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{{distinguish|[[Land of Ice]]|[[GBA Snow Land]]}}
[[Image:SMB36.PNG|thumb|500px|right|The only world with three fortresses]]
{{world infobox
'''Ice Land''' a.k.a. '''Iced Land''' is the sixth world in ''[[Super Mario Bros. 3]]''. It is the largest world in the game, bested only by [[Dark Land]], with ten levels, three [[Hammer Bros.]], three Fortresses and two [[Toad Houses]]. As the name implies, it is a frozen wasteland filled with slippery floors and even some frozen lakes.
|image=[[File:SMB36.png|400px]]
|game=''[[Super Mario Bros. 3]]''
|levels=14
|before=[[Sky Land|<<]]
|after=[[Pipe Land|>>]]
}}


{{quote2|Be careful in the ice world. The [[Muncher|creatures]] trapped in the [[Ice Block|ice]] will come to life if warmed.|Princess Toadstool|[[Super Mario Bros. 3]]}}
[[Lemmy Koopa]] rules the frozen tundra that is Ice Land.
'''Ice Land'''<ref>''Super Mario Bros. 3'' English instruction booklet, page 33.</ref><ref>''Super Mario Bros. 3'' North American re-release and European ending.</ref> (alternatively '''Iced Land''',<ref>''Super Mario Bros. 3'' North American original, ''Super Mario All-Stars'' and ''Super Mario Advance 4: Super Mario Bros. 3'' International ending.</ref> '''Winter Wonderland''',<ref>''Nintendo Power'' Volume 13, pages 3 & 53-62.</ref> the '''Ice World''',<ref>''Nintendo Power'' Volume 13, pages 6, 52, 54 & 60.</ref> or '''Ice Country'''<ref>''Nintendo Power'' Volume 13, page 62.</ref>) is the sixth [[world]] in ''[[Super Mario Bros. 3]]''. It is the largest world in the game, with ten [[level]]s, three [[Hammer Bro]]thers, three [[fortress]]es, three [[Spade Panel]]s, two [[Toad House]]s, and a [[castle]] that has been taken over by an [[airship]]. As the world's name implies, it is a frozen wasteland covered with slippery floors and frozen lakes, with many structures and platforms made of [[Ice Block]]s in various sizes. [[Lemmy Koopa]] takes over this icy kingdom by stealing the royal [[magic wand]] and turning the [[kings|king of Ice Land]] into a seal (a [[Monty Mole]] in the game's remakes). The map in ''[[Super Mario Advance 4: Super Mario Bros. 3]]'' shows that Ice Land is north of [[Dark Land]] and east of [[Pipe Land]].


