In Super Mario All-Stars and Super Mario Advance 4: Super Mario Bros. An exception is in the last interior room of World 5- Tower, where the light is gray rather than white. Some parts of some fortresses (all in Worlds 3, 5, 6, and 7) have light that usually has the same color as the pipes in whatever color scheme the appropriate part of the fortress uses. This palette is exclusive to the World 3 fortresses and can have water. (P-Switches in this palette are colored light blue.) Areas with this palette sometimes have a checkered floor. (P-Switches in this palette are colored light gray.) Lava is often found in areas with this palette. In the NES version, fortresses (barring World 2- and World 6- 2) can have any of three different color schemes: They are levels with Boom Boom as their only boss, and he must be defeated to open Locked Doors and gain access to other parts of the world. Instead, fortresses, also known as Mini-Fortresses, are usually found in the middle of worlds. 3, the fortresses that advance Mario to the next level do not appear. begins with Mario/Luigi outside a fortress, despite the level before taking place inside a castle World 1-1 in The Lost Levels also begins in front of a fortress. Additionally, castles appear to be a fortress stacked upon a larger section. They also appear at the very beginning of underground and underwater levels, where Mario/Luigi enters the level via a Warp Pipe. and Super Mario Bros.: The Lost Levels, fortresses are usually made from red bricks (except for the one at the very beginning of World 6-3 in the former game and World 7-3 in the latter game, which are colored gray like the rest of the level), and are usually located at the end of most levels, except for the third and fourth levels of each world, which end with a castle and take place inside that castle respectively. History Super Mario series Super Mario Bros. 3 / Super Mario Advance 4: Super Mario Bros. The Boom Boom of this fortress grows wings after the first hit, and flies around the room until defeated. These coins are accessible from the top, and can be gathered by hitting the two Hidden Blocks above the door. The ninth and final door leads Mario to a room with fourteen coins encompassed within gray blocks. A third and final Thwomp separates Mario from the next set of three doors. This door leads Mario to a platform of gray blocks, leading him up to another door which leads to Boom Boom. The sixth total door and third of this set of doors leads to a door above the water in the basement of the fortress. There is a ? Block on this platform which holds a 1-Up Mushroom. This door leads Mario to a platform that sits above the water in the fortress's basement. Another Thwomp separates Mario from the next set of three doors and another Boo that is located next to the first door of its respective series and fourth overall. Back in the main area, a Boo resides next to the third Warp Door. These blocks produce a Super Mushroom or Super Leaf, depending on Mario's current status. There are two ? Blocks in the water area: one to the right of the first Warp Pipe and one between the second and third pipes. All of these Warp Pipes lead to the first pipe that Mario encounters, right before the first Thwomp of the level. Three Cheep-Cheeps swim in this water and there are a total of three gray Warp Pipes. These Warp Doors will lead Mario to three doors that drop him off in a body of water, presumably the basement of the fortress. Mario then encounters the level's first Thwomp and three Warp Doors. At the drop-off of these blocks is a gray, unaccessible Warp Pipe. After this Roto-Disc is avoided, Mario encounters a series of gray blocks in the shape of a small staircase. Mario then comes across a stack of gray blocks and another Roto-Disc to the right of these blocks. This level begins with Mario running into a Roto-Disc spinning clockwise over a Dry Bones.
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