Gameplay Video Guide 4-4: Firing the Airship’s Burner [Super Mario Run]

Firing the Airship's Burner: The final stage in Super Mario Run World 4.

Firing the Airship’s Burner

Firing the Airship's Burner
Firing the Airship’s Burner

After the many jump puzzles, you now find yourself at the last stage and the castle. Welcome to Firing the Airship’s Burner puzzle! Like any other final stage in a Mario world, it’ll be far more difficult than the last one.The ground has fire spewing out and their enemies crawling around the dungeons. In doing so, this last part also has one thing: a boss level. Every last stage of the world always has a boss to deal with.

Pink Coins

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Purple Coins

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Black Coins

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What to expect from Firing the Airship’s Burner

  1. Expect a lot fire. When on an airship, the first thing to expect is a large fire. The whole jumping puzzle is made with areas that spout a lot of fire. Because of this, it may mess up your timing. However, there are some red boxes that you can hit in order to control the fire.
  2. Watch out for enemies. The most annoying part of this jumping puzzle could be the enemies. Some times, the enemies can be stationed right after or right before the fire. This may throw your rhythm off course. However, some of these enemies can be used also as additional jump power while going through it.
  3. Boss fight: Koopaling. When it comes to the last part of the jumping puzzle, make use of everything around you. Mario can hang on walls and can also bounce off surfaces. Time your jumps and there won’t be a problem. The Koopaling will be swinging around his fists, throwing a tantrum. To put him down, just bounce on his head to stun. Time these jumps as those swinging fists can get annoying.
  4. Don’t forget the other box power-ups. You never know what could be in them. These boxes could either get your more coins or even give you power-ups. Some of these power ups may be coins, shields, stars, and mushrooms.

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