Sky Land: Difference between revisions

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*5-4: Flipping and tipping platforms make for a nightmare high in the cloudy skies.
*5-4: Flipping and tipping platforms make for a nightmare high in the cloudy skies.
*5-5: Don't stop for a breath of fresh air or Mario will topple along with the shaky bridge.
*5-5: Don't stop for a breath of fresh air or Mario will topple along with the shaky bridge.
*5-6: Hitch a wild ride into the sky on soaring [[Buzzy Beetle|Para-Beetle]]s
*5-6: Hitch a wild ride into the sky on soaring [[Parabuzzy|Para-Beetle]]s
*5-7: Start with a [[Starman]] and gather more Starmen as you lay siege on a curious castle in the clouds.
*5-7: Start with a [[Starman]] and gather more Starmen as you lay siege on a curious castle in the clouds.
*Fortress: Fire spurts from above and below in a strange lava-dripping dungeon. Don't get seared.
*Fortress: Fire spurts from above and below in a strange lava-dripping dungeon. Don't get seared.

Revision as of 14:39, November 4, 2006

Sky Land, otherwise known as The Sky is the fifth world in Super Mario Bros. 3. There are two parts to the world, The Ground and The Sky, connected by a Tower level. The world's Airship can move between the two. In this world, Mario fights Roy Koopa for a Magic Scepter to change the King of Sky Land back to his normal self.

Brief Level Info

  • 5-1: Find the way to the the center of a hill-climbing expedition for coins and four 1-Ups!
  • 5-2: A split route offers a choice between a hilly, sloped setting and a dank, underground tunnel.
  • 5-3: Hijack a Goomba's Shoe from its unlucky host and enjoy a run through the countryside.
  • Fortress: Be ready for a sprint through a diabolically difficult Fortress lined with traps.
  • Tower: Climb a sky-scraping tower to take Mario to the latter part of the world.
  • 5-4: Flipping and tipping platforms make for a nightmare high in the cloudy skies.
  • 5-5: Don't stop for a breath of fresh air or Mario will topple along with the shaky bridge.
  • 5-6: Hitch a wild ride into the sky on soaring Para-Beetles
  • 5-7: Start with a Starman and gather more Starmen as you lay siege on a curious castle in the clouds.
  • Fortress: Fire spurts from above and below in a strange lava-dripping dungeon. Don't get seared.
  • 5-8: Lakitu's back and ready to challenge Mario on his home turf in the sky.
  • 5-9: Keep a brisk pace during this platform-climbing level, or face plummeting from the cluds.
  • Airship: Roy Koopa commands his airship to unleash a barrage of lead. Find out ow hard dodging bullets can be.

In-Depth