Saturday, July 18, 2020

PrinceWatercress plays Super Mario Bros. 3 (NES) - Part 4 of 11


In this entry, we finish up World 3 and start World 4. This is where the game starts getting interesting.


World 3


World 3-7


The green guy walking around the beginning is Spike. The versions of him that track where you are will pull a big spiked ball out of their mouths and toss it at you.

The vine here leads to a P-Switch, which allows you to turn some bricks into blocks.

World 3-8


If you get 44 coins here, you can get the White Mushroom House to show up. This is easier said than done, because the land slowly moves up and down and Big Bertha makes a return appearance. Amazingly, I manage to pull it off. Having Fire Mario works well here, since you fight off Big Bertha with fireballs even if you're climbing on a vine. Just tap the direction you want to aim when on a vine, and the fireballs should be able to do the rest if your aim is good.

The White Mushroom Houses, as mentioned earlier, have rare items such as Frog Suits, Hammer Brother Suits (which let you throw hammers at a short distance like the Hammer Brothers), Tanooki Suits (which let you temporarily transform into a statue for invincibility by holding Down and pressing B), and Anchors (which hold the Airship in place in case you die in an Airship stage).

If you get stuck in the water here, you'd better get out, or else you'll be at the mercy of Big Bertha.

World 3 Fortress 2


This one has you swimming underwater from point A to point B, having you avoid "disco waffles" (or whatever those things circling around the rubber balls are called) and the Boo Bars, which are white bars that Boo Buddy faces pop out of in an attempt to nip at you. After that, it's another fight with Boom Boom.

World 3-9


This level is the first appearance in the game of Bullet Bill. They shoot out of the cannon, but if you stand of the cannon, the cannon won't fire. It is also the first appearance of the Bob-omboutside of the second game/Doki Doki Panic, and this time they just stroll back and forth. You have to jump on them to trigger the detonation, and you can carry them around and kick them forwards like Koopas this time around.

If you can go underground and head all the way to the left, then go down the pipe you see and hold Right, you can get a Frog Suit.

World 3 Castle


The King here is a combination of a Kappa and a Koopa. It's like a Kappa, but it has an undersized turtle shell.

World 3 Airship


The blue screw platforms can be moved forward by jumping on them repeatedly. You don't necessarily need to jump on them to their logical conclusion, but jumping on them enough will make it easier to go clear over some hazards.

The Koopaling you're facing here is Wendy O. Koopa. She fires off one ring that bounces around the room. Jump on her head, then keep away from her and the ring that she shoots off. She takes three hits, but the more you jump on her head, the more rings that will be flying around and the more difficult this battle will be. Fire Mario is recommended.

The King here looks like a cross between Mario and Elvis Presley when he is back to normal. The Princess will tell you about the White Block that has magic powers that will enable you to defeat your enemies. (I'm assuming she's mentioning certain Note Blocks that contain a Starman or other power-ups.) You'll also get a Music Box.

World 4


World 4-1


Welcome to Giant World. Goombas, Koopas, Piranha Plants and even Hammer Brothers are huge. So are cloud platforms, pipes, bricks, wooden blocks and ? Blocks.

If you fly up at the pipe waterfall, you can enter a watery area. Go all the way to the left for a hidden room with a 1-Up in it.

World 4-2


It's another stage with platforms going in and out of the water. Instead of Big Bertha, however, you just get a super-fast Cheep Cheep. You'll also start seeing Cheep Cheeps flying out of the water in an attempt to dive at you in full force.

If you can get 22 coins here, the White Mushroom House will show up.

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