome and dangerous. This time, however, you can use the vicious enemy to your advantage. At the end of the stage, allow Lakitu to throw as many Spiny Eggs as he can before you hit the panel. You'll be rewarded handsomely for each enemy on the screen.

World 5-5
Don't stop for a breath of fresh air, or you'll topple along with the shaky bridge. If you can collect 28 or more coins here, you can get the White Mushroom House to appear.
 * 1: Para-Goomabs and Paratroopas will attack here. Take a moment to rid yourself of the annoying Para-Goomba, or it'll make your life miserable for the duration of the stage. But hang on to that Koopa shell, you may need it.
 * 2: Repeated coin collection: Collect these coins, go inside the Tanooki Suit pipe and come out. The coins will reset, getting you that much closer to the White Mushroom House.
 * 3: Bump the Wood Block to snap a power-up, then use the Raccoon Suit's tail or a Koopa shell to break away the blocks clogging the pipes. Enter the second pipe to reach an area (shown right) that contains coins and a Tanooki Suit. You can reenter the area to reset the ? Blocks throughout the stage.
 * 4: White Mushroom House. Collect 28 or more coins to make a White Mushroom House appear on the map. You'll need to get the coins above and below the bridge of point 4 to collect enough. Allow the blocks to fall sufficiently far to allow you to get the coins, then jump to the next block.
 * 5: Bust through the two bottom blocks and bump the ? Block to grab a power-up. You'll have to do it in a hurry, or you'll get burned by a Venus Fly Trap.

World 5-6
Hitch a ride into the sky on the backs of soaring Para-Beetles. These flying Para-Beetle pests will give you a lift if you jump on their backs.
 * 1: The only way to make it across the gap in these clouds is to hitch a ride. Jump directly onto the back of a Para-Beetle where it's safe to land or it'll bite you. Accuracy is crucial.
 * 2: Make your way across the quickly scrolling clouds by jumping onto the backs of Para-Beetles. When you land on a Para-Beetle it will begin to ascend, so be sure to jump onto the next one before you fly away into oblivion.
 * 3: Bump the block that contains the Switch Block and rush to stomp on it before the screen scrolls by. The maneuver will make crossing the next section much easier, not to mention more rewarding.
 * 4: Fire Chomps can be dangerous. The longer they stick around the more they pose a threat to you. Bop them on the head to get rid of them.

World 5-7
Lay siege to a curious castle in the clouds teaming with camouflaged Micro-Goombas. In the original NES version, you can become invincible for an extended period of time in this world. This trick was removed in later versions of the game, but there are still plenty of other surprises to find. This stage is an excellent candidate for a P-Wing.
 * 1: Start with a Starman: Before you enter the stage, use a Starman from your inventory. That way, most of the ? Blocks on the stage will contain Starman power-ups.
 * 2: Pile Driver Micro-Goombas lie in ambush. Punish them for their sneakiness by giving them a good stomping.
 * 3: Slide down the first pipe to reach a special area full of golden opportunities. Before you go, grab the 1-Up hidden in a block nearby. See below.
 * 7: Maintain your invincibility when you return from the special area, and the block above the pipe will be another Starman.

Special area

 * 4: Soar up to the Switch Block hidden among the floating blocks and stomp it to collect a mother-load of gold coins. Also, you can fly up here and climb up above the map, and if you run all the way to the right you will reach the end of the stage without having to return to the other part of the map!
 * 5: Almost endless invincibility in the original version. The block before the end of this section is white on the NES. Kneel on it until you fall through it. Then return to the upper part of this world through the pipe above. You'll be invincible for a time and you can still hit things with your Raccoon Tail!
 * 6: Collect the Starman hidden in the Jump Block and rush to the pipe above (collect another Starman along the way). When you emerge, Lakitu will be waiting for you. Alternatively, if you have the P-Wing, you can reach the exit simply by flying above the top of the right wall in this area.

title: Super Mario Bros. 3/World 5 Part 2


text:
Super Mario Bros. 3/World 5 Part 3

World 5 2nd Fortress
Fire spurts from above and below in a bizarre lava-dripping dungeon. All of the Podoboos that you've encountered in the past have bubbled out of lava lakes. In this fortress, they drop out of the ceiling as well!

 * 1: You'll have to watch out for the Podoboos that jump from below and drip from above. Time your jumps to take advantage of a pause in the fire, but don't get greedy—jump one platform at a time.
 * 2: Make sure you grab Starman trapped in the ? Block, but first jump on the blocks and walk safely over the Dry Bones. Avoid the leaping fire and walk left unfer the ? Blocks to bump the one containing the Starman. You'll want to make Starman go right here, so hit the bottom left side of the block.
 * 3: Boo Diddly has placed himself in a very awkward and dangerous spot. Either pick up a Starman to breeze by him or turn your back to the apparition on the platform that precedes Boo to draw him out of the way. Then leave him in the dust and you'll be able to rest on the platform beneath two ? Blocks and collect a power-up.
 * B: Up to his old trick, BOOM-BOOM returns to guard the final chamber of the fiery fortress. Use the same tried and true tactics to defeat him as you have before, but be aware that he'll sprout wings.

World 5-8
Lakitu is back, and he's ready to challenge you on his home turf high in the sky. Even if you're Raccoon Mario, you won't have enough room to fly in this world. The key to getting through here alive is holding down the B button and dashing past Lakitu.
 * 1: To stand a chance at surviving Lakitu's aerial bombardment, grab the power-up within the ? Block above. You must collect this item because you're almost certain to take a hit in this world.
 * 2: As soon as you see Lakitu, start sprinting. The long you dawdle, the greater the chance you'll get tagged with a Spiny Egg. If you see an opportunity to take Lakitu out, go for it—it will buy you some time.
 * 3: Slow down when you near the Koopa Troopa. You don't want to crash into it while you're tearing across the clouds. As soon as you safely pass the Koopa Troopa, run to full speed again.
 * 4: From atop the ? Block, you can take advantage of the high position to kick a Koopa shell or to jump-attack to eliminate Lakitu. Then bump the ? Block to collect a power-up. If you're already Super Mario, you'll receive a handy Super Leaf.
 * 5: Lakitu will be waiting for you at the end of the stage, even if you managed to take him out earlier. Wait for him to drop four Spinys before hitting the panel to earn big points for every enemy on the screen, possibly even a 1-Up.

World 5-9
Keep a brisk pace in this platform-climbing expedition, or you'll fall from the clouds. This is another of the most challenging worlds in Super Mario Bros. 3. You must be in complete control of Mario to master the moving lifts here! You will begin in the bottom left of the following map and work your way to the upper right.
 * 1: If you have a P-Wing in your inventory and find this stage too challenging, use it here. You'll be able to fly effortlessly through the entire stage.
 * 2: Jump from platform to platform as quickly as possible to keep up with the scrolling screen. Some platforms will be moving vertically, while others move horizontally.
 * 3: Watch out for platforms six and seven. Jump quickly from the sixth platform to the seventh or you'll be shoved off.
 * 4: The jump from eight to nine is tricky as well. To a certain extent, you can "tweak" Mario's jumping trajectory. This is a case where you will need to curve your jump around the edge of the upper platform in mid-air.
 * 5: Deflate the flying Fire Chomp as soon as you can. Trying to jump between moving platforms while dodging fireballs can be really hard, so get rid of the Fire Chomp with a well-placed stomp. Use the momentum of your stomp to take you to the next higher platform.

