Super Mario Bros. 3/World 2

This is the Desert World. The levels are somewhat more complicated and there is a secret part at the end of the map.

2-1
This level introduces Micro-Goombas (Goombas disguised as bricks that can leap.) They can be killed by stomping on them. It also introduces a Fire Snake, which can be killed with a tail or Starman.

If you're Raccoon Mario, you can fly up while on the first pipe structure to reveal a pipe. This pipe is surrounded by bricks, with unbreakable blocks underneath. You must aim very carefully to break one of the block walls and get to the pipe. Inside the room, there is a P-switch that will reveal some hidden coins. These coins will show up blue, but there is nothing else that is special about them. After the coin room, you will be dropped onto the second pipe structure.

Both of the pipe structures are filled with coins, which are guarded by one fire-snake to a pipe structure. The first one also contains a brick that conceals an extra life. To get at the coins, go to the left side of either of the structures, where there will be a breakable brick. Smash the brick to go inside. You can exit the space either by going through the hole you made, or by smashing bricks on the upper wall.

Between the two structures, there are two unbreakable blocks positioned so that you must get on top of the blocks before jumping to the next mini-pipe roof. If you bump the left-most block from the side, it will reveal a mushroom/leaf power-up. To get up to the next block, just jump in the space below and between the two blocks. This will reveal a (normal) music note block that you can use to bounce up to the top of the bricks, and from there to the top of the mini-pipes.

At the end of the level, there are two pipes with a normal piranha plant in each. Between them are a few blocks, one of them inhabited by a micro-goomba. Going down the second pipe will lead to a small room with a pipe at the top of each side and a P-switch on some unbreakable blocks. Pressing the switch and quickly moving up to the pipe on the other side will put you out on top of the pipe on the left, with the bricks in between the two transformed into coins. You will still have to watch out for the micro-goomba. You have to hurry to exit the underground room, because the P-switch's spell will not last long.

There is a micro-goomba directly under the goal panel, but you can hit the panel before he jumps and still get a star.

2-2
This level is half desert and half water. In the beginning, you will encounter a goomba and a few fire-spitting piranha plants that come out of quicksand. You can then hop on a lift that will take you across the watery half. There will be Koopa Paratroopas and bricks that can knock you off the lift and into the water, which is patrolled by green Cheep-Cheeps. You can turn the blocks into coins by hitting the P-switch, which is in the right brick of the first two bricks you encounter. You must crouch down (if you are big) to get underneath the two blocks, quickly jump to bump the one on the right, jump from the lift to to switch, and jump from the P-switch block back to the lift in order to get all the coins.In this level, you can get to the White Mushroom House to get an anchor if you get at least 30 coins. In the second half of the route, try not to break any bricks that can turn into coins with the P-switch. before you activate the P-switch itself.

(Variant: In Super Mario All-Stars, 3 extra coins were added so that it can be possible to get the White Musroom House without getting the 4 coins far away from the P-switch.)

Fortress
This fortress has four rooms and introduces Thwomps and Boo Diddlies, which cannot be killed in any standard way. You can kill both of these enemies if you have a hammer suit in the Super Maro Advance 4 edition. You can start by killing 3 Dry Bones in the first room. Raccoon Mario can practice getting 1-Ups by stomping them repeatedly. You will then approach the first Thwomp, which will fall when you get close. You must quickly move under the Thwomp as it moves back up. The second Thwomp has a Boo next to it, and a Dry Bones walking down a staircase after that. The staircase leads to an upwards-leading pipe that will take you into the next room.

Most of this room's floor is covered in spikes. You must jump from platform to platform, avoiding the Thwomp and the Boo after him. There is a breakable block that conceals a mushroom/leaf power-up near the end. After this, there is a series of Thwomps, which you can dash under. They will fall too late to harm you, and also serve as a barrier to the Boo in the room.

In the third room, there are Spiked teeth that rise and fall. You can run below them as long as you don't get hit, or you can jump on top of the blocks above the spikes. There are two Boos in this room. The door to the third room will rise and fall with the spikes.

The final room is Boom Boom's room.

2-3
This level features Fire Snakes and Micro-Goombas. At the end, you must use the Troopa shell to break the bricks needed to get to the pipe that leads to the Goal Panel.

Desert
This level features a new enemy; the Sun! The Sun can be killed either with a Troopa shell or by waiting until the end and getting the card.

2-4
This level has 2 routes. The upper one can be gotten to with Raccoon Mario only. He must break bricks near the upper left to get there. At the end of the level, a Boomerang Brother appears below the cards.

2-5
This level introduces Chain Chomps. Use a Troopa Shell to get a Vine in the middle of the game, and climbing it will take you to a secret room with bricks that can turn into coins with a P-switch.

Pyramid
This level starts by entering a door (you don't have the option of passing it.) It has walls of bricks that you must either use a Raccoon tail or a Buzzy shell.

In the middle is a pipe leading to a room containing coins and a 1-Up. At the end, just after exiting via a pipe (not below the cards unlike a few earlier levels,) there is a Boomerang Brother.

Secret section
One of the Boomerang Brothers will give you a music box, which will put the other to sleep. The other, however, will give you a hammer, which you can use to get to the upper right corner and break a rock. After breaking the rock, you can get access to a Toad's House with a Frog Suit, as well as Fire Brothers, which will give you the third and final whistle!

Airship
The king has been transformed into a spider. This green airship has the same enemies as the previous one, plus Rocky Wrenches. At the end, enter the pipe and stomp on Morton Koopa 3 times or pelt him with fireballs and you'll get his wand and receive a message from the Princess and a Jugem Cloud.