World 5-Airship (Super Mario Bros. 3)

From the Super Mario Wiki, the Mario encyclopedia
Revision as of 20:11, February 27, 2019 by Mario jc (talk | contribs) (That's very out of place)
Jump to navigationJump to search

Template:Levelbox World 5-Airship is the thirteenth and final level of Sky Land in Super Mario Bros. 3. This level is playable upon completion of World 5-9, and its completion progresses Mario to a new world: Ice Land.

Layout

Like all airship levels, this level is autoscrolling. When Mario reaches the airship, he is faced with a Cannon and a Burner. The Burner is on a raised platform, overlooking a brown Semi-Solid Platform. On the platform below with the Semi-Solid Platform is a ? Block and two cannons below. The ? Block produces either a Super Mushroom or Fire Flower when hit. There is another Semi-Solid Platform at the end of this section. This platform, when jumped on, leads to a Turtle Cannon resting on a raised platform. Mario must jump over the Turtle Cannon while dodging its Bullet Bills. Once Mario clears this Turtle Cannon, he comes to an area with two cannons bolted to a Semi-Solid Platform. Below this platform is another cannon within a Semi-Solid Platform. To the right is a rotating cannon that shoots Cannonballs rather rapidly. There is another cannon within a Semi-Solid Platform to the right of the rotating one. Below the rotating cannon is a small ditch that Mario can stand in to bypass the rotating cannons rounds in addition to the cannon nearby. Mario must time his jump to land on the cannon to right and dodge any Cannonballs from the cannons. Once Mario is on the cannon he must jump on top of a platform above. Below is an open platform with a Turtle Cannon resting on a slightly raised platform to the right. Past this Turtle Cannon is a section with eight total cannons: four below the platform and four above situated on a large Semi-Solid Platform. At the end of this area is a Turtle Cannon. The screen ceases scrolling when it reaches the Turtle Cannon. To the right is the Warp Pipe that leads to the battle against Roy Koopa.

The room where the boss battle takes place has an uneven floor due to some flooring being slightly raised. Roy's method of attack is shooting his magic wand at Mario. Due to his size, the room shakes when Roy jumps towards Mario, as well. If Mario is standing while Roy lands from his jump, Mario will be temporarily paralyzed and vulnerable to Roy's attacks. Roy is defeated after his head is jumped on three times.

Enemies

Level statistics

Template:SMB3 Levels