==Level information==
==Brief Level Info==
{|style="text-align: center; width: 100%; margin: 0 auto 10px auto; border-collapse: collapse; font-family:Arial;"border="1"cellpadding="1"cellspacing="1"
*6-1: Snow-capped trees and wispy clouds serve as the backdrop to an arctic expedition.
|-style="background: #ABC;"
*6-2: The thin mountain air would chill Mario to the bone if he weren't doing so much jumping!
!width="5%"|Level
*6-3: Seek insulation with a furry [[Tanooki Suit]], because the thermometer just bottomed out.  
!width="1%"|Preview
*Fortress: A roller coaster over bubbling lava and [[Roto-Disc]]s put Mario on a collision course with [[Boom Boom]].
!width="20%"|Summary
*6-4: Rotating platforms, slippery ice, and mind-numbingly high ledges make for a dangerous stage.
|-
*6-5: Clear a runway blocked by [[Buster Beetle]]s, [[Koopa Troopa]]s, and Ice Blocks to break a path to the exit.
|[[World 6-1 (Super Mario Bros. 3)|World 6-1]]
*6-6: Brew some hot chocolate &ndash; after a frigid swim through an ice cave, Mario will need it!
|[[File:SMAS SMB3 World 6-1 Screenshot.png|256px]]
*6-7: Frozen treats and terrors await a plumber who carries [[Fire Flower|defrosting equipment]].
|The first level of Ice Land, where the ground is covered in ice and [[Ptooie]]s are introduced.
*Fortress: Sneak inside a Fortress of solid ice and avoid the sideways-moving [[Thwomp]]s and sneaky [[Boo]]s.
|-
*6-8: Green pastures and aggressive undergrowth offer a change of scenery from the frozen tundra.
|[[World 6-2 (Super Mario Bros. 3)|World 6-2]]
*6-9: Watch out for [[Muncher]]s while completing a swim through a [[Piranha Plant]] pipe-infested underground lake.
|[[File:SMAS SMB3 World 6-2 Screenshot.png|256px]]
*6-10: A cold snap has frozen the coins and Munchers. Use a Fire Flower to grab a powerful [[Hammer Suit]].
|An autoscrolling level with moving cloud platforms.
*Fortress: Forget the gym &ndash; Mario's bond to break a sweat as he fights along the converyor belts in this foreboding Fortress.
|-
*Airship: The villainous circus performer [[Lemmy Koopa]] schemes atop his airship. Give him an unforgettable performance.
|[[World 6-3 (Super Mario Bros. 3)|World 6-3]]
|[[File:SMAS SMB3 World 6-3 Screenshot.png|256px]]
|A level made up of small [[Ice Block]] platforms.
|-
|{{world-link|6|fort|World 6-Fortress 1}} 1
|[[File:SMAS SMB3 World 6-F1 Screenshot.png|256px]]
|The first [[fortress]] level of Ice Land, this level has a platform on a track in the first room.
|-
|[[World 6-4 (Super Mario Bros. 3)|World 6-4]]
|[[File:SMAS SMB3 World 6-4 Screenshot.png|256px]]
|A level with many [[Rotary Lift]]s on Ice Block pillars.
|-
|[[World 6-5 (Super Mario Bros. 3)|World 6-5]]
|[[File:SMAS SMB3 World 6-5 Screenshot.png|256px]]
|An underground cove with [[Buster Beetle]]s that requires a flight power-up to finish.
|-
|[[World 6-6 (Super Mario Bros. 3)|World 6-6]]
|[[File:SMAS SMB3 World 6-6 Screenshot.png|256px]]
|An underground stage that is partly underwater.
|-
|[[World 6-7 (Super Mario Bros. 3)|World 6-7]]
|[[File:SMAS SMB3 World 6-7 Screenshot.png|256px]]
|An autoscrolling level with [[Donut Block|Donut Lift]]s.
|-
|{{world-link|6|fort|World 6-Fortress 2}} 2
|[[File:SMAS SMB3 World 6-F2 Screenshot.png|256px]]
|The second fortress level made up of Ice Blocks and several sliding [[Thwomp]]s.
|-
|[[World 6-8 (Super Mario Bros. 3)|World 6-8]]
|[[File:SMAS SMB3 World 6-8 Screenshot.png]]
|A long grassy level with many hills, [[Spike]]s, [[Nipper Plant|Walking Piranha]]s, and [[Buster Beetle]]s.
|-
|[[World 6-9 (Super Mario Bros. 3)|World 6-9]]
|[[File:SMAS SMB3 World 6-9 Screenshot.png]]
|Another underwater cavern stage.
|-
|[[World 6-10]]
|[[File:SMAS SMB3 World 6-10 Screenshot.png]]
|A long ice level with many [[Frozen Coin|frozen coin]]s and [[White Block]]s.
|-
|{{world-link|6|fort|World 6-Fortress 3}} 3
|[[File:SMAS SMB3 World 6-F3 Screenshot.png]]
|The third fortress level, made up of many [[Conveyor Belt]]s and [[Stretch]]es.
|-
|{{world-link|6|airship3|World 6-Airship (Super Mario Bros. 3)}}
|[[File:SMAS SMB3 World 6-A Screenshot.png]]
|[[Lemmy Koopa]]'s [[Airship]], containing [[Bolt Lift]]s and uneven platforms.
|-
|World 6-[[File:HammerBro-Map-SMAS SMB3.png|link=Hammer Bro]]
|[[File:SMAS SMB3 World 6-E1 Screenshot.png]]
|Three sets of Hammer Brothers traverse the map. Each of them have two rows of seven [[Brick Block|brick]]s and a floor made of ice. The first set will give up a [[Hammer]] when defeated, the second set will drop a [[Super Star|Starman]], and the third set will leave behind a [[Lakitu's Cloud]]. If the player meets the requirements for the [[Treasure Ship]], a Hammer Brother will be replaced with that ship.
|}


==''The Adventures of Super Mario Bros. 3''==  
==In-Depth==
[[File:IcedLandCartoon.jpg|thumb|Ice Land as it appears in ''The Adventures of Super Mario Bros. 3''.]]
In ''[[The Adventures of Super Mario Bros. 3]]'', Ice Land, though never referred to as such, only appeared in the episode "[[Life's Ruff]]" (which is the only episode where this world is shown as the title card), where it had a different ruler named [[King Windbag]]. He bullied his servants and never said "please", but when [[Lemmy Koopa|Hip]] and [[Iggy Koopa|Hop]] came, they stole his wand and turned him and Luigi into dogs and harassed them for a bit, but were eventually defeated and returned to [[Dark Land]]. The castle is depicted with igloos around it.


