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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 4, 2026 11:06AM

    Continuing with 7-8, they then throw this nasty little section at you, where you have to get over a big pipe with a Pirahna Plant in it. You have to get a running start but it's difficult because of the two Pirahna Plants constantly shooting fireballs at you from above and the Pirahna Plant popping in and out of the pipe you're trying to jump onto. A nightmare of an obstacle.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 4, 2026 11:09AM

    Then this. I told you, this level is just littered with hostile plant enemies.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 4, 2026 1:00PM

    Now these things right here are a complete nuisance to deal with, they're called a "Ptooie." This specific type of Piranha Plant made its debut in Super Mario Bros. 3. They're basically a Pirahna Plant that has made it's way out of the pipe and is walking around freely, they stand in front of you moving back and forth, blowing a metal spiked ball up and down into the air, they're hell to get past if you don't have a power-up. This section of 7-8 is rough, they put a Ptooie in front of you followed by a Venus Fire Trap in a pipe.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 4, 2026 1:15PM

    7-8 is so unforgiving, it's just one bad thing after another. Next you come upon two pipes, one on the ground and one directly over the top of it, both of them have hostile plant enemies protruding from them, a Venus Fire Trap and a Pirahna Plant. If that isn't bad enough, they both have a tendency to pop out at the same time, leaving you with no way through. You also have to watch out for the Venus Fire Trap shooting fireballs at you from behind and the little white "Nipper Plant" on the ground. You have no choice but to stand there, juggle multiple hazards, and wait for an opening, wasting valuable time. It's sinister because they essentially turn the time clock into a weapon against you, so you're dealing with the enemies themselves and the time clock.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭

    Next in 7-8 comes this hellacious sequence. You have to make it across a bridge that breaks into fragments, you can't afford to make a mistake because Munchers and Nipper Plants are waiting underneath and they will make you pay. You then have to jump from the last fragment of the bridge over a gap filled with hostile plants and onto a pipe. You then have to jump another gap and land on a pipe. Then you have a showdown with two Ptooie plants, one in a pipe and one moving around freely, both blowing metal spiked balls into the air. Check out the bottom photo of small Mario stuck in between two Ptooie plants, a death sandwich.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 4, 2026 3:18PM

    After you make it through all of that chaos and you think you're finally about to get out of the 7-8 deathrap, they put these two little nipper plants on a platform in front of you. I remember thinking to myself, "these guys are nothing, I'll blow right past them." And then the first Nipper Plant opens up on you out of nowhere with a stream of fireballs from his mouth. I was small Mario and was hit and killed instantly and had to do the level all over again. Unless you have a Hammer Suit, Fireball Suit, or P-Wing power-up, you're probably not getting through this stage as big Mario, there's just too much coming at you and you're eventually going to take at least one hit. Overall, this stage took me out at least 30 times before I got through it.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 4, 2026 3:42PM

    I'm telling you, World 7, Pipe Land, is the most difficult World in Super Mario Bros 3. to get through, it's just a savage gauntlet of levels. Right after you get through with 7-8, they send you to the second Fortress. This level torched me for about 40 lives before I finally made it though. The Fortress starts off with a nightmare jump, you have to jump over this nasty lava pit and land on top of an elevated pipe with a Pirahna Plant popping in and out of it. This jump alone took me out over a dozen times.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 4, 2026 4:03PM

    Once you make that jump, they give you this one to chew on. Over a lava pit and into a small pipe with a Pirahna Plant popping in and out of it, except this pipe has a "Boo" guarding it. Boos are little ghosts, when you face them, they stop and cover their faces. When you turn your back or look away, they float right toward you and hit you. So you have to worry about the jump itself, avoiding the Pirahna Plant, and the Boo being on top of you the second you land. I'm telling you, the Boo enemy is no joke, if you don't get far enough ahead to get him off of you, they'll follow you through the whole level.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 4, 2026 4:10PM

    Next it's this little nugget, you have to jump on a little ball platform with a laser orb floating in a counter clockwise circle around it, all while keeping the Boo off of you. You have to land perfectly on the little ball platform and avoid falling into the lava, and instantly turn around to keep the Boo off of you. This is one of the reasons I love difficult video games, they throw all kinds of problems at you that you have to figure out.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 4, 2026 4:13PM

    After landing on the little ball platform, you have to turn around and keep the Boo off of you, and you can see that you have another nasty jump, to a pipe with a Pirahna Plant in it. You have to avoid getting hit by the laser orb, make the jump while avoiding the Pirahna Plant, and make sure the Boo is kept at bay. Problem solving 101.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 4, 2026 4:29PM

    After you make that jump, you come upon this section, with two brick platforms suspended over a lava pit, and a Venus Fire Trap right in your face. Make sure to turn around and keep that Boo off of you. Gosh, just look at the sheer chaos of this spot.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 4, 2026 5:27PM

