World 3 (New Super Mario Bros.): Difference between revisions
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'''World 3''' is a world encountered by [[Mario]] and [[Luigi]] in the game [[New Super Mario Bros]]. This world is set on a beachy island, with many water and beach themed levels. This world has many [[Cheep | '''World 3''' is a world encountered by [[Mario]] and [[Luigi]] in the game [[New Super Mario Bros]]. This world is set on a beachy island, with many water and beach themed levels. This world has many [[Cheep Cheep]]s, and has the first [[Ghost House]] in the game. The boss of this world is [[Cheepskipper]]. | ||
It is not essential for the player to complete this world. The player can travel via [[World 4]], using the method of beating [[Mummipokey]] from [[World 2]] in Mini form. | It is not essential for the player to complete this world. The player can travel via [[World 4]], using the method of beating [[Mummipokey]] from [[World 2]] in Mini form. |
Revision as of 05:32, July 28, 2009
Template:Worldbox World 3 is a world encountered by Mario and Luigi in the game New Super Mario Bros. This world is set on a beachy island, with many water and beach themed levels. This world has many Cheep Cheeps, and has the first Ghost House in the game. The boss of this world is Cheepskipper.
It is not essential for the player to complete this world. The player can travel via World 4, using the method of beating Mummipokey from World 2 in Mini form.
3-1
This level starts out with the player standing on a small section of land. Next to this land is a shallow pool of water – within which is a Warp Pipe. The player must go down this pipe in order to continue forth in the level. On the exiting end of the pipe, the player will be completely submerged in water. The first things the player will see are a Mega Cheep-Cheep and three ? Blocks – each block contains one coin. Five Cheep Cheeps will be encountered shortly thereafter, followed by two Brick Blocks and a ? Block. After a Red Ring is found, several more schools of Cheep Cheeps will be encountered; these can make retrieving all eight Red Coins difficult. Past an abyss, several more coins and a random power-up block. A Cheep Chomp can be encountered just past here. It will try to eat the player as he or she swims through a maze of pipes – a Star Coin can be found here too. An upside-down P-Switch can be found just past here; by pressing it, all nearby brick blocks will turn into coins, allowing access to another Star Coin. Up ahead, yet another Red Ring can be found. Past here, a warp pipe is found; it allows access to ground level, where the flagpole is located.
3-A
This level starts with Mario jumping onto the barrels, while jumping on the annoying Skeeter. After passing the Red Coin Ring, there are several moving platforms. Mario needs to jump on the last one while avoiding the Skeeter to jump onto the next platform. After that, Mario should hit the ! Switch to activate the red blocks for him to continue. To get the first Star Coin, Mario needs to either let the Skeeter use a bomb to destroy the blocks that block the Star Coin, or, more simply, go into the water, and go low enough so that the player can go under the blocks (off-screen) but not low enough to lose a life. To get the second Star Coin nearby, Mario needs to jump off the Koopa Troopa below the coin. After going through the Warp Pipe, Mario can get the third Star Coin by going into the next Warp Pipe and, as Mini Mario he should run on the water and jump to the Star Coin. After this, Mario should go past the moving platforms to the final Warp Pipe, reaching the Flagpole.
3-2
This level is another level with many mushrooms, most of them tilting back and forth. About halfway in the level, going down the Golden Warp Pipe, is a Star Coin. If the player stays on the pair of dropping platforms, then Mario can reach another Star Coin. After the Star Coin, there is a moving mushroom platform that can confuse the player by tilting back and forth a lot. Then, Mario must stay on more dropping platforms, where there is a Red Coin Ring. Lastly, there is another moving mushroom, where Mario can obtain another Star Coin, but he must avoid the Paratroopa (If Mario stands perfectly still in the middle of the mushroom, then the Paratroopas can't damage him, and he won't fall off of the mushroom). After the moving mushroom is the flagpole.
Secret Exit
On the first moving mushroom, the player will notice three pipes colored red, yellow, and green. Jump into the green pipe, and press the P-Switch. jump on the spring to collect silver coins. Go through the Warp Pipe, and navigate through a tricky course filled with tilting mushrooms. If the player survives, they'll find the Red flagpole that leads to 3-B.
