Giant Land

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Template:Location-infobox Giant Land, otherwise known as Big Island is the fourth world of Super Mario Bros. 3. Giant Land contains 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 island is shaped like a giant Koopa Troopa. (head on right, shell and body on left.)

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

In The Adventures of Super Mario Bros. 3, it is revealed that Prince Hugo the Huge is the most recent king, who probably replaced the one in the game. Madzilla also lives here.

File:Giant Land.gif
The Fire Flowers are the Super Mario World variety in Giant Land.

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 attacks from above.
  • 4-5: Heat-seeking Missile Bills guard the 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 very hot bath. Enter a secret door for a 1-Up prize.
  • Airship: It will take quick wits and nerves of steel 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 intimidating, 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. Raccoon Mario can fly up the Waterfall pipes and enter a water room with Boss Bass. There is a ? block attached to the floor of the water room and Mario cannot hit it. In the Game Boy Advance version, however, Mario can carry shells through pipes without losing them, and so if Mario carries a Troopa shell through the pipe, the block can be hit.

4-2

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 maneuvering. Plus, a small ? Block holds a Starman, perfect for warding off unwanted Cheep-Cheeps. Mario must have at least 20 coins for a White Mushroom House.

4-3

Although Sledge Bros. are extra big and extra intimidating, 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 lies 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.

Fortress

These candles may look completely innocent, but the flames, called Hot Foots, that walk off them are not. They will chase Mario if his back is turned, much like Boos. Add side-swiping Thwomps and Mario definitely 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 shortcut, 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 menace 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 can dispatch them easily.

4-5

Mario must use a Koopa to grab the powerup from the ? Block, then continue on his merry way. Missile Bills 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 many Silver Coins will appear outside. After a Pirahnacus 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. Near where the 1-Up was found on the giant side, on the normal side there is a Starman. There is no difference between the two, except the large enemies are harder to dodge. Raccoon Mario can fly into the clouds to find coins on both sides, but on the regular side a 1-Up is hidden. In the wooden blocks soon after, another Starman is hidden, and right by, against a pipe, a few invisible blocks are concealed, one with another 1-Up. Another big/little door is nearby, and so is the exit.

Fortress

The Donut Lifts here are very dangerous. Mario must jump up and down on them to keep from falling. A secret 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 the 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 one with the exclamation point, 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 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 off, and afterwards is the fight with Boom Boom.

Airship

This Ship is not too tough because all the cannons are Rocket Engines. Mario must really watch out for these. The boss, Iggy Koopa, is no harder than Larry or Morton.


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