    This next section of the second Pipe Land Fortress is one of the most difficult spots in the entire franchise, this section cost me countless lives before I finally made it through. You have to jump from a pipe, onto a pipe with a "Thwomp" suspended over it and then onto an elevated pipe with a Pirahna Plant in it. A Thwomp is a big stone block that makes an angry face and comes crashing down the second you get too close to it. When you jump onto that middle pipe, that Thwomp is going to unload and drop on you, so you have about a nanosecond to land on the middle pipe and make a difficult jump upward and onto an elevated pipe with a Pirahna Plant in it, and you have to time it perfectly so you don't hit the Pirahna Plant in the elevated pipe. Just a nightmare of a section.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 4, 2026 5:37PM

    Then it's on to this jump, over a Boo and lava pit and into a set of pipes with Piranha Plants in them. Make sure to turn around and keep that Boo off of you!

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 4, 2026 5:52PM

    Then onto a pair of pipes, lined up, with Piranha Plants in both of them. You have to keep an eye on the Boo and simultaneously keep an eye on the Pirahna Plants to look for an opening to get through. What makes this section nasty is the Venus Fire Trap waiting on you as soon as you get through.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭

    This is the next section, you have to work your way past a Thwomp, and onto an elevated pipe with a Boo waiting for you, a nasty little obstacle.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 4, 2026 6:20PM

    This is the end of the brutal lava room section of the Fortress, you have to jump into this pipe without falling into the lava, with a Boo stalking you nonetheless. What an ugly, ugly obstacle. Good luck getting in that pipe.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭

    Once you make it down that pipe, you go to the second section of the Fortress, and this is the first obstacle they throw your way. You have to figure out a way under a column with a laser orb floating around it, and two "Dry Bones" marching toward you. Dry Bones are skeleton versions of Koopa Troopas that first appeared in this game. They are found mostly in fortresses and castles. Stomping on them causes them to collapse into a pile of bones, but they reassemble and revive shortly after. They can only be permanently beaten using a Starman or a Hammer Suit but if you don't have either, you better stomp them and get a move on. Back to to the column, if you're big Mario, you're going to have to get a running start and slide under that column, if you're small Mario, you can walk under it. Either way, you're dealing with that laser orb.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 4, 2026 7:05PM

    And after you get underneath the column by a hair, guess what, there's another column with a laser orb on the other side, and this one has a Thwomp waiting to smash you when you go underneath it. Folks, I'm not kidding when I say the difficulty of Super Mario Bros. 3 is no joke.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭

    Level 7-9 in Pipe Land is one of the most confusing and frustrating levels in the game, it's one big maze of pipes that you have to figure your way through. The clock is your enemy in this level, and time expired on me many times trying to figure out the correct way to go.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 5, 2026 9:54AM

    One last thing I want to mention before we leave World 7, Pipe Land, are the "Pirahna Plant levels." You can see them on the Pipe Land map here, the little Pirahna Plant icon sitting in front of the locked gate in the top photo and sitting in front of the bridge in the bottom photo. There are two of these levels in Pipe Land and they are exactly what you would think they would be, hostile plant levels, Pirahna Plants, Venus Fire Traps, and Munchers.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭

    Some scenes, or should I say horrors, from the "Pirahna Plant" levels.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 5, 2026 1:58PM

    I want to talk about World 3 in Super Mario Bros. 3, Water Land. This Land is a blast to play, every level is either partially or fully submerged in water, it's a break from the normal level play of the game. But the levels do get brutally difficult.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭

    This is a really neat section of Water Land, you can see the little rowboat by the pier, you can actually get in the rowboat and sail out into the ocean and visit the Toad Houses and pick up extra power-ups.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭

    I'm not going to go through every level of Water Land, section by section, I'm just going to point out some of the nasty obstacles they put in front on you throughout Water Land. This is a sinister little spot from level 3-1, where you have to navigate your way through a maze of bouncy note blocks with a Lava Lotus underneath it. You run into one of those bouncy note blocks and you get bounced right down into the lava balls.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 5, 2026 3:45PM

    These are "Cheep Cheeps", fish that jump out of the water at you, they are featured in a few levels of Water Land. They actually made their debut in the original 1985 Super Mario Bros. This is level 3-2 where they jump at you in bunches while you ride a moving platform through the level. A difficult enemy to time and get around without being hit by them, you can't predict where they will come from.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 5, 2026 3:46PM

    Nasty little section In 3-2 where you have to jump from the moving platform onto a brick block while avoiding a Cheep Cheep and incoming fire from a Venus Fire Trap.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 5, 2026 4:05PM