World 5 Airship
Roy Koopa commands his airship to unleash a hail of lead. Find out if you can dodge bullets. Roy's Airship more than meets the standards for Koopaling design, with lots of cannons and Bullet Bills.
 * 1: Watch out for the rocket engine. Wait until this combustive contraption has fired, then jump over it. Don't miss the power-up near the front of the airship. It's the only one you'll get, and it could make the difference between glory and defeat.
 * 2: The lead is flying fast and furious. With all these projectiles in the air, you'll be hard pressed to find a safe spot. At this point, don't advance too far, but stay on the left side of the screen.
 * 3: Avoid "The Gauntlet" by taking the upper route. To reach the higher area, jump on cannonballs to spring into the air and land on a cannon above. Jump from the cannons to reach the upper platform. Up there, only half of the cannons will be aimed at you.
 * 4: If you didn't manage to get on top, you'll have to run through "The Gauntlet". Cannon balls will fire at you from all directions, and it's difficult to avoid them. In this case, the right side of the screen is a better place to be.

B: Roy Koopa
Roy's a big boy. So big, in fact, that the ground shakes when he walks. He'll try to throw his weight around, but don't be intimidated by the sheer size of the bully—you can defeat him just like any other Koopaling.
 * Roy is massive—if he stomps, the room will shake and quake, leaving you temporarily paralyzed.
 * Leap into the air as Roy stomps to avoid getting paralyzed. Otherwise, he'll attack when you're stuck.
 * Watch out for Roy's wand attacks and his spinning shell. Stomp him three times to bring him down.

A chilly challenge lies ahead
No more troubled skies, Mario is on the arctic Ice World. Entire armies of Koopas and Munchers have been frozen by the sub-zero temperatures there, and every surface is coated with ice.

title: Super Mario Bros. 3/World 5 Part 3


text:
Super Mario Bros. 3/World 6

Mario's teeth are sure to chatter as he descends from the sunny landscape above the clouds to a frozen winter wonderland. Be glad you've got the warm and cozy Tanooki Suit—you'll need it to keep out the winter chill.

Hammers will do you no good beyond World 6, so use them up if you like. You can shortcut around three stages, but you may miss out on some great secrets and power-ups as a result.

World 6-1
Snow-capped trees and wispy clouds serve as the backdrop to an arctic expedition. This winter wonderland is slippery. All surfaces in this place are extremely slick and there's no way you can come to a complete stop quickly. Be careful you don't slide right into the enemy!
 * 1: Avoid the Ptooie while collecting the power-up. Become fiery if possible; most enemies in Ice World are vulnerable to firepower.
 * 2: When Ptooie spits the spiked ball in the air, jump over him. You can also easily defeat it with firepower or a tail attack.
 * 3: Take flight with the Raccoon Suit and soar to the secret door. Behind it, you'll find a room (shown right) full of blocks that can be transformed into coins by using a Switch Block, but you'll need to move quickly and slide underneath the barriers on the ice to reach the hoard of coins in time. Slide through the gaps in the upper passage, activate the Switch Block and quickly get down to the coins. It takes practice.
 * 4: Use a Starman when you begin this stage and you can whiz to this block, which will contain a Starman if you hit it while you're invincible.
 * 5: A while mess of Ptooies guard the slippery stretch at point 5, as does a Para-Goomba that could make jumping difficult. The Fire Flower at point 1 would come in handy here.

World 6-2
The thin mountain air would chill you to the bone if you weren't doing so much jumping! The path you climb to the goal in this world is made up of clouds and floating blocks of ice.
 * 1: High mountain winds cause clouds to race across the sky, so you'll need to think fast and move faster to hitch a ride.
 * 2: Don't let a pillar shove you off a cloud. As soon as you see on approaching, jump to a higher cloud. You'll avoid the pillar easily.
 * 3:At this point, the screen will scroll upwards. Jump on the clouds in quick succession to rise above the massive pillar blocking your path, then prepare to descend soon afterward.
 * 4: To milk the 10-Coin Block for all it's worth, you'll have to act fast. Quickly chuck the Ice Blocks out of the way and bump the 10-Coin Block quickly to get the loot before the screen scrolls by.
 * 5: Snatching the 1-Up at point 5 can be tricky, but it's possible with a bit of planning. Move to the far right of the screen before the 1-Up approaches, then jump on a cloud and bump the ? Block. You can hit the ? Block even if it's off the screen, so jump blind if necessary. Be ready to grab the 1-Up as soon as it falls into view.

World 6-3
Insulate yourself with a furry Tanooki Suit—the thermometer just bottomed out. Take a vine to a secret room. The secret room in this world not only gives you a free Tanooki Suit, but 30 coins and a free ride to the goal.
 * 1: It's impossible to make it over the ice wall. Drop onto the platform and slide beneath the wall. If you're Super Mario, you'll need to crouch. If you're Tanooki Mario, try transforming into a statue instead!
 * 2: Koopa Troopas aren't all bad—sometimes they can even be useful. Stomp on the Koopa Troopa and grasp its shell. Jump over the gap and kick the shell at the ? Block to reveal a power-up sealed inside. Don't hesitate to collect it, or it'll be gone before you know it.
 * 3: It takes a stout heart, but you can sprint over the small gaps at point 3 without falling. Don't slow down, stop or jump, or you'll fall into the gaps. Unfortunately, you can't gain enough speed to take off with the Raccoon Suit by running over the ice pillars. Beware of the Koopa on the other side.
 * 4: Kick a Koopa shell at the solitary block to make a vine grow into the sky. Climb the vine to reach a pipe that will warp you to a chamber (shown right) containing the coveted Tanooki Suit. While in the chamber, run to build up to flying speed, and slam through the blocks on the ceiling to collect a coin stash. Before you leave, you can also build up your P-Meter and exit the pipe, allowing you to fly to the end.
 * 5: If you don't fly to the end of the stage using a P-Wing or a suit, you'll have to bounce off a Koopa Paratroopa to make it to the goal.

World 6 1st Fortress
A roller coast over bubbling lava and Roto-Discs put you on a collision course with BOOM-BOOM. This Fortress contains a door that will let you reset ? Blocks for repeated item collection.

Part 1

 * 1: Bump the ? Block to make it cough up a power-up; you'll have to grab it fast or you won't make it back to the lift.
 * 2: Hop off the lift at point 2. Stand on the edge of the platform until the Roto Disc goes down and right, then jump off. While you're falling, hold Right on the D-Pad to avoid plunging into the spikes.

