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Nintendo Playing with Power eGuide Super Mario Bros. 3 Worlds

World 2: Desert Land

World 2-1

Mario plays archaeologist in these ancient ruins, leaving no stone unturned in search of coins and Power-Ups!

Micro-Goomba

Look carefully at the Blocks around this level. Some conceal Micro-Goombas who are just waiting to pounce on unsuspecting adventurers. A good way to spot them is by looking for gold Blocks that don’t shine or shimmer. You can also see the Micro-Goomba’s feet right before he leaps at you. Try to get the jump on them!

Kick a Koopa Here!

Pick up the Koopa at the beginning of the world and hit the Block in this screenshot with it for an item.

A Sky Pipe Surrounded By Blocks!

As Raccoon Mario, fly straight up above the two Magic Note Blocks to find a Pipe surrounded by Blocks. Hit the P-Switch inside to reveal coins.

Tail Attack Tactics!

Although the tail won’t defeat every enemy, it does work on Fire Snakes.

Another Secret Bonus Stage

The last pipe in the world leads to a room with a P-Switch. Hit it, then leave quickly and collect the coins outside.

World 2-2

Collect 30 or more coins in this level, and the White Mushroom House appears on the Map Screen. It’s a tough feat and takes practice!

How to Collect 30 Coins

Avoid touching the wooden, floating platform and swim to the right, collecting all of the coins while being careful not to destroy the gold Blocks. Next, swim back to the left and hop on the wooden platform. The rightmost of the first two gold Blocks you encounter hides a P-Switch. Hit it and get all of the coins that were Blocks. Make a running, Koopa assisted leap off the platform to get the last four!

Your reward is the Anchor! Use it to keep the Airship from moving.

World 2 Fortress

As Raccoon Mario, you can use a similar technique to the one you used with the Goombas in World 1-2 to get unlimited 1-Ups, but this time it’s with Dry Bones.

Dry Bones Comes Back After Being Stomped!

If you group the three Dry Bones at the start of the level together, you can stomp them as Raccoon Mario. Hold the Jump button every time you land on a Dry Bones, then frantically flap your tail to stay airborne. Keep stomping the Dry Bones without touching the ground to earn 1-Ups.

Trick the Thwomp Traps!

Trigger the Thwomp and run under it as it goes back up.

Mario Knows Diddly!

If you turn your back on Boo Diddly, he chases you, but he stays put if you face him.

Sticky Ceiling Spikes

Take the high road or the low one, it’s up to you—just watch out for Boo Diddly!

Beat Another Boom-Boom

Another Boom-Boom waits for you here. He’s pretty similar to the last one, so stomp him quickly and you won’t have any problems.

World 2-3

The pyramids of the Mushroom Pharaohs loom ahead. Although filled with coins, they are daunting obstacles.

Get These Power-Ups!

Once again, use a Koopa to get the items in the Blocks at the top of the first two pyramids if you’re not Super.

Neat Stuff in the Sky!

When you reach the Magic Note Blocks in this stage, jump on the first one, then jump up and slightly to the left to reveal a hidden Block. Keep jumping up and slightly to the left to uncover more hidden Blocks. This path of Blocks eventually leads to a set of gold Blocks; the leftmost of the higher pair conceals a P-Switch. Hit it and immediately drop down to find all the smaller, Block-based pyramids have been turned to coins.

An Imposing Obstacle

To clear the Blocks away from the exit Pipe, stomp on one of the Koopas and kick it into the hole above the Pipe. This takes care of the rest.

World 2 Desert

Natural forces work to halt Mario’s progress through this world—a sinister sun and a terrible tornado.

Capture the Koopa Troopa!

Don’t kick this character after you stomp him, but pick him up and take him with you. You’ll need him later, trust us.

Ride the Whirlwind to Danger

Run toward the right with your captured Koopa, and when you get to the tornado, jump directly into its center. If you time your jump correctly, it carries you a long way.

When you land, the sun tries to set on your head. Let him have it with the Koopa!

World 2-4

You have a choice of ways to go here, but we definitely recommend the upper path, because it’s guarded by fewer enemies and offers a chance at many more coins!

Get the Power-Up in the Floating Block!

Grab a Koopa, get on the ground to the left of the floating Block and let the Koopa go. Now jump for the item!

Take Mario to a Higher Ground!

As Raccoon Mario, fly up to the upper-left corner, breaking bricks as you go.

World 2-5

Just like in the original Super Mario Bros., some Blocks have vines inside of them. The vine in this world leads to a path of clouds that takes Mario to a sky pipe and a bonus coin room.

Poor Chain Chomps…

Talk about getting no respect! Because of their chain, these Chain Chomps can’t get at Mario—or can they? If you stand there and watch one for 160 timer seconds, his chain breaks and he has a chance to get you.

The Case of the Helpful Koopa

A Koopa Troopa can unwittingly help Mario retrieve a Power-Up item by clearing away the Blocks around the Wood Block where it is hidden.

Mario and Beanstalk

Kick a Koopa into one of the small pits shown in these screenshots and it will break the bottom-most Block. What’s inside the bottom Block, you ask? A vine, of course! Climb the vine and follow the clouds to the left to find a Coin Room.

Break just enough Blocks to clear your way to the P-Switch, then activate it and collect!

World 2 Pyramid

Walls seal off portions of the pyramid. You must either use Buzzy Beetles to break these down, or your Raccoon Tail. Since you can reset the “?” Blocks near the entrance door, you should be able to fully Power-Up.

Reset the “?” Blocks

Collect the Power-Up item just ahead of Mario’s starting location, then leave the pyramid and come back. It will be there for you to collect again.

Navigating the Pyramid

There are only two sets of Blocks you need to pass in this mini-maze. First, head through the middle path. When you reach the short Pipe, jump up to the platform to the left, follow it until it dead ends, then head right. You encounter a second set of Blocks. It isn’t the toughest maze, but this path will definitely save you some time.

Use a Hidden Block to Enter the Secret Room

Right after you pass through the second set of Blocks, you’ll see a Pipe surrounded by wood Blocks directly above you. To reach it, just step three Blocks to the right of the wooden Blocks and jump. This reveals a hidden Block, allowing you to reach the Pipe.

Buzzy’s on the Ceiling!

That tricky beetle, Buzzy, has a new tactic to ambush Mario. He falls off the ceiling when you get close. Be ready to jump over him as he spins toward you.

World 2 Airship

Mean old Morton has turned the King of the Koopahari Desert into a spider. Being one of the older Koopalings, Morton’s ship is more advanced than Larry’s—and more dangerous! There’s a couple of places to use extra caution.

A Single Chance to Power-Up!

The first “?” Block you encounter is also the only one you’ll encounter. Don’t miss the opportunity to get Mario in fighting form to conquer this Airship and its captain.

Rocky Wrench, Ninja Turtle

He’s not a mutant or a teenager, but Rocky is a turtle and he does toss ninja throwing wrenches! He’s also a major nuisance in World 8.

Morton Koopa Jr. is a Real Grouch!

“Grrr… Mario, I ain’t feelin’ too good today. My hair looks terrible and I can’t be bothered wit’ you. So come over here where I can blast you wit’ dis here wand. We’ll just see if you can stomp me on the head three times.”