Water Land: Difference between revisions

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===3-6===
===3-6===
More twirling platforms, [[Donut Lift]] peril! No secrets except for a 1-Up Mushroom near three Ice Blocks. If scared about the Lifts, Mario can jump ''right'' onto the edge of one to make it stable.
This level is force scrolled, and constantly scrolls in a certain direction. A majority of the level requires Mario to jump from platform to platform to avoid falling.


===3-7===
===3-7===

Revision as of 18:47, February 17, 2009

It has been requested that this article be rewritten.

"Sea Side" redirects here. For the fourth world of Super Mario RPG: Legend of the Seven Stars, see Seaside.

Template:Location-infobox Water Land, also known as the Sea Side is a water-themed world, and the third world in Super Mario Bros. 3. Water Land has nine stages, two Hammer Bros., two fortresses, and five Toad Houses. Cheep-Cheeps and Bloopers are a common enemy in this world.

The ruler of the swift tides of Water Land is Wendy O. Koopa.


Level Descriptions

File:World3SMB3.PNG
Water Land as seen in the original Super Mario Bros. 3.


3-1

The first level is set at the bottom of the sea. If the player swims down when a Blooper Nanny appears, they can access an area with many ♪ Blocks, Coins, and a block containing a 1-up.

3-2

After leaping onto the first moving platform, pushing against the a certain wooden block will reveal a Starman. When invincible, all ? Blocks along the way will hold more Starmen; if not, they will contain one coin. To reach the exit, Mario must enter a pipe when the Venus Fire Trap backs into the pipe.

3-3

This level features Boss Basses. If Mario approaches one, it will lunge at him, and if it comes in contact, Mario will instantly lose one life, even if he is equipped with an item. Even though the Boss Bass can be killed with a fireball, a new one will eventually come back. By stepping on a Koopa to the left of a Note Block and a huge formation of blocks, the player will reveal a P Switch, allowing Coins to appear and the power-up in the Note Block to be grabbed more easily.

Fortress

This castle is a huge maze, with doors all leading to different places. The first, second, third, and fourth doors all lead to the same place: a pool of water with a ? Block concealing a power-up at the end, and two pipes that lead to the beginning of the level. The fifth leads to a secret ledge with a 1-Up in a block, the sixth to a ledge with the door to the Boom Boom battle, the seventh and eighth to the pool, but the last has a cache of coins only Raccoon Mario can snag.

3-4

The level begins with two Goombas walking up a small slope. They can be easily dispatched by pressing and holding Down on the D-Pad while walking down the slope. Immediately afterward, a Piranha Plant inside a pipe is stationed. A ? Block right by yields either a Super Mushroom or a Fire Flower, depending on what the player currently is equipped with. A larger slope curves down nearby, with three Goombas walking up it.

File:Smb3 3-4.PNG
Level 3-4 Map, shown without enemies (high resolution [3332X196])

Later in the level is a pipe extending from the top of the level downwards. The pipe contains a Venus Fire Trap. A P Switch is revealed if one of the low blocks is hit from the bottom. When pressed, many Silver Coins appear near the area of the button. Ahead are two ? Blocks, one containing a Super Leaf. Shortly after, the Goal Panel is located.

3-5

This level introduces Jelectros, invincible jellyfish enemies, and Big Berthas, who look similar to Boss Basses, but simply shoot Baby Cheeps out of their maws. If Mario is equipped with a Frog Suit, he can go down a bubble-spewing pipe to gain access to three 1-Up mushrooms.

3-6

This level is force scrolled, and constantly scrolls in a certain direction. A majority of the level requires Mario to jump from platform to platform to avoid falling.

3-7

On the stack of wood blocks Mario starts out on, the top one has a power-up inside. Super Mario can smash away the huge clump of bricks later on to reveal a 1-Up, too! Journey to the right, avoiding Spikes, until after the first pipe, when Mario should grab a Koopa and let it fly at the top brick formation to grow a Magic Vine! Hop along the clouds, ending at a block that has a P-Switch inside. Raccoon Mario can fly to another cloud platform where he can stand in the middle, jump, and a red jump block will appear that, when jumped on, will give Mario a ride to Coin Heaven, and when he gets to the end, he clears the stage with a Jugem Cloud.

Fortress 2

This creepy, submerged fortress introduces Stretches, platforms from which Boo heads poke out! Mario must be very careful around them, remembering that some poke heads out of only one side, others on both. Eventually, he'll reach the pipe for the Boom Boom battle.

3-8

Boss Bass is back and angry! The water comes even higher now, but Magic Vines abound, allowing Mario to reach safety. The first Koopa seen should be stomped, exposing a Magic Vine and a way to get the powerup from the high Note Block! The solitary block later has a 1-Up, while the rest have either Magic Vines or Coins. Later, two routes can be taken, the bottom having lots of Coins but a high risk of being eaten, the top route has a block with a 1-Up only Raccoon Mario can get!

3-9

Another 1-Up loop can be made by grabbing a Koopa Shell and letting it rebound in the space by two ground-level Bill Blasters, smacking off the Bullet Bills as they came out. The pipes lead to the bottom, water-logged part, which at the far left has a pipe that leads to a secret room with a Frog Suit!

Airship

This Airship is as easy and secretless as the first two. At the end awaits Wendy O. Koopa, who throws candy rings that rebound along the walls of the room! Three hits and she's down, but after the second hit, she begins to jump about, making her a harder target.

Trivia

  • The island chain with the castle is shaped like Japan and the castle is in the spot of Nintendo HQ, in Kyoto.


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