==''Super Mario World'' television series==
===6-1===
An icy tundra, referred to as "Ice Land", appears in the first episode of the ''[[Super Mario World (television series)|Super Mario World]]'' television series, "[[Fire Sale]]". Here, it is under the control of [[Wendy O. Koopa|Kootie Pie]], who had stolen [[Mama Fireplant]] to make it warmer. However, Ice Land began to melt because of the heat, and [[Mario]], [[Luigi]], [[Princess Peach|Princess Toadstool]], and [[Yoshi]] arrived to save both Mama Fireplant and Ice Land.
This world, since frozen, will give Mario a bit of a problem with traction, but it's not very tough to get used to. [[Raccoon Mario]] can access the only secret in the very first part, during the encounter with the first walking [[Ptooie]]. He must race back and forth on the stratch of land, eventually being able to go up, up, and away to a platform of wooden blocks with a door on them. Inside, Mario must duck and slide under the large ice blocks to get to a [[P-Switch]]. When stomped, Mario must quickly duck and slide out to grab the huge set of blocks-turned-coins below.
{{br}}


==Gallery==
===6-2===
<gallery>
In the first part of the level, Mario must leap on moving clouds to keep his balance. When an Ice Block next to a [[? Block]] is seen, don't hesitate, smack the block for a powerup. Mario must then, with the help of some clouds, jump over some block towers. But soon, a huge tower of wooden blocks will be in sight. Mario must leap on the clouds quickly to avoid death by squishing. Afterwards, two [[Ice Block]]s lie stacked under a 10-Coin block, and later, the block in that sheltered little alcove contains a [[1-Up Mushroom|1-Up]] for only the quickest and nimblest of plumber heroes. Two screens later, a pipe will take Mario to the exit.
Iced Land NES.png|Ice Land as seen in the original NES version
SMAS SMB3 World 6 Map.png|Ice Land as seen in ''[[Super Mario All-Stars]]''
BSXWorld6.png|World 6 as seen in ''[[BS Super Mario Collection]]''
Iced_Land.jpg|[[Tanooki Mario]] in Ice Land
</gallery>


==Music==
===6-3===
{{media table
Brrrr...Mario's stranded in the sky again, but this one has some cool rewards. Mario can hit the ? Block with a Koopa Shell in the first part, and run right over those little pits by racing across the pillars of ice. The third Koopa in this level has the key to the best secret. Mario must stomp it, take his shell, and throw it at the nearest block. If done right, the block will expose a [[Magic Vine]], which leads to a secret pipe. Inside, in that huge ? Block is a [[Tanooki Suit]] Mario can use to fly up the left side of the room and break all the blocks, leading to a cache of coinage. The block all by itself holds ten coins, and the next block holds a 1-Up, which is hard to get, as Mario must bop it from on the moving platform underneath.
|file1=World 6 Theme Super Mario Bros 3.oga
|title1={{FULLPAGENAME}}
|description1=BGM
|length1=0:30
|file2=SMAS SMB3 World 6 Map.oga
|title2={{FULLPAGENAME}}
|description2=BGM (''Super Mario All-Stars'' version)
|length2=0:26
}}


An arrangement of Ice Land's map theme, "Slowly, Slowly", plays in ''[[Mario Party]]'' during the [[Pedal Power]] and [[Ghost Guess]] minigames. A more faithful arrangement plays whenever Mario receives anonymous e-mails in ''[[Paper Mario: The Thousand-Year Door]]''. The map theme's melody is incorporated in ''[[Super Smash Bros. Ultimate]]'' into the "Fortress Boss - Super Mario Bros. 3" arrangement alongside the map theme for [[Dark Land]] and the titular Fortress Boss theme.
===Fortress===
On the moving platform, Mario will go up, up a room filled with hovering [[Podoboo]]s (the ? Block contains a power-up) and later, down a corridor of Roto-Discs and a [[Hot Foot]]. He must go from the left block to the right block to avoid the Discs, and the Hot Foot that will fall down as soon as Mario turns his back on it. The second room has a lot of the Discs, along with two ? Blocks with powerups, and when two rows of ? Blocks are spotted, guarded by two Roto-Discs, the one to the farthest left has a [[Starman]]. With this, it should be no problem to get to the door to Boom Boom's room.