    Level 3-3 of Water Land is where the ugliness really starts to pick up, this level features platforms that sink and rise into the water, you have to make your way across the platforms while diving incoming Cheep Cheeps and a Boss Bass. The Boss Bass, the large fish pictured below, is really a matter of concern because if you get to close to him, he will swallow you whole, killing you instantly, he stalks you throughout the entire level. Making matters worse, the Boss Bass jumps up out of the water at you, so your constantly on edge trying to avoid him.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭

    The first Fortress in Water Land is just a mess of a maze, an endless array of doors. You have to find the right door to go through or you get sent through a door and dropped into a large water pit and have to circle back around again. You can easily run out of time looking for the right door, as I did quite a few times.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭

    This is a treacherous little obstacle they throw at you in Water Land. In the underwater levels, they introduce these pipes that are upside down and they blow a current downward and try to push you into a crevasse and kill you.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭

    Music break. God, I love the sound of that piercing, high-pitched squealing coming from Gary Lee Conner's guitar throughout this song. He's pushing his guitar amplifier into heavy feedback and playing high-register pinch harmonics with thick distortion and it just sounds awesome.

    https://youtu.be/PE5f561Y1x4?is=5K6BH3WlYdatoI-y

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭

    Back to Super Mario Bros. 3, this is a dirty little obstacle they put in front of you in the second Fortress of Water Land. This specific fortress introduces Stretches (also known as Boo Platforms). These are white, flat blocks, where a Boo's head pops out and slides back and forth. These things wreaked havoc on me, trying to juggle the physics of swimming underwater and trying to get in between these things without getting touched. There's very little room for error.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 5, 2026 7:26PM

    3-8 in Water Land is one of the most difficult levels in the game. Sigh. This level killed me many times trying to get through it. It's a level where the platforms lower and are submerged deep into the water, deep. It doesn't help matters that there is a Boss Bass chasing you relentlessly throughout the entire level. It's a nightmare trying to stay on top of the platforms without falling into the water or being submerged and getting trapped with Boss Bass. Notice in the third and fourth photos, this player was eaten by Boss Bass.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭

    Each World in Super Mario Bros. 3 has a final boss, a Koopaling, and they vary in degree of difficulty. The final boss of World 3, Water Land, is Wendy Koopa, and she's one of the most difficult bosses of the game, she killed me numerous times before I finally was able to beat her. Wendy Koopa is widely considered the one of the most difficult bosses in Super Mario Bros. 3 due to a combination of persistent projectile mechanics, high vertical mobility, and a flat arena with no cover. While other Koopalings fire simple magic blasts that fly off the screen, Wendy alters the physics of the entire room. Instead of standard projectiles, Wendy shoots large candy rings (or energy rings) that never fly off-screen. They ricochet off the walls, floor, and ceiling indefinitely. As you stomp on her, she summons additional rings. By the end of the fight, multiple rings are bouncing around simultaneously, turning the room into a lethal game of dodgeball. Wendy moves with sporadic, high-arcing jumps across the cabin. Because the bouncing rings make the air a very dangerous place to be, jumping up to stomp on her head often forces you directly into the path of an oncoming ring. Her cabin floor is completely flat, meaning there are no platforms or pits to use as cover from the bouncing rings. Compounding this, she is encountered very early in the game (World 3). Players are often caught off guard by the sudden spike in difficulty compared to Larry and Morton, the bosses of World's 1 and 2. Getting to her is half the battle. World 3’s Airship is heavily packed with unpredictable bullet bills and cannonfire. Most players arrive at Wendy's cabin as Small Mario or basic Big Mario, meaning they cannot afford to take a single hit. They really make you earn your ticket out of Water Land.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭

    World 4 in Super Mario Bros. 3 is named Giant Land, and it's called that for a reason, everything in this Land is super big, including the enemies.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭

    LOL. The enemies in Giant Land look like they're on steroids.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 6, 2026 10:53AM

    As far as difficult levels in Giant Land are concerned, 4-3 gave me fits, it killed me many times, the main reason being the two extra-large Hammer Brothers they stick at the beginning of the level. They jump into the air and when they land it shakes the ground and you can't move, you're literally stuck in to the ground for a couple of seconds, meanwhile they're throwing hammers at you the entire time and you're going to get hit. You can see what I'm talking about in the photos below, this player got caught by it. If you have a Fireball Suit power-up you can just gun them down, if you don't, you're probably going to get hit.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭
    edited August 6, 2026 11:43AM

    4-3 also has some nasty jumps in it. This one got me a few times, you have to jump on a Koopa Paratroopa (turtle with wings) and it as a springboard to get over a large gap.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭

    Another nasty jump over a large pit in 4-3.

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    Saint EzzardSaint Ezzard Posts: 8,030 ✭✭✭

    One last difficult jump over a pit in 4-3. These platforms are small and there's very little room for error, on top of that there's practically no room to get a running start.

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