Part 2

 * 3: Passing in and out of doors will reset the blocks in the fortress. Use this trick to beef yourself up with several power-ups, and then get the 1-Up.
 * 4: You can safely wait next to the Roto Disc column until the coast is clear, then get the running start you need to obtain the 1-Up.
 * 5: To snag the Starman power-up sealed in the ? Block, you must watch both fire traps carefully to avoid getting scorched. Sprint to BOOM-BOOM as soon as you've grabbed the Starman—although it's extremely difficult, you may make it in time to fight the boss while you're invincible. He'll be no match for you then.

Boss room

 * B: BOOM-BOOM will behave in his usual bully fashion, but the icy floor can complicate the cold encounter.

World 6-4
Rotary Lifts, black ice and precipitous ledges make for an interesting afternoon. Find the Jump Block to a secret room. This world is only moderately tricky to get through compared to the preceding ones. But it does have some extra secrets you can reveal that will tax your skill.
 * 1: Keep your distance from Rotary Lifts. Whenever possible, jump to avoid them.
 * 2: Tread carefully—there's only one ice-encrusted block to balance on when attempting to collect the 1-Up. Try to hit the block so the 1-Up Mushroom goes left and make a small jump left to collect it.
 * 3: Hop on and off the platform to activate it. Stand on the big block of ice and wait for the platform to pass underneath the ice. then drop to it and jump to reveal a Red Jump Block. Use the Jump Block to rise to Coin Heaven (shown below).
 * 4: Once you've hit the Switch Block, dash down the straightaway and duck underneath the Rotary Lifts to build your P-Meter. When it's full, lift off and fly to the 1-Up above. Watch out for the Fire Chomp, or you'll be grounded.
 * 5: You never know which way you'll get bucked when you leap onto a Rotary Lift. More often than not, it'll smack you down a pit or into an enemy.

Coin Heaven
This coin heaven is very similar to the one that you might have visited in World 3-7 except that it does not end with a treasure. Instead, you will find a pipe that returns you to the regular stage. You will then have to complete the stage in the normal fashion.

title: Super Mario Bros. 3/World 6


text:
Super Mario Bros. 3/World 6 Part 2

World 6-5
Clear a runway blocked by Buster Beetles, Koopa Troopas and Ice Blocks. The passage to the goal in this stage is located in an unexpected place. You can only clear this level if you are Raccoon Mario, and even then, it's a tough task.

 * 1: This hanging pipe warps you to an area (shown right) containing a power-up. Use it as many times as you must to collect a Super Leaf; you'll need it to finish this stage. The other pipe in this area connects to the pipe at the very end of the stage, creating a loop.
 * 2: Buster Beetle is back, and he's particularly aggravating in this stage. Buster Beetles like to show off their burly muscles by throwing Ice Blocks at you. Either jump or crouch to avoid the frosty weapons.
 * 3: You may want to take the time to get this 1-Up. You can potentially run out of time attempting to escape from this stage. Clear the first runway of enemies and blocks, then lift off and rocket up to the hidden area. You'll earn a 1-Up for your troubles.
 * 4: The only way to reach the end of the stage is to fly up to the top of the cavern with a Koopa Troops shell. The White Piranhas can only be disposed of with a shell. Clear the area below of Buster Beetles, blocks and Ice Blocks, but don't eliminate the Koopa Troopa without taking its shell. Reach flying speed while running with the shell, then zoom to the top of the cavern. Kick the shell to the right to wipe out the dangerous plants and reach the pipe that ends the stage safely.

World 6-6
Brew some hot chocolate—after a frigid swim through an ice cave, you'll need it! Firepower will serve you well in this subterranean lake, since there are plenty of Cheep Cheeps and Piranha Plants about.
 * 1: Spike will attack by pulling spiked balls out of its mouth and throwing them at you. Jump on them to discourage Spike's disgusting habit.
 * 2: Jumping fish flop from pond to pond. They can be dangerous to pass, so duck and allow them to jump over you.
 * 3: A Starman hidden in a Wood Block will protect you from the aggressive flying fish. Bump the block from the side to make a Starman pop out. Get Starman to protect you and B button run through here.
 * 4: Swim cautiously in the pool of Cheep Cheeps. If you're having trouble, try boiling the icy water with a Fire Flower. If you don't have the firepower to deal with them, swim with care!
 * 5: It may seem like just another dead end, but there's a reward in store for explorers. Jump near the end of the tunnel to reveal a concealed 1-Up.
 * 6: Collect the power-up sealed in a ? Block close to the surface of the water. If you're Super Mario, a Fire Flower will emerge. Use it to fry troublesome fish.
 * 7: As Fiery Mario, the section of the cavern overgrown with Piranha Plants will be nothing to worry about. If you're not so well-equipped, time your movements carefully to avoid becoming a meaty morsel for the carnivorous plants.
 * 8: Wait for Spike to waltz over to the edge of the corner, then pounce on him from the ledge above. Be sure not to land on him when he has a spiked ball ready to throw.
 * 9: Several Spikes have made a home of the cramped passageway near the exit of the cavern, and they'll cause you a lot of grief if you aren't armed with a Fire Flower. Crouch to avoid the hail of prickly projectiles, then hop onto the Spikes as soon as they stop firing.
 * 10: One final Cheep-Cheep stands between you and the end of the stage. Don't chance getting knocked out—wait for it to pass before you head to the warp pipe.

World 6-7
Flash-frozen treats (and terrors) await a plumber who carries defrosting equipment. Get ready for high altitude anxiety on Donut Lifts. You're in for some frantic jumping in this high pressure world. Most of the time, your only perch is a temporary one because most solid surfaces here are Donut Lifts. Collect 78 coins in this world to make the White Mushroom house appear.
 * 1: Hurry to grab the power-up sealed in the ? Block, then stand on a Donut Lift. This is a spot where timing is critical. You have to let the Donut Lift drop for a very short time before you jump to safety.
 * 2: Anchor Ahoy. You'll have to risk life and limb to do it, but if you collect 78 coins before the end of the stage, you'll gain access to a White Mushroom House containing an Anchor.
 * 3: While collecting the 1-Up, don't hang out on the Donut Lift. If you do, you'll run the risk of falling without collecting the extra life.
 * 4: The only way to reach the pipe leading to the exit is to allow yourself to fall on the Donut Lift. If you time your jump right, you'll reach the pipe safe and sound.
 * 5: Only Fiery Mario's fireball are hot enough to melt the ice surrounding the gold coins.

World 6 2nd Fortress
Sneak inside a fortress of solid ice, where you'll learn that ice and Thwomps don't mix. To capitalize on the slick ice floor of this Fortress, all the Thwomp Traps here are set up to move horizontally.
 * 1: It's pretty easy to get through here if you take your time. Trigger a Thwomp Trap, then run beneath it while it resets. All the while, you'll have to face Boo Diddly, or he'll be on your back in a hurry.
 * 2: Be sure to spring this Thwomp Trap before you go through here. Otherwise, it will smash you on the way down.
 * 3: As the Thwomp Trap here rewinds for another smash, quickly duck to slide through the opening. You'll have to move quickly to have enough momentum to power your slide. Owing to a clearance issue, it is not possible to continue through this point while in the Frog suit.

