Giant Land

From the Super Mario Wiki, the Mario encyclopedia
Revision as of 19:32, November 7, 2006 by Koopa lover (talk | contribs) (We need the full map please)
Jump to navigationJump to search

Giant Land, otherwise known as Big Island is the fourth world of Super Mario Bros. 3. Giant LAnd conains six levels, three Sledge Bros., two Fortresses, and four Toad Houses. Everything in this world is huge, including the ? Blocks and Goombas. However, the Cheep-Cheeps in this world are normal size for some reason.

The Koopaling in charge of Giant Land is the comparitively-small Iggy Koopa.

Brief Level Info

  • 4-1: In the land of the giants, bigger is better. Huge is even better than big.
  • 4-2: Leap from pipe to pipe as Cheep-Cheeps attack from all directions.
  • 4-3: Navigate an underground cave filled with enemies that drop from the ceiling on unsuspecting travelers.
  • Fortress: Candles come alive in this stony Fortress. Boom Boom is on the prowl and he wants revenge.
  • 4-4: Submerge to diving depths to dodge Spiny Egg atacks from above.
  • 4-5: Heat-seeking Missile Bills guard the fabulously furry Tanooki Suit.
  • 4-6: Step through magical doors to enter alternate realities both big and small.
  • Fortress: Don't dawdle on a Donut Lift, or Mario will be in for a vey hot bath. Enter a secret door for a 1-Up prize.
  • Airship: It will take quick wits and nerves of stee to traverse Iggy Koopa's enormous rocket-powered Airship.

In-Depth

  • 4-1: The first level has no secrets. Although all the extra-large things in here look intimadating, they all are the same as normal. A large ? Block can be hit by Standard Mario, and even a huge block can be broken by Super Mario! All the enemies can be killed or damaged in the normal way.
  • 4-2: If Mario is having deja vu, no wonder! This place looks a whole lot like the Sea Side, but almost everything is now enlarged! Anyway, Mario should first use one of the Ice Blocks to hit the ? Block for a powerup. Then, a P-Switch can be hit for easier manuvering. Plus, a small ? Block holds a Starman, perfect for wrding off unwanted Cheep Cheeps.
  • 4-3: Although Sledge Bros. are extra big and extra intimadating, Mario can easily dispatch them. But whever they jump, Mario should too, as when they hit the ground they will paralyze earthbound plumbers! After two of them awaits a two-sided pipe to part two. Either pipe leads underground, where Buzzy Beetles and Spinies abound No secrets, save for a 1-Up Mushroom situated in one of three blocks above a ledge of two wooden blocks. After exposing it, Mario must race to catch it before his prize tumbles off a ledge!
  • 4-Fortress: These candles may look completley innocent, but the flames, called Hotfoots, that walk off them are not! They will chase Mario if his back is turned, much like Boos. Add side-swiping Thwomps and Mario has his hands full! The big row of silver pipes leads under ground, where Dry Bones and a Boo guard a powerup. Mario must find two invisible blocks to get out, though. If Mario did not take the shorcut, he must soon run, duck, and slide under a narrow crack in the wall, guarded by a sliding Thwomp. After a long corridor, Boom Boom will appear!
  • 4-4: Lakitu appears in this aquatic level. Mario should stay where he is in the first part, then stomp the flying Koopa when he gets close. Only Frog Mario can get past the current-spewing pipe to get to a secret area with two P-Switches and a ton of potential coins! Other Mario varieties must stay low to dodge the Spinies that Lakitu will hurl into the depths, but Fire Mario has nothing to fear!
  • 4-5: More extra-big fun! Mario must use a Koopa to grab the powerup from the ? Block, then continue on his merry way. But what is this? Flashing Bullet Bills?! Don't worry, Mario, those aren't invincible. But they will home in on Mario, and if they pass him, they will turn around for another shot! Soon, a high block will be seen. Mario must leap off a Bill to reveal a Magic Vine, the hop off a tall Bill Blaster to reach it and go for a climb! At the top, a pipe to a secret room awaits. Mario should not hit the P-Switch yet, but first hit the ? Block for a Tanooki Suit! This suit works like the Super Leaf in flying capabilities, but if Down on the D-Pad and the B Button are pressed, Mario will become an invincible statue for a short time! Mario should hurry out after the P-Switch is hit, as a myraid of Silver Coins will appear outside! After a Piranaticus Giganticus, the pipe to the exit awaits.
  • 4-6: Tired of huge stuff? This level will give Mario a chance to get back to normal! First, in the huge box of blocks, a 1-Up is concealed. Afterwards, the tiny door, if entered, will return everything to normal! There is no difference between the two, except the large enemies are harder to dodge. In the wooden blocks soon after, a Starman is hidden, and right by, against a pipe, a few invisible bloks are concealed, one with another 1-Up! Another big/little door is nearby, and so is the exit.
  • 4-Fortress: The donut lifts here are DANGEROUS! Mario must jump up and down on them to keep from falling. A VERY cool scret is here after the lava stretch. In the narrow corridor, a block has a P-Switch inside. The Switch will expose some Silver Coins. In the middle of them, Up on ther D-Pad should be pressed to enter a secret room! The platforms here are all different. The ones with arrows on them will automatically go a certain way, but the lightbulp one, whenever jumped on, will change direction! Skillful use of these and the many pipes will lead Mario to a pipe to a secret room, where, starting at the exit pipe, invisible blocks form a staircase to a block with a 1-Up! Afterwards, a big ? Block has three 1-Ups,

and a Raccoon or Tanooki Mario can fly up to a little room above with quite a few coins! The exit pipe leads right to where Mario left of, and after a Roto Disc, Boom Boom!

  • 4-Airship: This Ship is tough, becuase of the new Fire Cannons! Mario must really watch out for these and the Bullet Bills! However, the boss, Iggy Koopa, is not so tough.