3-B
This level is made entirely made up of pipes. Many of them are inhabited by the Piranha Plant. To begin, Mario just needs to go and jump over the pipes, while avoiding the Piranha Plant's fireballs. The first Star Coin is obtained by going into a Red Pipe about halfway through the level, then going through another Red Pipe. Mario then must keep jumping onto more pipes, avoiding all the Piranha Plants. To get the second Star Coin, Mario should Wall Jump between the Red and Green Pipe near the Star coin, going over the Red Pipe. The last Star Coin is obtained easily, just by going past a Piranha Plant. After the Star Coin is the Flagpole.
3-C
In this level, the Spike Bass returns. Mario must jump onto the wooden logs (some of the logs fall when stepped on) while avoiding the Spike Bass and the flying Cheep-Cheep. They will all jump into the air. The first Star Coin is found by going under the logs into the water, then jumping onto the coin. This is also how the second Star Coin is obtained. Mario can get the last Star Coin by going through a Red Pipe (the player must run and jump to reach it) near the end of the level. After the coin is the Flagpole.
3-Tower
To begin this level, Mario should jump into the middle Pipe, which will blast him into the air. Mario needs to grab onto the Metal Fence (the lowest one) and go to the left. Jump onto the next fence, avoid the Koopas, and jump to get the first Star Coin. Then, using the Pipe again, Mario should grab the highest metal fence. Mario should flip the fence (press X in the middle) and jump onto the next floor of the tower. The second Star Coin is obtained by going to the far left of the tower and jumping onto the metal fence above. The player can go two ways: the left door, or the right door. The right door leads to the third Star Coin, and the left has another door that leads to coins, but both doors end up in the same place. Past the double doors is Bowser Jr. All the player has to do is jump on him three times, while avoiding his spikey shell, to defeat him.
3-3
This level is difficult without a Fire Flower, because of all the Cheep-Cheep and Blooper. Mario must go into the Warp Pipe, which takes him underwater. Mario needs to keep swimming, while avoiding all of the Cheep-Cheeps and Bloopers. Almost halfway into the level, go down to find the first Star Coin. The player will also find a ? Switch. Press it to temperarily stop the strong bubble currents. Go right, then down (past the Yellow Pipe), then continue right. The player will see a set of ascending pipes. The player should go to the third pipe they see to enter a room filled with Bloopers. This room contains the second Star Coin. Continue through the main part of the stage to find the Exit Pipe. Instead of going through it, go down to find the third Star Coin. As soon as the player grabs it, swim up to the Exit Pipe rapidly to avoid the Bloopers that appear out of nowhere. Past the Exit Pipe is the Flagpole.
3-Ghost House
This level is the first Ghost House in the game. The gimmick of the whole level is that there are several Orange ? Switches placed in the different areas of the level. The player is required to use them to reveal certain staircases and certain doors to finish the level. However, when activated, a time limit starts as the player has to move quickly to reach into other areas of the game. If the time limit is up, and the player doesn't reach to a certain area, the player will have to repeat it again. Just like all ghost houses in the game, this one has a secret exit, which can be accessed by pressing an Orange ? Switch and quickly retrace to a faraway, newly-created door before time runs out. If the player succeeds in finding the secret exit, he or she will find a Warp Cannon leading to World 6.
3-Castle
The beginning of this level is filled with bars of spikes that damage Mario if touched. On the fifth spiked bar, Mario can get a Star Coin. After the spiked bars is are a few Whomp that Mario can get rid of by using the Ground-Pound on them when they fall down. To get the second Star coin, Mario must continue to the Donut Lift. There, he must use the rope to get enough momentum and swing to the platform on the left. Jump over the ceiling, wait for the Whomp to fall over, and grab the Star Coin and land on him. Go back to the donut holes, grab the rope, and jump over a Giant Whomp once he falls down. Here, Mario is faced with more spiked bars. When the player reaches the double doors, go past them to reach the third Star Coin. While the spiked bar is going up, quickly go into the water and jump to the left, then to the right before the bar goes back down (It helps to be Super Mario). Enter the double doors to face Cheepskipper and three normal Cheep-Cheep. To beat Cheepskipper, Mario needs to wait until he jumps over the bridge. Then he needs to stomp the huge Cheep-Cheep three times. After defeating Cheepskipper, Mario goes to World 5.
Enemies Introduced