 * 4: The section at point 4 is a triple threat: a Thwomp Trap, a Roto-Disc and a Boo Diddly. Time your jump precisely to avoid all three. Keep Boo Diddly at bay by staring him down.
 * 5: To clear the Thwomp Trap before it shoots down the hallway toward you, sprint through the corridor and fill your P-Meter. Jump or fly through the narrow gap to reach the platform above you. The Thwomp Trap won't be fast enough to hit you.
 * B: Slippery ice makes this boss battle a challenge. Don't let yourself get trapped under the blocks to the right.

World 6-8
Green pastures and aggressive undergrowth offer a change of scenery from the icy tundra. Use a P-Wing here to collect 88 coins and perform a neat trick.

 * 1: Pick up an Ice Block and jump with it to hit the ? Block. A power-up will pop out. Snatch it before it gets away from you.
 * 2: Jump onto the back of the Koopa Troopa or swish your tail at it from the side; but be careful not to kick it yet, or you'll get pinched. Hold on to the Koopa shell and hop on the short ledge, then kick it into the White Piranhas to the right. Sprint to follow the shell. The shell will ram into all of the enemies ahead and wipe them out, and you'll reap a bountiful harvest of points.
 * 3: Throw the Ice Blocks out of the way to get at the ? Block containing a power-up. To raid the ? Block, you'll either have to throw an Ice Block at it from the side or slide underneath it and bump it from below.
 * 4: To eliminate the White Piranhas blocking your path, use an Ice Block to perform the trick you performed with a Koopa shell earlier in the stage.
 * 5: Take out all of the enemies in the area, then get a running start to leap on top of the Ice Blocks that form an H. Jump straight up from the top of the right pillar to reveal a hidden 1-Up.
 * 6: If you have the Raccoon Suit, clear the Ice Block from beneath a regular block. Slide beneath the block and bump it to reveal a Switch Block that was hidden inside it. Stomp the Switch Block and fly into the mass of coins floating overhead. Collect as many as you can before they turn back into the stone. You can get all of them if you have a P-Wing.

title: Super Mario Bros. 3/World 6 Part 2


text:
Super Mario Bros. 3/World 6 Part 3

World 6-9
Some stages have it all: ice climbing, ice diving, and ice gardening. Either the P-Wing or the Frog Suit will give you a bonus in this world.
 * 1: To reach the 1-Up and the shortcut to the end of the stage, use a P-Wing or Raccoon Suit to fly to the area atop the Ice Blocks. Bump the block and grab the 1-Up while you're on top, then run to the right to cut directly to the end of the stage.
 * On the NES version of the game, it is possible for extremely skilled players to make it up to the top of the ice using Small Mario. It takes very precise timing, but it's possible to scale the wall by jumping at just the right moment along the cracks in the ice.
 * 2: Don't land on the Munchers! Leap from the left wooden pillar to the right one. The jump requires perfect accuracy—if you land short or long, you're a goner.
 * 3: For Frogs only. If you have one hanging in your closet, slip on a Frog Suit to swim through the swift current and reach a hidden pipe. Go down the pipe to enter a large room (shown right) filled with coins and a block that yields three 1-Ups.
 * 4: Jump above the Munchers to hit an Invisible Block. Be careful not to fall into the toothy beasts as you come back down. Use the new block to get at the Switch Block above. Stomp the Switch Block and drop quickly to the floor. All of the Munchers will be transformed into coins. Stuff as many coins into your pocket as you can before the Switch Block times out.
 * 5: Bounce on the Jump Block—a power-up will drop to the water. It'll sink quickly, so dive in after it and collect it before it gets away. Beware of the fish lurking below—if you get tagged, all of your effort will be wasted.

World 6-10
A cold snap has frozen Bowser's coins and the Munchers that protect them. If you bring the right kind of fire power in this stage, you can trade it in for an upgrade if you know where to look.
 * 1: Hit the block that contains the power-up from the bottom right so that the treasure slides to the left. Then hop up and grab it.
 * 2: Before you climb the vine to the Switch Block, clear the path of enemies and drill your way to the other side. Hit the ? Block that holds a power-up. If you're Super Mario, you'll snag a Fire Flower that will soon come in handy. Fling some fireballs at the ice-encased Munchers to thaw them, then head back to climb the vine and stomp the Switch Block. (Note: If you hit the Switch Block before you hit the Munchers, they will still turn into coins as soon as you thaw them out as long as the Switch Block is still activated.)
 * 3: Stomp the Buster Beetle into submission before bumping the block that spawns a vine. Climb the vine and smash the block on the platform above. You'll find a Switch Block inside one of the blocks. When you're ready, stomp it and jump to the coins. Zig-zag slightly as you call to collect a wealth of coins.
 * 4: Hammer Suit: As soon as you've stomped the Switch Block, race to the pipe that's overgrown with Munchers. The Munchers that you defrosted earlier will be coins if you arrive in time. Collect the coins and drop down the pipe to reach a room (shown right) containing the powerful Hammer Suit!
 * 5: Fiery Mario can melt the ice around the coins, and the fireballs also defrost Munchers. Take care to melt only the coins—if you're careful, you can collect them all without any danger from the Munchers.
 * 6: Jumps don't get much harder than this: a Rotary Lift spanning the gap, an icy landing spot and a Koopa Troopa on guard. Don't run too fast, or you'll slide off the other side or run squarely into the Troopa.
 * 7: Respect the last Koopa Troopa, or it'll cause you a lot of grief (and may even send you back to the start of the stage.) Jump on it and hold the A button to fly high into the sky, then try to land squarely on the platform to kick the shell safely out of the way.

World 6 3rd Fortress
Forget the gym—you're bound to break a sweat on the conveyor belts in this foreboding fortress. The Ice World is well fortified indeed! There are three Fortresses, and this one is the worst! All the enemies here, Roto Discs, Stretch and Thromp, are invincible.

Part 1

 * 1: If you've carried over the Hammer Suit from the previous level (or used one from your inventory) you're in luck: Mario's Hammers can eliminate enemies such as Boo Diddly and Thwomp Traps!
 * 2: Fast-moving conveyor belts make otherwise simple jumps into harrowing leaps. Move in the opposite direction of the conveyor belt to avoid being thrown off.
 * 3: Stand on top of the Roto-Disc's harmless axis and face away from Boo Diddly until he comes very close. Wait for an opening and jump the gap over Boo Diddly to reach the conveyor belt. Run away quickly, or he'll catch on to your trick and chase you down.
 * 4: It requires exceptional timing (or luck), but if you have a Raccoon Suit, you can use the straightaway at the beginning of the stage to fill your P-Meter and fly up to a 1-Up overhead. You'll have to avoid the Roto-Disc though, which can be a risky proposition.
 * 5: Stretch eagerly guards a power-up sealed in a ? Block. Wait for Stretch to move to the end opposite the block, then sneak down, bump the block and collect the power-up before Stretch can come back to get you.
 * 6: Jump up and down to trick the Thwomp Trap into crashing to the floor. As it rises back into position, sneak underneath it. The conveyor belt can make the maneuver tricky, so be careful to avoid the spikes at the end of the belt.
 * 7: In the extraordinarily difficult section at point 7, you'll have to negotiate two Stretches and two Roto-Discs that swing in opposite directions. Wait for the Roto-Disc to pass out of the way, then hop off the first Stretch and onto the second, avoiding the second Roto-Disc in the process.

