Up until now, Hammer Brothers would stay in one place. Now they advance forward, and they can also jump directly to the ground from the very top! Your time to bump them off of the floor above you is limited now, so move quickly!
Bounce off the backs of the Koopa Paratroopa pair and leap to the top of the very high pipe. This portal will lead you to a chain of three bonus areas, coin room F, followed by a long windy stretch illustrated in part D below, and then finally to coin room E before rising back out of the first pipe in part C.
If you take the ground route instead, stomp the wandering Koopa in this areas as soon as possible. Then wait for the Hammer Bros. to drop to the ground and send the shell sailing.
There's an invisible block with a 1 up in it, not depicted in the image above. It's at the end of the series of bricks where where the hammer brothers are.
It's important that you knock the Lakitu out of the sky before you jump to the on-block Fire-Bar platforms in this area. Negotiating the flames will be challenging enough without a mid-air menace.
Wanna try and use sprite limits to your advantage? If so, keep the Lakitu in the air. Let the Spinys accumulate and you could make one or possibly both of the Fire-Bars in the beginning disappear! Quite a gamble, but it could help beginners.
After you hit the back of the Koopa Paratroopa before the final pipe, jump onto the falling platform and jump again to the relative safety of the pipe. Then you'll be in sight of your goal.
It's important to get a good feel for the plumbers' hang time on this stage so that you don't over estimate how far they can travel, and end up falling to your death.
Landing on the left platform of the pulley could be risky. You might want to scroll far enough to the right of the screen so that you have a safe barrier to the left of you.
There's no need to dash in this section. Leap with accuracy.
The wind stops at the platform before the final fire-bar in this area. Your jumps will be much shorter, so you might need to dash to land on the final platform.
If you take this short set of stairs one step at a time, you may get burned. Jump to the top in one big leap and keep moving to the next challenge.
All of the lifts at the end of this section and the start of the next move downward. Jump from the hidden Power-Up Block and aim high. Then continue to cross the gap, making sure that you don't hit bottom.
The Fire-Bar will not reach you if you duck in the lower corner of the "S" passage. Wait for it to rotate out of the way, then leap to the top and run.
Wait for each of the Koopas to move away from you. Then dash across the gaps and stomp them.
If you fall on the narrow bottom level of the divided halls, it could be difficult.
If you are regular-sized, you will need to patiently wait for a Buzzy Beetle to advance towards you. Then, jump on it and "bulldoze" the other ones away!
If you are super-sized, it is much more difficult.
If you want to keep your power-up, You will need to jump on the Buzzy Beetle, then dash quickly, duck, and run like World 3-4!!!
If you don't feel up to it, sacrifice your power-up and follow the step for regular-sized players.
In any case, you have the potential to score a 1-Up using a red Koopa for the "bulldoze" technique.
One last tricky jump to the Fire-Bar island, surrounded by lava, stands between you and the King of the Koopas. Don't forget that he throws hammers by now.