Dark Land: Difference between revisions
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==='''Super Tanks'''=== | ==='''Super Tanks'''=== | ||
Possibly the most straightforward level in the game. Avoid [[Bob- | Possibly the most straightforward level in the game. Avoid [[Bob-omb]]s, 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'''=== | ==='''Bowser's Castle'''=== |
Revision as of 06:45, May 14, 2007
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.
Brief Level Info
- Big Tanks: Bowser has called in the heavy metal and they're rolling right toward Mario.
- Battleships: An armada of Bowser's warships sets sail to stop the Mario Bros.
- Hand Traps: A monstrous hand pulls Mario into a trap. He'll have to fight his way out.
- Airships: A P-Wing may give Mario the edge he needs to traverse the fast-moving Airships.
- 8-1: When Mario sees how many cannons are aimed at him, he's sure to turn as green as the scenery.
- 8-2: The Angry Sun is angry — angry enough to attack Mario in the dead of night!
- Fortress: The finest traps, the most brutal enemies, and a mind-bending maze guard a dreary Fortress.
- Super Tank: A titanic, rolling, juggernaut of a tank is all that remains of Bowser's once-great army.
- Bowser's Castle: Eight worlds of blood, sweat, and tears boil down to a final assault on Bowser's humongous and threatening Castle.
In-Depth
Big Tanks
These tanks are just like the Airships. Mario will find this place extremely straightforward, and not very complicated. A Tanooki Suit is helpful amidst all these Rocky Wrenches, cannons, and Rocket Engines. Also, there is one power-up in this level. At the end awaits a blue Boomerang Bro.
Battleships
These battleships are just like the tanks. Mario should grab the power-up in these level, too. As these are in ordinary water, Mario will not be hurt if he jumps on in. Watch out for the BIG cannons! At the end, a most likely seasick Boom Boom awaits.
Hand Traps
1: This contains every Koopa Bro. variety to be found in the game! The level starts with a Fire Bro. Leap over his fireballs and pound him in the head. Next, two Hammer Bros. Mario should know how to deal with these. Also, there is a power-up in one of the blocks. A Boomerang Bro. awaits. Just jump over the projectiles, then bonk him on the head and watch out for the returning boomerangs. Next, Sledge Bro.! Jump when he jumps (and when he is holding no hammers) and a head stomp does him in. Yay! All done! Mario can now go up the pipe and claim a Super Leaf.
2: One of the easiest levels in the game. Mario must simply jump over Podoboos and leap on platforms to reach the end. Very easy. A Super Leaf awaits!
3: This one more than makes up for the lack of difficulty! Mario must run, hop, duck, and slide to find shelter from the murderous Cheep Cheeps. But at the end 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! The Rocky Wrench pilots get very irritating... And at the end... my my my my! Boom Boom is playing airplane. After your second hit, he'll go up, up, and away, but a stomp will bring him back down to earth.
8-1
Finally, a real level! Mario can start with 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, a Starman awaits! In the looong line of ? Blocks, the ordinary brick has a 1-Up (it'll be needed!). Mario must then duck 'n slide to get under the low Blaster, and right by it is a block with a powerup! Then, later, 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, stomp the Koopa Troopa to get a bigger boost. After this, leap over the Piranha Plant and Mario will be in the exit!
8-2
At the beginning, Mario can either fall through the quicksand and 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. Start out normally, 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 Sun will start to chase Mario. He'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 Mr. 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 truly HARD Fortress. Mario should first start out by hopping off the block to a door. Then, survive on the conveyor belts, and the lava below will convey to him the urgency of staying on them! 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 NOT get the Fire Flower, and keep the Leaf. To the right, Mario must avoid the Thwomp and smash a way through the blocks. A daunting task, but possible. Next, Mario must enter the third door to the right, then in this room, avoid the diagonal Thwomps, KEEPING THE SUPER LEAF. Enter the door, then 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, keep moving, until two coins, unmoving, wedged between the metal blocks and a conveyor belt, are spotted. Now, DO NOT COLLECT THESE. 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! 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, bye 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 Peach. 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!