Part 2

 * 8: After entering the door, you'll fall to the bottom of an enormous room, which you'll share with three Boo Diddlys. Move to the right of the room and face the Boo Diddlys to stop them from getting any closer. To exit, go into the doorway when the floor rises high enough to reach it.

Boss Room

 * B: Five blocks staggered through the chamber offer excellent cover from BOOM-BOOM's leaping attacks.

World 6 Airship
A villainous circus performer schemes in his airship. Give him an unforgettable performance. Lemmy's Ship has a couple of places where it appears that Bolt Lifts are the only way to go, but in both instances you can make it by hold down the B button when you jump. It can be tricky.

 * 1: Don't risk using the Bolt Lift—wait until the other side of the gap scrolls into view, then run and leap across. You can easily make this jump without using the Bolt Lift.
 * 2: A daring B button dash! Although it looks like you might not be able to make it without using the Bolt Lifts, this is actually an easy jump to make without using them.
 * 3: Be patient; it's safe to stand between the fire jets here. You need to take your time though, if you just run through, you'll get burned.
 * 4: If you took the higher path through the ship, this power-up is easy to collect. You'll have to act more quickly to get it from the lower route. Wait for the Rocket Engine to pause, then hop up and to the left to reach the ? Block that holds the power-up.
 * 5: Time the jump onto the back of the ship so that you leap when there's no exhaust coming from the Rocket Engine. Immediately after the flame fires, run and jump through here. It's tough to make it without getting singed.

B: Lemmy Koopa
The Clown Prince of Koopas would rather join the circus than rule Ice Land, but he has an obligation to protect his tyrannical Koopa family from Mario, our pasta-eating plumber protagonist.
 * Lemmy is a master performer—don't try to beat him at his game by balancing on the balls.
 * Instead, focus on attacking him. You can safely jump on the balls, but it's best simply to attack.
 * As Lemmy spins his shell in rage, move away until he regains his composure. Then let him have it again!

It's onward to warmer climates
The troublesome Ice Country behind him, Mario can look forward to the more temperate Pipe Maze (known as Pipe Land in the original NES version, alternatively known as Tube City in the Nintendo Power Strategy Guide) ahead. Unfortunately, Piranha Plants like warmer temperatures too and it looks like the Pipe Maze is overgrown with them!

title: Super Mario Bros. 3/World 6 Part 3


text:
Super Mario Bros. 3/World 7

The icy slopes of Iced Land were a true test for your nimble feet, but the diabolical, labyrinthine world of the Pipe Maze will challenge your memory and wit.

Immobile Piranha Plants replace roaming Hammer Bros. in this world. This is also the last world where Anchors have any effect, so use them up to free space in your inventory for more useful power-ups.

World 7-1
When a plunger won't cut it, call a Mario Brother to unclog any pipe. A couple of the stages in Tube City scroll upwards and involve difficult climbs through a maze of pipes.

World 7-2
Escape the heat and enjoy a plunge in an underground reservoir. Pipes in this desert join upper and lower area. Piranha Plants infest the upper; the lower is loaded with power-ups and coins! Only Frog Mario can collect more than 46 coins and get a White Mushroom House to appear.
 * 1: Hurl an Ice Block at the ? Block below. If you're Super Mario, a Fire Flower will sprout out of the block.
 * 2: To avoid danger and collect coins, take a pipe ride to the reservoir below.
 * 3: White Mushroom House. To collect the 46 coins needed to make a White Mushroom House appear on the map, you'll need to be Frog Mario. Hit the Switch Block and swim hard to the coins to your right. You'll only have a few seconds to collect the coins that it creates and only the Frog Suit will enable you to swim through the water fast enough to get them all.
 * 4: Don't panic when the Note Blocks seal you in here with the Koopa. In order to make it over the gaps between the pipes, you'll have to hit all of the Jump Blocks to create a bridge. Take the power-up that's down the pipe to the right. To cross the newly created bridge, go back through the tube to the left, swim left to enter the next tube, and move to the right to reach the Jump Block bridge. You can simply bounce across. Don't forget the 1-Up hidden in an Invisible Block above the bridge!
 * 5: Cross carefully! Venus Fire Traps are everywhere, and they'll spit a hail of fire at you. Firepower is probably the best weapon to have in this world. If you want to be Fiery, grab the out-of-the-way power-up from below. If you aren't Fiery Mario, take your time to avoid each enemy you see.

World 7-3
String along you Starman superpower to cash in on a 1-Up jackpot. You can be invincible through this entire stage if you hurry! As you've seen before, some blocks will have Starmen inside, but only if you hit them while you're still invincible.
 * 1: Attempt to complete the entire stage while invincible by picking up a string of Starmen. To start the process, get the first Starman and then use the B button to run and make it to the other ? Blocks before your invincibility wears off. If you're not invincible when you hit them, they will contain only coins.
 * 2: Dash down the hill and slide through the convoy of Koopa Troopas along the way. You'll accumulate an exponentially increasing number of points for each successive enemy you dispatch.
 * 3: Hurry! Bump the left ? Block containing a Starman, collect it, then vault from the upper ? Blocks across the gap.
 * 4: As you run down the grassy slope, don't be unnerved by the gap—you'll glide right over it if you simply sprint across it. If you're invicible, ram into as many Spinys as you can; they'll be worth a 1-Up each if you've hit enough enemies.
 * 5: If you're still invincible, forget the ? Block that hangs above the regular block. It holds a power-up, but you don't have time to collect it if you're trying to catch all of the Starman power-ups in a row. Instead, bump the bottom block to grab a Starman, and sprint forward.
 * 6: Tempted by the Switch Block? Don't stop to stomp it! Unless your Starman has worn off, you don't have time. Run to the next Starman instead.  If your invincibility wears off now, you'll have to face Lakitu.
 * 7: Starman power-ups are sealed in blocks on both sides of the short pipe. Collect the Starman on the left side, ram into as many of Lakitu's Spiny Eggs as you can, then collect the Starman in the block on the right side before you invincibility wears off. You should be earning a 1-Up for each enemy you beat!
 * 8: Even if you've collected all the Starman power-ups, your invincibility will soon be wearing off—act fast to plow into any of Bowser's underlings foolish enough to cross your path. By holding down the B button as you run, you can make it over all of these pits, but you may want to jump over the final gap if you're not confident in your speed.

