Ice Land

Ice Land (more commonly known as Iced Land) is the sixth world in Super Mario Bros. 3. It is the second 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 covered with slippery floors and frozen lakes. Lemmy Koopa rules the frozen tundra that is Ice Land.

6-1
This world, since frozen, can give the player trouble with traction. Only Raccoon Mario can access the secret in the very first part of the level; it can be found during the encounter with the first walking Ptooie. In order to reach the secret area, the player must race back and forth on the stretch of land, eventually being able to fly up to a platform of wooden blocks; on these blocks resides a door. Inside, the player must duck and slide under the large ice blocks to get to a P-Switch. When the P-Switch is activated, the player must quickly duck and slide out to grab the huge set of blocks-turned-coins below.

6-2
In the first part of the level, the player must leap on moving clouds to stay balanced. A ? Block withholding a power-up can soon be found. The player must then, with the help of some clouds, jump over a few block towers. Soon, a huge tower of wooden blocks will be in sight. The player must leap on the clouds quickly to avoid being squashed. Afterwards, two Ice Blocks lie stacked under a 10-Coin block. Two screens later, a pipe will take the player to the exit.

6-3
The player will once again be again in the sky. The player can hit the ? Block with a Koopa Shell in the first part of the level. Tiny pits and pillars of ice repeat monotonously like a checkerboard, but the player can run over all gaps without falling. The third Koopa in this level is the key to a secret; the player must stomp it, take the 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 a large ? 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 coins. The block all by itself holds ten coins, and the next block holds a 1-Up.

Fortress
On the moving platform, the player will go up to a room filled hovering with Podoboos, and will later go down a corridor full of Roto-Discs and a Hot Foot. The player must go from the left block to the right block to avoid the Roto-Discs, and the Hot Foot that will fall down as soon as the player turns their back on it. The second room has a many Roto-Discs, along with two ? Blocks with power-ups, and when two rows of ? Blocks are spotted, guarded by two Roto-Discs, the one to the farthest left has a Starman. The player will then encounter Boom Boom.

6-4
In this sky level, the first block seen conceals a 1-Up Mushroom. The player must then 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 a Coin Heaven. If the player does not take the Coin Heaven route, they must leap onto tightly winding wooden planks until a P-Switch is stomped. The P-Switch will allow the player to maneuver about the twirling platforms a bit easier, and collect a few more coins. The player needs to watch out for Fire Chomps about midway through.

6-5
In this stage, every pipe (except for the Venus Fire Trap-occupied one) leads to the same place – a small room with a power-up. If the player repeats continuously, unlimited power-ups are offered. This is necessary 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 Beetles 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, the player accesses a room that has coins blocked off with blocks, which they can break with their tail. The third leads to a small alcove with two rows of blocks. In the higher, leftmost resides 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 the shell go to defeat the Nipper Plants and break away a path to the exit pipe.

6-6
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. The player must 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 power-up, are stationed. Mario must then continue on, past Cheep-Cheeps, Piranha Plants, and Spike to the exit pipe.

6-7
If the player collects all 78 coins in this level (a task only Fire Mario can fulfill) he or she will be rewarded with an Anchor! The first ? Block has a power-up, and the player must continue on, past a Fire Chomp and several Donut Lifts, 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. The player must start to throw fireballs at the coins, unfreezing each one. If the player gets all the coins before hitting the Goal Panel, he'll find a White Toad House on the map, containing an Anchor.

Fortress
The player must duck and slide on occasion, as the side-sliding Thwomps skid back and forth. All the ? Blocks in the fortress contain power-ups, and there are no secret rooms. The door at the end leads to Boom Boom.

6-8
([[Media:SMB3_6-8.png|high resolution [3332x196]]])]] This level has slightly more spring-like weather. There are, however, many Ice Blocks that come in handy to the player; however, they are also handy for the Buster Beetles who use them weapons. When the player comes to a formation shaped like an H, he or she can stand on the right side of the formation and jump to hit a concealed block with a 1-Up. Immediately after a Nipper Plant encounter, a P-Switch can be discovered under a block that's currently blocked by ice, but the player can pick up the frozen brick and fling it away, then duck and slide under to expose it. Then, Raccoon 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 complete this level, the player 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 that power must dive deep into the murky depths. Taking the top route after the Blooper Nanny, the player can find a ♪ Block with a power up. After the Big Bertha, the player can take the lower route, leading to a pipe; this pipe takes the player to a room with a block containing three 1-Ups! After coming out, the player 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, the player must expose an invisible block on the wall beside it to reach it, though. When stomped, it will turn all the Munchers into coins, allowing for safe passage. The pipe above a Venus Fire Trap leads to the exit, and out of the freezing water.

6-10
At the huge tower of bricks, the player must remove the two Ice Blocks under the two standalone bricks, then hit the right brick to grow a Magic Vine. If the player climbs it, then, on the ice platform above, hit the block to the far left to get a P-Switch. Stomp it, and several coins are instantly produced. In addition, the Munchers will also become coins, so if the player has fire power, they can turn the frozen Munchers into coins and enter a pipe for a Hammer suit. Afterwards, there are some frozen Munchers and Coins that Fire Mario can access. There are several frozen coins, so Mario can earn quite a few 1-Ups.

Fortress
This short, but brutal castle has Boos and Stretches patrolling the icy corridors. Also, the conveyor belts prove to be strong obstacles.. In the second part, the player must ward off the Boos until the door comes low enough for him to enter. Once again, the player must battle Boom Boom.

Airship
The player must maneuver on Bolt Lifts and Rocket Engines. In the battle with Lemmy, he will throw circus balls that bounce around, much like Wendy O. Koopa, but they can be jumped on.

Trivia

 * The overworld theme from this world plays whenever Jolene (going by the name of X) e-mails Mario in Paper Mario: The Thousand-Year Door