Dark Land: Difference between revisions
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==='''Battleships'''=== | ==='''Battleships'''=== | ||
These battleships are just like the tanks, only in the water | These battleships are just like the tanks, only in the water. As these are in ordinary water, Mario will not be hurt if he jumps on in. Mario has to watch out for the large cannons. At the end there is [[Boom Boom]]. | ||
==='''Hand Traps'''=== | ==='''Hand Traps'''=== |
Revision as of 14:26, April 26, 2008
Template:Rewrite-you Template:POV Template:Location-infobox Dark Land is the eighth and last world in Super Mario Bros. 3. The player can cheat to get here from World 1 by using two Warp Whistles. It was where Bowser's castle was in Super Mario Bros. 3 and probably still is now. It's called Dark Land because the sun doesn't appear between the volcanic clouds, and one of the areas is completely black on the map, except for a circle of light around Mario or Luigi.
Levels
Big Tanks
These tanks are just like the Airships, only on the ground. Here, the player will meet up with Rocky Wrenches, cannons, and Rocket Engines. Also, there is one power-up in this level. At the end of the level awaits a blue Boomerang Bro.
Battleships
These battleships are just like the tanks, only in the water. As these are in ordinary water, Mario will not be hurt if he jumps on in. Mario has to watch out for the large cannons. At the end there is Boom Boom.
Hand Traps
- This contains every Hammer Bro. variety to be found in the game. The level starts with a Fire Bro. Then the player should leap over its fireballs and pound it in the head. Next, there are two Hammer Bros. Also, there is a power-up in one of the blocks. A Boomerang Bro. awaits. The player shall jump over the projectiles, then bonk it on the head and the player has to watch out for the returning boomerangs. Next, there is a Sledge Bro. Then the player has to jump when it jumps (and when he is holding no hammers) and the player has to stomp on it. Mario can also go up the pipe to claim a Super Leaf.
- One of the easiest levels in the game. Mario must simply jump over Podoboos and leap on platforms to reach the end. A Super Leaf is at the end of this level.
- This level makes up for the lack of difficulty. Mario must run, hop, duck, and slide to find shelter from Cheep Cheeps. At the end there is a Super Leaf.
Airships
A ton of tiny, Rocket Engine equipped jets patrol the night sky. Mario should use a P-Wing for this level. Rocky Wrenches are found on most of the jets. At the end, Boom Boom is playing airplane. After the player attacks Boom Boom twice, it'll start flying.
8-1
Right at the start of the level, there is a Switch Block high above, which reveals many, many blue coins lower down. Mario can use a Super Leaf or Tanooki Suit to fly from the very first platform to a pipe way up high where three 1-Ups are. Also, in the ordinary way, the ? Block by a Venus Fire Trap's pipe has a power-up. Plus, in the two rows of blocks, in the top row, a ten-coin block is concealed. In-between the tall multi-Bill Blasters, in a ? Block thee is a Starman. In the long line of ? Blocks, the ordinary brick has a 1-Up. Mario must then duck and slide to get under the low Blaster, and right by it is a block with a powerup. Then, Mario must use a red Koopa Paratroopa to leap over a very tall Bill Blaster. Mario can either jump out between the two Blasters, or find the invisible ? Block and make it a bit easier. The ♪ Block nearby will make Mario fall a bit short of his destination. Instead, Mario should stomp the Koopa Troopa to get a bigger boost. After this, the player needs to leap over the Piranha Plant and the level will be completed.
8-2
At the beginning, Mario can either fall through the quicksand or enter one of the pipes, or jump over the quicksand. In the latter case, this level is the second and last to feature the Angry Sun. The player should start out normally, while avoiding all Venus Fire Traps. But when Mario sees a block, he can expose a P-Switch inside that will make going over a chasm a bit easier. About this time, the Angry Sun will start to chase Mario. It's not too hard to avoid. After the ♪ Block-filled pit, Mario must ascend and descend the Venus Fire Trap populated hill. After the hill comes a small pit with one ♪ Block. This is where the Angry Sun gets annoying. Mario must leap off a Koopa Paratroopa and bounce on a Note Block to reach the exit.
Fortress
This is a hard Fortress. Mario should first start out by hopping off the block to a door. Then, Mario has to survive on the conveyor belts, and there is lava below the conveyor belts. To the left is a power-up, needed to complete the level. Mario must repeat this process until he has secured a Super Leaf, which is to break the bricks to the right. It is highly recommended that Mario should not get the Fire Flower, and he has to keep the Super Leaf. To the right, Mario must avoid the Thwomp and smash a way through the blocks. Next, Mario must enter the third door to the right, then in this room, Mario would avoid the diagonal Thwomps. Then Mario must enter the door, then Mario has to keep right, entering the door which is on the metal blocks. Mario must stomp the P-Switch and run right as fast as he possibly can, entering the door at the end without stopping. After coming out the door, Mario has to keep moving, until two coins, unmoving, wedged between the metal blocks and a conveyor belt, are spotted. The player should not collect the coins. Mario must wait until the P-Switch wears off, sneak under them, and hit the right one for a P-Switch (again). Hit it, then enter the door that appears to the farthest right. Then, wait again for the Switch to wear off, and duck as the belt carries Mario safely under the spike to the Boom Boom battle. WHEW!
Super Tanks
Possibly the most straightforward level in the game. Avoid Bob-ombs, Rocky Wrenches, and other hazards on these huge tanks. At the end, Boom Boom will battle Mario for the last time, so he must always be on his toes!
Bowser's Castle
It's the end. The last level of the game. Bowser has set up quite a few traps for thickly-accented plumbers in here, so Mario has his hands full. Start by racing right. WHOA! It seems these statues have lasers built-in, but Mario can jump on their heads, effectively avoiding them. Don't go in the door after the staircase, it's a dead end. Instead, ride the platform up, then take the Donut Lift down. Here, ascend the staircase, avoiding the Roto-Discs. At the top, guess what? Mario must go back down the other side! Alternatively, there is an extra life at the top right of this section, in a hidden block. If Mario ducks and jumps on top of this block, he will float through the wall, skipping the descent. Afterwards, a lava lake with Donut Lifts and Podoboos looms. The easier route: Mario can go up, up, up, the head right. Don't go in the very top corridor, take the second down, with a power-up, then take the Donut Lift, head right, leap over the Thwomp, take the Donut Lift down again, then leap off. Traverse this lava pit area, then enter the door. In here, leap on the heads of the statues. Most are defective, though. Grab a powerup, then head right, over the lava pool, dodging fireballs. Now, enter the door. Hmm. Looks empty. Oh, look! A huge door! But when Mario walks over there, Bowser will crash down!
Now, the Koopa King can be defeated with either fireballs or Hammers from the Hammer Suit, but it takes quite a few hits. However, in battle, he'll leap up every now and then, crashing down into the weak floor, making an indent. This is his only attack, besides fireballs. If he breaks through the whole floor, he's defeated! So trick him into crashing down in the same section of floor three times, and after he's broken through, buh bye! He's a bit tricky, and his fireballs home in, but persistence pays off here. The door will open and flash. Enter to find a distraught Princess Toadstool. She'll thank Mario, then scamper off, back to wherever Princesses go after they've been rescued. But anyhow, sit back and watch the credits roll. You've deserved it, Mario!