Affiliate Disclosure: Some pages may contain affiliate links. If you buy through those links, we may earn a commission at no extra cost to you.
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

Giant overworld

Reach the goal card among giant enemies.

How to progress

  1. Giant Goombas and Troopas take the same stomp, they just occupy more space. Do not walk into their feet.
  2. Goal card. Tanooki is a Toad House tool, not hidden in this stage by default.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 4-2

Giant

Reach the goal card.

How to progress

  1. Giant Piranhas. Fire or run under when they retract. Goal card.
  2. 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.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

Notes

World 4-3

Giant athletic

Reach the goal card.

How to progress

  1. Big gaps scaled to giant blocks. Fly if you have a tail. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 4-Fortress 1

FortressBoom Boom

Boom Boom. First Giant Land fortress.

How to progress

  1. Oversized fortress rooms. Boom Boom three stomps.
  2. Opens a map lock.
  3. 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

World 4-4

Giant

Reach the goal card.

How to progress

  1. More giant overworld. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 4-5

Giant

Reach the goal card.

How to progress

  1. Pipes scaled up. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 4-6

Giant athletic

Reach the goal card. Two-part athletic in some maps.

How to progress

  1. Longer giant athletic. Lifts. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 4-Fortress 2

FortressBoom Boom

Second Boom Boom.

How to progress

  1. Longer fortress. Three stomps. Airship path opens.
  2. After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
  3. 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

World 4-Airship

AirshipIggy Koopa

Stomp Iggy three times.

How to progress

  1. Cannons. Iggy three stomps, wand, king restored.
  2. Giant Land is done. World 5 is sky.
  3. 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

← All 90 stages · Hub