World 7-4
Swift currents threaten to dash Mario against jagged rocks and nasty creatures. You've seen some troubled water stages on this adventure, but this is probably the most difficult one. It features an automatic scroll that will push you through a mine field of Jelectros! If you're having trouble, put on a Frog Suit.
 * 1: Use a P-Wing or Raccoon Suit to fly over the block barrier and into a secret area with two 1-Ups ripe for plucking. But don't think you've found a shortcut to the end of the stage—this is as far as you go.
 * 2: The ocean currents will scroll the screen quickly to the right. To avoid being pushed up against walls or enemies, you'll have to plan your route well in advance.
 * 3: The Frog Suit's fast and accurate swimming works well in Stage 7-4, but Fiery Mario can cook annoying enemies.
 * 4: Big Bertha has chosen an awkward place to rear her young, so you'll have to swim around her when she's not looking. Swim up against the short wall beneath where Bertha patrols. Wait until she swims away, then paddle furiously through the gap.
 * 5: Blooper Nannies will attack you with babies just as you enter and exit the Jelectro mine field. When a Nanny flashes, immediately move so you're diagonal to it to avoid babies flung in every direction.
 * 6: Don't be pressured to move quickly! To navigate the minefield of Jelectros, tap the A button gently to make small movements—if you move too fast or drift up or down, you'll end up Jelectro-food. As the screen scrolls, stay in the middle. That way, you'll see obstacles ahead.
 * 7: Expect to find another fearsome Big Bertha near the end of the swarm of Jelectros. It's easiest to make it past Big Bertha when her back is turned. Swim above her diagonally to escape.
 * 8: If you decide to risk grabbing the power-up at point 8, make sure the upcoming walls don't bos you in. Grab the power-up in a hurry, then sink to the ocean floor in preparation for the tricky donut-obstacle that scrolls into view. If you don't look ahead, you'll get squashed.
 * 9: Swim past the Lava Lotus as fast as you can, but be watchful for the Cheep-Cheeps in your path.
 * 10: Swim near the top of the final obstacle wall so you'll be ready to swim to safety as soon as the opening appears.

World 7-5
Take it easy, or you're sure to develop a serious case of pipe rage. To make it through this maze, you must make invisible blocks appear and create walkways over gaps that you can't jump over. Some back-tracking is also required.
 * 1: Bring a Koopa Troopa shell with you through the pipe from the room above to clear out the two naughty Bob-ombs below.
 * 2: Fall through the gap and jump along the right wall to reveal a 1-Up that is sealed inside a hidden block. The 1-Up will slide left and fall into the next chamber. Go down the pipe and up the one to the left.  The 1-Up will be waiting there for you.
 * 3: Break the lowest block in the wall and slide through to the next area. If you have the Raccoon Suit, simply swing your tail to bust the block.
 * 4: If you go gown to the right of this pipe, you'll be trapped here by invisible blocks with a Bob-omb coming down the corridor! It's tough to escape without being hit.
 * 5: Jump to reveal the hidden blocks that bridge the gap in the floor, then walk across to the next area.
 * 6: To make another bridge and reach the last pipe, jump from below to activate all of the Invisible Blocks. Then work your way back and walk across.

title: Super Mario Bros. 3/World 7


text:
Super Mario Bros. 3/World 7 Part 2

World 7 Piranha Plant 1
Piranha Plants have overgrown the path. The Piranha Plant on the Map Screen represents a mini world which is infested by different types of Piranhas. Use a Starman from your inventory at the start of the stage.
 * 1: Run and jump to the top of the pipe when the Piranha Plant is inside. As long as you're standing on the pipe, it won't come out.
 * 2: From the top of the left pipe, wait for the Venus Fire Trap to sink back into the right pipe, then quickly jump to the top of it.
 * 3: Step to the rhythm of the Munchers. As one set of Munchers retreats back to its pipes, another two next to it will emerge. Move forward methodically so that you are always standing on safe pipes and moving before the Munchers emerge beneath your feet. Cover as much ground as possible with each jump by holding the B button as you leap.
 * 4: Dash and jump across the gap when the Piranha Plant pulls back into its pipe. Otherwise, you'll smack into it when you try to leap across.
 * 5: Take the pipe down to the treasure chamber to collect your P-Wing reward. Not bad for a hard minute's work. P-Wings will prove invaluable in the coming levels.

World 7 1st Fortress
Raid Bowser's royal treasury and pull off the biggest heist in Mushroom Kingdom history. The only inhabitant of this Abandoned Fortress is BOOM-BOOM. The Tube to his room is in the ceiling of the big deserted chamber with the checkerboard floor.

Entrance

 * 1: Unlimited Coins. This room contains a Switch Block inside a mountain of blocks. Stomp the Switch Block and fall off the ledge to snag a king's ransom of coins before the Switch Block times out. When it does, exit using the door at the bottom and make your way back to the Switch Block. The blocks will be reset, and you can repeat the process as many times as you like (until time runs out.) This doubles as a great way to earn extra lives.
 * 2: If you don't dive into the coins when the Switch Block is on, you'll see a door on the platform to the left. This door leads to a secret room.

Secret Room

 * 3: When you stomp the Switch Block, a secret door that leads to this room will appear. From here, go down this pipe and you'll find another giant ? Block which contains a Tanooki Suit! Use it to fly to BOOM-BOOM's room.

Ballroom

 * 4: If you didn't enter the Fortress as Raccoon or Tanooki Mario, you'll need to claim the Tanooki Suit from point 3 to reach this objective. Sprint to build up your P-Meter and fly to the sky pipe high above. It will warp you to BOOM-BOOM's boss chamber.

Lava
The door at the bottom connects to the right-most door of the ballroom. The pipe at the top connects to the horizontal pipe in the secret room.

Boss room

 * B: Avoid BOOM-BOOM's familiar attacks by transforming into Statue Mario with the Tanooki Suit.

World 7-6
Only a plumber can navigate a tangled mess of pipes, spikes and Piranha Plants. Plot your course on directional lifts. You'll need to fully master the use of the Directional Lifts to make it to the top of this world. Unlike other vertical worlds, a fall in this one might see you landing on spikes!

If you find this level difficult and you have P-wings in your inventory, use them. From the opening screen, fly up and over the wall ahead of you rather than entering the door. You will fly straight to the end of the stage to collect your card. (Note it is a bit difficult, but you can build up enough speed to fly to the end with Racoon or Tanooki Mario.)

World 7-7
Grab hold of a Starman and dash across an acre of man-eating crops. Imagine an unbroken field of hundreds of indestructible Munchers, stretching farther than the eye can see. How would you cross such an obstacle? With Starman's help of course. Note: There is an additional 1-Up Mushroom hidden in the GBA version of the game at the top of the starting segment of the world, before you enter the pipe.
 * 1: Your only hope of passing Stage 7-7 is to sprint and collect every Starman along the way. Otherwise, you're plant food.
 * 2: As you dash across the Munchers, duck and hit the ? Block from the bottom right to propel the Starman right. That way you won't have to backtrack to collect it.
 * 3: Catch Starman at the last second. Follow Starman as he bounces along, but do not collect him until you think your invincibility is about to wear off. Then grab him.
 * 4: Think fast and jump faster while navigating the forest of pipes that block your path.
 * 5: Clear the Wood Block wall in one leap, the bump the ? Block and hop onto the block to collect a Starman. Time is desperately short before your invincibility wears off, so keep on running.
 * 6: Leap onto the safety of the pipe as your invincibility wears off, then hop down to the pipe that leads to the end of the stage. In the GBA version, there is yet another hidden 1-Up Mushroom to be found inside an Invisible Block before the black begins.

