Tuesday, July 21, 2020

PrinceWatercress plays Super Mario Bros. 3 (NES) - Part 10 of 11


In this entry, we finish up World 7 before heading to World 8.


World 7


World 7-5


This stage is a bit of a pipe maze. You'll be hitting invisible blocks to make it easier to get to certain pipes and get out of the maze alive, but you'll also be dealing with other enemies too.

World 7 Plant 1


Believe it or not, this plant is its own level. You'll be dodging Nipper plants that alternately pop in and out of the pipes in pairs. If you can make it past all the small, thin pipes of doom, you can get a P-Wing.

World 7 Fortress 1


Break some blocks to the right of where you start until you find a P-Switch. Enter the door to the right at the start. You can also hit the P-Switch at the start for a bunch of coins and go down the door there. From there, you have to be Raccoon Mario and fly up and to the left into a pipe to reach Boom Boom.

If you can access the door to the left of the P-Switch after hitting it, you can get a Tanooki Suit. Other than that, there is no other way to get a powerup that will allow you to fly.

World 7-6


It's another vertical pipe maze with wrap-around sides, and this time, you'll be using platforms that you'll have to repeatedly hop on in order to change the direction in which they travel. Watch out for spikes!

World 7-7


Oh, boy. This level.

For this one, you'll want to hit the brick with the Starman at the beginning, then let it travel a little bit to the right before grabbing it. When you reach another brick, keep doing this. Make sure the Starmen get some distance so you can maximize the distance over the plants, as there is no other way to get through this level.

You'll have to run all the way to a pipe and crouch down under it to get to the other side of it if you're anything but Small Mario, so keep that in mind.

If you can somehow get through this level, it's quite rewarding in its own right. Even better, this level is completely optional. You don't even have to play this level to beat it.

World 7-8


If you can somehow find the hidden note block here, you can enter another Coin Heaven.

One of the ground pipes leads to a hidden Hammer Bros. Suit.

This level has a lot of Piranha Plants, and one of the Nipper Plants at the end spits fireballs at you if you happen to have it on-screen.

World 7-9


This level is yet another maze, and this time it is of the desert world oil pipe variety. Thankfully, there are plenty of grabbable block walls that you can clear out, and there is no way to be eternally trapped.

World 7 Fortress 2


There are a lot of pipes here in addition to other things, so watch out.

If you're big when you go down the pipe at the end, you'll have to do running ducks to slide under the Rotodisc walls to get to Boom Boom.

World 7 Plant 2


It's another plant area...and you'll have to clear this to get to the castle, too.

Thankfully, there are some note blocks you can use to get to the end...where you can find a Super Mushroom. Well, at least you'll have something to start yourself off with in case you die and have to retry a stage.

In case you fall off the note block path, just use the Para-Troopa as a saving grace.

World 7 Castle


The King is a Piranha Plant in a tiny pipe. (In the Super NES version, he is a Yoshi.)

World 7 Airship


You'll have to do quite a bit of jumping and platforming in order to reach the white pipe at the end. Thankfully, there are very few enemies; this airship is mostly flamethrower.

There is a platform that you can hit from below to move forward, but if you're Small Mario or able to do a running duck, you won't necessarily need to utilize it.

The final Koopaling is Ludwig Von Koopa. He utilizes the same earthquake attack as Roy when you jump on his head, but he doesn't do much else.

The letter you get after clearing this will be from Bowser, daring you to come to his domain if you want the Princess back.

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