Super Mario Bros. 3 · walkthrough
World 4 — Giant Land
Enemies and blocks are oversized. Two fortresses. Iggy on the airship. Tanooki shows up in houses. Previous and next stage links sit under each area.
World 4-1
Reach the goal card among giant enemies.
How to progress
- Giant Goombas and Troopas take the same stomp, they just occupy more space. Do not walk into their feet.
- Goal card. Tanooki is a Toad House tool, not hidden in this stage by default.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Giant Goombas
- Giant Troopas
World 4-2
Reach the goal card.
How to progress
- Giant Piranhas. Fire or run under when they retract. Goal card.
- White Mushroom House coin target for this world is documented on NES maps as 4-2 / 22 coins — optional Anchor. Skip if you are not hunting houses.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Giant Piranhas
Notes
- Anchor helps later airships. Not required to finish Giant Land.
World 4-3
Reach the goal card.
How to progress
- Big gaps scaled to giant blocks. Fly if you have a tail. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Pits
- giant enemies
World 4-Fortress 1
Boom Boom. First Giant Land fortress.
How to progress
- Oversized fortress rooms. Boom Boom three stomps.
- Opens a map lock.
- After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
Hazards that matter
- Boom Boom
- lava
World 4-4
Reach the goal card.
How to progress
- More giant overworld. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Giant Goombas
World 4-5
Reach the goal card.
How to progress
- Pipes scaled up. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Piranha Plants
World 4-6
Reach the goal card. Two-part athletic in some maps.
How to progress
- Longer giant athletic. Lifts. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Pits
- lifts
World 4-Fortress 2
Second Boom Boom.
How to progress
- Longer fortress. Three stomps. Airship path opens.
- After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
- After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
Hazards that matter
- Boom Boom
World 4-Airship
Stomp Iggy three times.
How to progress
- Cannons. Iggy three stomps, wand, king restored.
- Giant Land is done. World 5 is sky.
- After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
Hazards that matter
- Cannons
- Iggy