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Nintendo Playing with Power eGuide Super Mario Bros. 3 Worlds

World 4: Giant Land

World 4-1

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 just like their smaller relatives.

Different Timing is Necessary

Even if you stand right next to the pipe, Giant Piranha Plants will still go in and out of their pipes. So, make a dash over this pipe when the Piranha Plant is going down.

Even Giant Koopas Duck When Mario’s Around

Yes, they’re big, but they’re still the same brainless Koopas we know and love. Even when he’s small, Mario can easily take them on!

Clear the Runway!

Grab the Koopa Paratroopa and use him to clear the nearby Blocks. Once the area is clear of Blocks, use a Raccoon Suit to fly up into the waterfall. From there, head all the way to the right to enter a bonus area and grab a few 1-Ups!

World 4-2

The land rises and sinks here. Fortunately, Boss Bass isn’t around. There are lots of Cheep-Cheeps to give you a headache, though—mainly toward the end of the stage.

Use an Ice Block To Knock It Out!

Hit the big “?” Block with an Ice Block to get the Power-Up inside.

Get 22 Coins and the White House Will Appear!

Act fast to collect coins after you hit the P-Switch. It’s easier to collect all 22 if you get Starman.

World 4-3

Say ‘hi’ to the Sledge Brothers! These tubby turtles are the 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.

Getting Past the Big Guys

If you have Starman in your inventory, you might want to use it now. Sometimes, you can run underneath the brothers as they jump.

Fly Up and Get Some Coins

Wait until Spiny has dropped off the ceiling, then stomp Buzzy and your runway will be clear. Fly to the ceiling for some bonus coins.

Hit the 1-Up

Once the 1-Up appears, it will head to the right. Follow and collect it, but don’t be too eager—Spiny’s on the ceiling waiting to get the drop on you!

Bouncing Blocks to Buffet You!

There isn’t anything in these bouncing Wood Blocks, so just jump over them.

World 4 Fortress

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, since both are dangerous.

Hot Foot

Turn your back on Hot Foot, the living candle flame, and it will chase you—just like Boo Diddly.

Horizontal Thwomp Traps

This Fortress seems to have Thwomp Traps placed where there’s space for them. If you don’t like these traps, take the alternate route.

Dry Bones Galore

A trio of mummified turtles and a ghost make this way dangerous. Take the center pipe to get here.

A Haunted Power-Up

Be careful when you go after this Power-Up. Chances are, Boo Diddly will be coming after you!

Invisible Blocks are the Only Way Out

Be sure to face the ghost as you make these Blocks appear. And remember, those Dry Bones come back to life!

Boom-Boom’s Back to Normal

Well, at least he isn’t flying. But there is a rather awkward ledge in the room that restricts your freedom to jump.

World 4-4

Lakitu has always had a grudge against Mario. He can’t even let Mario take a swim without dropping those blasted Spinies on him.

Beat the Current to a Secret Room Full of Coins!

If you start on the ledge where the Power-Up is, then drift down and left from there, you can make it to this pipe without a Frog Suit.

Lakitu’s Waiting for You

Lakitu is waiting for you when you exit the bonus stage. Don’t let the current thrust you into a Spiny!

World 4-5

You’ve gotta like the Tanooki Suit. Not only is it cool looking, it also gives Mario the power to turn into a statue.

Employ a Koopa

It’s a tricky move, but you can grab the giant Koopa and use it to get this Power-Up item.

Guided Missile Bill

Flashing Bullet Bills go back and forth in search of their target.

Climb a Vine to a Nifty Bonus Stage

Jump on top of Bullet Bill to hit the Vine Block and boost yourself onto the vine.

A Tanooki Suit for You!

When you enter the secret room, get the Tanooki Suit first. Then hit the P-Switch and quickly exit the room the same way you entered. Follow the trail of coins on your way down.

World 4-6

Here’s a stage where you can change the size of the 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.

Giant Side 1-Up

There’s a 1-Up in this Block on the giant side of the stage.

Regular Side Sky 1-Up

Fly on the regular side to find a 1-Up in the sky.

Magic Doors!

These doors not only change the size of enemies, but they also reset the items once they’ve been collected, making repeated collection possible. Powerful magic is at work here!

Regular Side 1-Up

One the regular side, there will be a 1-Up here in an invisible Block. Be careful not to let this Koopa corner you!

World 4 Fortress #2

A P-Switch opens 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!

Defeat Dry Bones First!

You must act fast on these Donut Lifts. Stomp Dry Bones, collect the item, and hit the road! Try not to panic!

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 wait too long! When the coast is clear, hold down the B Button, then run and jump to the upper platform.

Reveal a Hidden Door!

When you hit the P-Switch the door to the Hidden Quarter is framed by silver coins. Stand in the door and press Up to enter. The Hidden Quarter is the long way to Boom-Boom, but it also provides four 1-Ups and some coins.

Arrow Lifts

These lifts move in one direction, whichever way the arrow is pointing. They also disappear if you hit your head on something while standing on them. All Directional Lifts also fade after a short time.

Directional Lifts!

Every time you jump while riding on this lift, it will change direction. You need to plan which way you go carefully; if you hit your head on a wall while you’re standing on it, the lift disappears. You can jump off the lift, hit something, and get back on, and it won’t fade away.

Go Up Through the Maze of Pipes

Carefully observe the way these pipes function. You encounter similar pipe mazes and Directional Lifts in later stages, especially in World 7.

Use Hidden Blocks to Make Your Way to the 1-Up

You catch a glimpse of the 1-Up Block as you fall. Make Invisible Blocks appear to form a stairway up toward it. You must jump up off the screen to reach this 1-Up.

More Bonus Coins for Raccoon Mario!

Fly to the upper-left corner of this room and you’ll end up in another area where you can get 30 extra coins!

Boom-Boom’s Back!

Get in position just to the right of the center floating Block to take on Boom-Boom. Act fast, as usual.

World 4 Airship

Unlike the other Koopaling’s Airships, Iggy’s ship has no cannons or Bullet Bills, only thrusters, but it can be tricky!

Take the Bolt Lift Across

If you’re confident in your jumping skills, you might want to take the Bolt Lift across. The upper path is safer than the lower one.

Patience Pays

If you fall off the Bolt Lift, wait until these thrusters fire before you jump over them. Watch your timing or you might get scorched!

Work Fast to Get the Power-Up!

It’s kind of tough to get this Power-Up if you take the lower path through the Airship. Make sure it falls to the right or you won’t be able to collect it.

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.

Iggy Koopa is a Push-Over

“So what if I’m not as tough as my brothers and sister! I can still get you! C’mon, Mario! (I think I’ll try to get him with my speed and a double blast from my wand. Yeah, that’s the ticket!)”