Dark Land



Dark Land is the eighth and last world in Super Mario Bros. 3. You can cheat to get here from World 1 by using two Warp Whistles. It was where Bowser's castle was in Super Mario Bros. 3 and probably still is now. It's called Dark Land because the sun doesn't appear between the volcanic clouds, and one of the areas is completly black on the map, except for a circle around Mario or Luigi.

Brief Level Info

 * Big Tanks: Bowser has called in the heavy metal and they're rolling right toward Mario.
 * Battleships: An armada of Bowser's warships sets sail to stop the Mario Bros.
 * Hand Traps: A monstrous hand pulls Mario into a trap. He'll have to fight his way out.
 * Airships: A P-Wing may give Mario the edge he needs to traverse the fast-moving Airships.
 * 8-1: When Mario sees how many cannons are aimed at him, he's sure to turn as green as the scenery.
 * 8-2: The Angry Sun is angry – angry enough to attack Mario in the dead of night!
 * Fortress: The finest traps, the most brutal enemies, and a mind-bending maze guard a dreary Fortress.
 * Super Tank: A titanic, rolling, juggernaut of a tank is all that remains of Bowser's once-great army.
 * Bowser's Castle: Eight worlds of blood, sweat, and tears boil down to a final assault on Bowser's humoungous and threatening Castle.

Big Tanks:
These tanks are just like the Airships. Mario will find this place extremely straightforward, and not very complicated. A Tanooki Suit is helpful amidst all these Rocky Wrenches, cannons, and Fire Engines. Also, there is one powerup in this level. At the end awaits a blue Boomerang Bro.

Battleships:
These battleships are just like the tanks. Mario should grab the powerup in theis level, too. As these are in ordinary water, Mario will not be hurt if he jumps on in. Watch out for the BIG cannons! At the end, a most likely seasick Boom Boom awaits.

Hand Traps:
1: This contains every Koopa Bro. variety to be found in the game! The level starts with a Fire Bro. Mario, leap over his balls and pound him in the head. Next, two Hammer Bros. Mario should know how to deal with these. Also, there is a powerup in one of the blocks. A Boomerang Bro. awaits. Just jump over the projectiles, then bonk him on the head and watch out for the returning boomerangs. Next, Sledge Bro.! Jump when he jumps (and when he is holding no hammers) and a head stomp does him in. Yay! All done! Mario can now go up the pipe and claim a Super Leaf.

2: One of the easiest levels in the game. Mario must simply jump over Podoboos and leap on platforms to reach the end. So easy. A Super Leaf awaits!

3: This one more then makes up for the lack of difficulty! Mario must run, hop, duck, and slide to find shelter from the murderous Cheep Cheeps. But at the end is a Super Leaf!

Airships:
A ton of tiny, fire cannon equipped jets patrol the night sky. Mario should use a P-Wing for this level! The Rocky Wrench pilots get very irritating... And at the end... my my my my! Boom Boom is playing airplane. After your second hit, he'll go up, up, and away, but a stomp will bring him back down to earth.

8-1:
Finally, a real level! Mario can start with a Super Leaf or Tanooki Suit to fly from the very first platfrom to a pipe way up high where three 1-Ups are! Also, in the ordinary way, the ? Block tigh by a Fire Trap's pipe has a powerup. Plus, in the two rows of blocks, in the top row, a ten-coin block is concealed. In-between the tall multi-Bill Blasters, in a ? Block, a Starman awaits! In the looong line of ? Blocks, the ordinary brick has a 1-Up (it'll be needed!). Mario must then duck 'n slide to get under the low Blaster, and right by it is a block with a powerup! Then, later, Mario must use a red Koopa Paratroopa to leap over a very tall B. Blaster. Mario can either jump out between the two Blasters, or find the invisible ? Block and make it a bit easier. The Note Block eight by will make Mario fall a bit short of his destination. Instead, stomp the Koopa Troopa to get a bigger boost. After this, leap over the Piranha Plant and Mario will be in the exit!