==Names in other languages==
===6-4===
{{foreign names
In this sky level, the first block seen conceals a 1-Up Mushroom, although it's hard to get in and out alive. Ride a platform past a ? Block containing a power-up. Then ride it back and jump just to the right of the ice to reveal a red [[♪ Block]] leading to Coin Heaven. If Mario does not take the Coin Heaven route, he must leap about on tightly winding wooden planks until a P-Switch is stomped, which signals the end of the risky part. The P-Switch will allow Mario to manuver about the twirling platforms a bit easier, and collect a few more coins.
|Jap=ワールド6 {{hover|氷|こおり}}の{{hover|国|くに}}<ref>''Super Mario Bros. 3'' Japanese instruction booklet, page 33.</ref><ref>''Super Mario Advance 4: Super Mario 3 + Mario Bros.'' Japanese ending (in kana).</ref>
|JapR=Wārudo6 Kōri no Kuni
|JapM=World 6: Ice Land (alternatively "Iced Land"<ref>''Super Mario Bros. 3'' and ''Super Mario Collection'' Japanese ending.</ref> in-game)
|Spa=Tierra Congelada
|SpaM=Frozen Land
|Fre=Pays glace<br>Pays-gel (Super Mario Bros. 3 instruction booklet)
|FreM=Ice land<br>Freeze-land
|Ita=Mondo del Ghiacci<ref>''[[Super Mario Bros. 3]]'' Italian manual, pag. 33</ref><ref>''Club Nintendo'' (Italy) Volume 3 - 1991 Issue 6, page 18.</ref><br>Terra di Ghiaccio <small>(''Super Mario Advance 4: Super Mario Bros. 3'')</small><br>La terra di ghiaccio<ref>''[[Super Mario Bros. Encyclopedia|Super Mario Bros. Enciclopedia]]'', pag. 39</ref>
|ItaM=Ice World<br>Ice Land<br>The ice land
|Ger=Eisigland
|GerM=Icyland
|Rom=Ținutul înghețat <small>(''Super Mario World'' television series)</small>
|RomM=Frozen land
|PorA=Terra Gelada<ref>''VideoGame'' magazine, issue 8A, p. 13, Editora Sigla, november/1991.</ref>
|PorAM=Iced Land
}}


==Trivia==
===6-5===
*This is the only world of the game that is possible to go backwards from using a [[Recorder|Magic Whistle]], as using it in the sixth world will allow one to return to the fifth. However, in Worlds 5 and 8, using it can cause one to return to the current world.
In this stage, every pipe but the [[Venus Fire Trap]] occupied one leads to the same place, a small room with a powerup. If Mario repeats again and again, unlimited powerups are offered! This is neccesary to clear the level, as only Raccoon Mario can pass the objectives (and snag a couple secrets into the bargain). The main level is a stretch of land with [[Buster Beetle]]s and Koopas roaming about, with quite a few Ice Blocks and gaps in the ceiling, in which the exit and some bonuses are located. By flying up the second gap in the ceiling, Mario accesses a room that has coins blocked off with blocks, which he can break with his tail. The third leads to a small alcove with two rows of blocks. On the higher, the leftmost has a 1-Up. To exit, Raccoon Mario must grab a Koopa and fly up the second gap from the right, then, at the top, let go to let it kill the [[Nipper Plant]]s and break away a path to the exit pipe.
*In ''Super Mario Advance 4: Super Mario Bros. 3'', the path to the second Toad House is altered so that it is accessible at the fork after World 6-4 instead of only accessible through World 6-5.


==References==
===6-6===
<references/>
As the underground part of this level begins, Mario can take the upper route to find a ? Block with a power-up...and a dead end. Backtrack to find the right way, take a Starman from the wooden block, and avoid the enemies until Mario comes across a large pool of water. Once again, he can take the upper route to find a pocket of air, and an invisible block with a 1-Up one block's width from the right wall. In the upper part, embedded in wooden blocks, two ? Blocks, one with a coin and another with a powerup, are stationed. Mario must then continue on, past [[Cheep-Cheep]]s, Piranha Plants, and [[Spike]] to the exit pipe.
 