World 7-8
Bloodthirsty foliage of every variety lines the path ahead. Since this world is overgrown by Piranha Plants and Fire Flowers, Fiery Mario is best equipped to handle it. His firepower can easily wilt these wicked weeds.
 * 1: Dash and jump onto the pipe at this first point while its Piranha Plant is down, but watch out for the fireballs coming from behind you.
 * 2: Time your jump carefully, or you'll leap directly into the jaws of a Piranha Plant. For the final jump, wait until both plants have sunken into their pipes.
 * 3: While you're passing through, grab the Starman. It'll help with the treacherous section ahead.
 * 4: Avoid the Ptooie, then jump along the ride side of the sky pipe to reveal a hidden Red Jump Block. Bounce on the Red Jump Block to rocket up to Coin Heaven (see below). The White Block here doesn't really help you accomplish anything neat.
 * 5: When the Ptooie moves out of the way, go down the left hand pipe here to reach a secret room (shown right). You'll find a Hammer Brothers Suit.
 * 6: These monstrous mutant fire-spitting Piranhas can't be defeated by hitting them from underneath. Use firepower or hammers to defeat them. Remember, Hammer Mario is fireproof when he ducks!

title: Super Mario Bros. 3/World 7 Part 2


text:
Super Mario Bros. 3/World 7 Part 3

World 7-9
Navigate a gnarled pipe maze to reach the goal before time runs out. Distinguished by its length, you'll really have to watch your timer on this one. Don't go after bonus items unless you have plenty of seconds. Among the items available here are 3 Fire Flowers and a 1-Up.

 * 1: Jump through the crack in the structure, but be careful of what's lurking overhead. Enemies can drop from above.
 * 2: As you fall from the ledge, hold down the Right button and press B to throw Ice Blocks. It may take several tries to clear the passage, but in this hard-to-reach area, you'll find a useful power-up. If you're Super Mario, the middle ? Block below will sprout a Fire Flower.
 * 3: Collect coins by smashing through the block from below. There are several rich coin deposits in this stage, so try to take them all.
 * 4: Don't run too fast on the top of the structure, or you'll run the risk of crashing into a Goomba. Use fireballs to clear the path ahead of you.
 * 5: The bottom passage here leads to a 1-Up and some bonus coins. The upper path leads to the end of the level. Don't go for the 1-Up unless you have plenty of time. It will take Super Mario's strength to bust through the block from below. When the passage is open, jump to the coins above. Most players miss the 1-Up in the center of these coins. To collect it, duck and jump in the middle, under the space in between the coins.
 * 6: Finding your way around the twisted maze of metal tubing can take some time, but if you have any to spare, collect the group of coins near the end of the stage. They can add up to an easy 1-Up, which you may need on the road to Bowser.
 * 7: Gather the last set of coins to the right of the exit pipe before heading to the end of the stage.

World 7 2nd Fortress
Piranha Plant-infested pipes for the only bridge across a sea of frothing lava.This Fortress can be a real terror. There are lots of Piranha Plants, Thwomps, Boo Diddlys and Roto Discs. Precise jumping is essential. Wear a Hammer Brother Suit if possible.
 * 1: From the starting position, begin running while holding the B button when the Piranha Plant is fully extended. By the time you land on the pipe, it should have retreated.
 * 2: Draw Boo Diddly to you and jump over him to the next pipe. Time your jump so that you avoid both the Piranha Plant and the Roto-Disc.
 * 3: Hurry and grab the Starman sealed in the ? Block. Just don't fall into the lave trying to do it, and watch out for Boo Diddly. The Venus Fire Trap will spit fireballs at you, so you'll have to collect the Starman in a hurry to avoid getting roasted.
 * 4: Dupe the Boo Diddly here. Draw him near by facing away from him, and when he gets close, jump over him.
 * 5: Wait for the two Piranha Plants to sync up and retreat into their pipes before you attempt to pass. If you delay on the lower pipe, duck so the upper one won't get you.
 * 6: Use the B button dash to run through here, but don't jump to the next pipe until Thwomp is resetting.
 * 7: To get to the end pipe, jump up and then curve around the overhang as you fall. Walk off the ledge and hold Left on the D-Pad You should land on the pipe. If not, you'll be immersed in magma.
 * 8: Just before you face BOOM-BOOM, you'll have to slip past a deviously engineered trap. Run and slide underneath the wall while the Roto-Disc swings away, then scramble along quickly or the Thwomp Trap will flatten you.
 * B: Bust out your best anti-BOOM-BOOM strategy: stomp on him and wait only an instant before you stomp again. Time it so you land on him the very instant he retracts his spikes and goes back to normal. Use the tactic three times in quick succession to knock him out before he can even attack.

World 7 Piranha Plant 2
The tyrannical botanicals have grown back as the last obstacle before the King's Castle. This Piranha Plant mini-world looks impressive, but it's actually pretty easy. Try to make it past the first field of Munchers in one leap.
 * 1: Before you begin the level, use a Starman from your inventory. The area at the beginning of the stage will be much easier to pass while invincible. If using a Starman isn't an option, time your jumps and move methodically to avoid being chomped.
 * 2: When it's safe, run under the plants and jump onto the pipe. Watch your back, or you'll get smoked from behind.
 * 3: Cross a pit overgrown with Munchers by bouncing on Jump Blocks. Press the A button when you contact the Jump Blocks to spring high into the air. To cross the final gap, use the same high-jump technique to bounce off the Koopa Paratroopa and onto the pipe. Besides being able to advance to the Koopaling's Airship, your only reward here is a Power-Up Mushroom.

World 7 Airship
With one look into the eyes of the cruelest of Bowser's Koopalings, you'll be scared stiff. Ludwig von Koopa's airship is the Koopa fleet's flagship. It doesn't have any cannons, but it's loaded with tricky jumps and Bolt Lifts, and manned by Ludwig's scurvy crew of Rocky Wrenches.

A piece of advise: This would be an excellent place to use P-wings. There are no flying bullets to hit you in the air, and it will make the long, dangerous task of this ship a piece of cake. Also, this Koopa would be easier to defeat from the air since his leaps will stun you into inaction when you're touching the ground.

 * 1: You can choose to cross the gap at point 1 using the Bolt Lifts, but it's much safer (and easier) to cross the gap using the platforms where the Rocket Engines fire—just be sure to avoid the flames.
 * 2: As soon as the gap under the wall scrolls into view, run and slide underneath it. Collect the power-up in the ? Block above. Alternatively, you can hit the Bolt Lift under the platform from underneath to make it move left. Then use it to give yourself a boost to where the power-up is.
 * 3: Hop on the Bolt Lifts to move them out as far as possible, then leap across the gap. If you have the Raccoon Suit, float across. If you're exceptionally skilled at jumping, you can make it from platform to platform without using the Bolt Lifts by using the B button jump.
 * 4: You might prefer to use the Bolt Lifts here, because it takes perfect timing to get over the gap with a B button jump.

B: Ludwig von Koopa
As the oldest and meanest Koopaling, Ludwig von Koopa is also the most formidable. He is second in command only to Bowser himself, so expect a ferocious fight.
 * Ludwig von Koopa suffers from the same weakness as his Koopa siblings—he's sensitive to a stomp on the head.
 * Just like the other Koopas, he'll spin at you when he's injured. However, the real danger comes from his paralyzing ability.
 * After you stomp him, land far away. As he charges, you'll be temporarily paralyzed! When the ailment wears off, stomp him.

Bowser's Underworld Hideout is next!
Although he was a little tougher to beat than the average Koopaling, Ludwig has been defeated. But what's this? The next letter you receive isn't from the Princess; it's from Bowser! The fiend has taken the Princess to his underworld domain.

title: Super Mario Bros. 3/World 7 Part 3


text:
Super Mario Bros. 3/World 8

Ludwig von Koopa is kaput, and only big Bowser, the terrible king of the Koopas, stands between you and the princess. To get to Bowser, you'll have to defeat an entire Koopa army.

There are no Toad Houses or Hammer Bros. in this world. There isn't even a secret White House to be found. You will obtain from the end of just a few stages, including the hand bridge guarded by giant hands. If you have any P-Wings saved up, they can really come in handy for certain stages.

World 8 Big Tanks (Bowser's Tank Force)
Bowser has called in the heavy metal, and they're rolling right toward you. Bowser's pulling out all the stops in this last world, and the challenge has never been greater! A parade of Koopa's finest tanks will fill the air with flying lead. You'll need to use fancy footwork to evade the hail of bullets!

 * 1: These stubby cannons fire Bob-ombs as projectiles. Wait until the Bob-omb explodes and then make a dash for it. Always be watchful of cannon fire. Don't go anywhere near an exploding Bob-omb—the blast radius can be huge. Wait until the coast is clear, then leap across.
 * 2: Don't rush! The faster you run ahead, the more likely you are to run into easily avoidable traps like flamethrowers.
 * 3: Wait to see what's ahead before you jump in front of the sights of a tank cannon. Don't wait too long, however, or you'll have to contend with the tools Rocky Wrench pitches at you. Jump on Rocky's head to send him packing.
 * 4: You can't destroy the propellers on some tanks, but you can stand on top of them. It's possible to collect the power-up on the back of the tank as Super Mario by sliding underneath the block, but it's hardly worth the danger or the effort. It's easier to grab as small Mario, so be sure to pick it up when you're passing through to super-size yourself.
 * 5: The massive cannon fires equally enormous cannonballs at super-sonic speeds. You can jump on top of them to disarm them, but it's much safer simply to leap over them.
 * B: A lone Boomerang Brother guards the control room. You've made it this far, don't let him get you. He should be easy compared to the tanks.

In Super Mario Advance 4, this level was shortened, with the removal of the first two tanks after the ? Block.

World 8 Battleships (Bowser's Navy)
An armada of Bowser's armored warships sets sail to stop you. A finer trio of battleships has never graced the seas. Like everything else in Bowser's underworld, these ships are armed to the teeth.
 * 1: Pound the Rocky Wrench manning the ship's gun turret. Unfortunately, there'll be plenty more to replace him.
 * 2: Stay on the far right of the screen until you can drop to the ship's deck. Race underneath the ? Block. Duck while cannonballs whiz over your head, then bust the ? Block to reveal a power-up. If you're Super Mario, you'll find a Fire Flower. Stay crouched and jump to snatch the Fire Flower above the block, then use it to flame the ship's crew with ease. If you're small, collect the Super Mushroom as you duck in front of the gun barrel to the right.
 * 3: It takes practice, but Mario can swim underneath the battleships, but if he gets pushed too deep he'll sink into the abyss. The trick is to tap the A button as quickly as possible.
 * 4: You can swim under this third and final ship as well, and then hop up behind the back of the ship to access the pipe with leads to the stage boss.
 * B: A sea-faring BOOM-BOOM is waiting for you in the battleship's cabin. If you're Fiery Mario, use fireballs to light BOOM-BOOM. Otherwise, crush him in the usual manner.

In Super Mario Advance 4, one cannon was removed.

World 8 Hand Traps
A monstrous hand pulls Mario into a trap. There are three Hand Traps. You'll have to fight your way out of this one. The flame lined bridge leads further into Bowser's underworld. It looks safe to cross, but no sooner do you step on to it than a monstrous hand reaches out to grab you and take you into a mini-world. If you're lucky, you can make it through without being snatched, but you may want to hesitate on the bridge and get captured on purpose; for each trap that you finish, you'll get a Super Leaf!

Hand Trap 1
You'll have to defeat all the members of the Hammer Bros. family here to make it the goal. They should be easy for you to deal with by now.
 * 1: They may be rare, but Fire Bros. have a devastating fireball attack. Squash him for a generous 1000-point bonus.
 * 2: First a Fire Brother, then a Boomerang Brother—it's a brother reunion! Either attack with lightning speed before he can throw boomerangs, or jump to evade them.
 * 3: A mighty Sledge Brother is the last brother you'll have to face, and he really throws his weight around. Wait for him to hurl a pair of hammers before you pounce on him.
 * 4: Super Leaf. At the end of each Hand Trap stage, you'll be rewarded with a Super Leaf that will soon prove critical.

Hand Trap 2
Make it over a broken bridge harassed by Podoboos, and you deserve that Super Leaf! Actually, it's a pretty easy stage if you take your time.
 * 1: The second Hand Trap consists entirely of jumping over platforms to reach the goal. You'll need impeccable timing to evade the spurting fire, but it's nothing you haven't seen and conquered before. Collect as many coins as you can along the way, except for those that put you at risk of slipping into the lava.
 * 2: Don't stumble into the molten lava in your hurry to get to the goal. You have plenty of time, so use it.

Hand Trap 3
A swarm of attacking Cheep-Cheeps will make this the most challenging of all the Hand Traps. It's also the longest. Use the B button run to get through, and don't be distracted by the meager coins in the ? Blocks.
 * 1 The most difficult Hand Trap has you crossing a bridge suspended over lava while attempting to survive a hail of Cheep-Cheeps. When you have to move, move quickly. That way, the Cheep-Cheeps will be one step behind you. The best way to survive is to stay high above the bridge whenever possible. Stand on blocks to stay out of attack range.
 * 2: If you feel like risking it, snag the power-up sealed in the ? Block. If you're Super Mario, you'll have to slide underneat the wall to continue forward. The maneuver is especially difficult amidst all of the flying Cheep-Cheeps. Wait for a lull, then go for it.
 * 3: If you're Fiery Mario, use your fireballs to cull the annoying Cheep-Cheeps. Always keep a volley of fireballs rolling ahead of you to tag any Cheep-Cheeps as they leap. If you're not so well-equipped, make a run for the exit.

title: Super Mario Bros. 3/World 8