===6-7===
If Mario collects all 78 coins in this level (a daunting task, and one only Fire Mario can fulfill) he'll be rewarded with an [[Anchor]]! The first ? Block has a powerup, and Mario must continue on, past a [[Fire Chomp]] and tons of [[Donut Lift]]s, hitting every ? Block, brick, and gathering all coins along the way, until he reaches the exit pipe, which he must fall on a Lift to reach. Afterwards there lies a huge formation of frozen coins only [[Fire Mario]] can thaw! First, though, he should drop down to the left side to hit an invisible coin block on the left side of the coins. Then, he can start to throw fireballs at the coins, unfreezing each one. If he gets all the coins before hitting the Goal Panel, he'll find a White Toad House on the map, containing an Anchor!
 
===Fortress===
[[Hammer Mario]] is very useful in this fortress of Thwomps and Boos. Mario must duck and slide on occasion, as the side-sliding Thwomps skid back and forth. This castle is very straightforward, as all the ? Blacks contain power-ups, and there are no secret rooms. The door at the end leads to Boom Boom, who's as easy as ever.
 
===6-8===
Finally, the spring thaw is here! There are, however, many Ice Blocks that come in handy to Mario, but they are also handy for the Buster Beetles who use them weapons! When Mario comes to a formation shaped like an H, he can stand on the right side of the formation and jump to hit a concealed block with, of course, a 1-Up. Immediatly after a Nipper Plant encounter, a P-Switch can be discovered under a block that's currently blocked by ice, but Mario can pick up the frozen brick and fling it away, then duck and slide under to expose it. Then, Racoon Mario can fly up to a large mass of coins that used to be blocks. To the right is the Goal Panel.
 
===6-9===
To quickly get this stage over with, Mario can use a [[P-Wing]] to fly right over the huge pile of ice blocks, and to sweeten the deal, there's a 1-Up on top. But adventurers who don't have the power must dive deep into the murky depths, where a [[Frog Suit]] is recommended.  Taking the top route after the [[Blooper Nanny]], Mario can find a ♪ Block with a powerup, and after the [[Big Bertha]], taking the lower route leads to a pipe to a room with a block contining three 1-Ups! After coming out, Mario must take the top route to get to an area with a lot of Munchers. By a pipe is a block with a P-Switch in it, Mario must expose an invisible block on the wall beside it to reach it, though. When stomped, it will turn all the [[Muncher]]s into coins, allowing for safe passage. The pipe above a Venue Fire Trap leads to the exit, and out of the freezing water.
 
===6-10===
As in 5-7, Fire Mario is quite useful here. At the huge tower of bricks, Mario must remove the two Ice Blocks under the two standalone bricks, then bop the right brick to grow a Magic Vine. Climb it, then, on the ice platform above, hit the block to the far left to get a P-Switch. Stomp it, and tons and tons of coinage are instantly produced. Afterwards, there are some frozen Munchers and Coins Fire Mario can access. Grab the coins, but NOT the Munchers. There are lots and lots of frozen coins, so Mario can earn quite a few 1-Ups.
 
===Fortress===
This short but brutal castle has Boos and [[Stretch]]es patrolling the icy corridors. Brrr! Remember, Mario, sometimes you should allow the Boos to get close, then jump over them. Also, the conveyor belts convey a strong message: DON'T DAWDLE. In the second part, Mario must ward off the Boos until the door comes low enough for him to enter. Good luck with Boom Boom. You'll need it, Mario.
 
===Airship===
The Airship is as tough to crack as the rest of the world. As Mario must maneuver on [[Bolt Lift]]s upon which he must perpetually jump, and [[Rocket Engine]]s, this is no piece of cake. In his battle with Lemmy, the clown prince of the Koopas will throw circus balls that bounce around, much like [[Wendy O. Koopa]] did before.


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[[Category: Places]]
[[Category:Snowscapes]]
[[Category: Super Mario Bros. 3|6]]
[[Category:Kingdoms]]
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[[Category:Super Mario World (television series)]]
[[Category:The Adventures of Super Mario Bros. 3 locations]]
[[de:Eisigland]]

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