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Super Mario Brothers 3 Walkthrough

Posted on: September 7, 2011

This page is a full walkthrough for the 1990 Nintendo Entertain System game Super Mario Bros. 3. Our guide contains tips on how to beat each of the levels in game as well as finding any hidden items and passageways.

Super Mario Bros. 3 is a platform game developed by Nintendo R&D4 and published by Nintendo for various consoles which include Nintendo Entertainment System, Super Nintendo, Game Boy Advance, and Nintendo Wii.

Fast Facts

  1. Developer: Nintendo R&D4
  2. Publisher: Nintendo
  3. Platform: NES, SNES,, Game Boy Advance, Nintendo Wii
  4. Mode: Single Player, Two Players
  5. Genre: Platform
  6. ESRB Rating: E
  7. Release Date: February 12, 1990

Introduction

Super Mario Bros. 3 is a platform game developed and released by Nintendo for the Nintendo Entertainment System. In this game, you control the titular Mario through eight different worlds as he overcomes many enemies and obstacles, save the Mushroom Kingdom from Bowser, and rescue Princess Peach. (previously known in the game as Princess Toadstool)

This guide will provide a step-by-step walkthrough that will help the players beat the levels, reveal hidden items and passages, and give details about the various items and enemies you will encounter throughout the game. The walkthrough will often describe the route that will provide the most coins and power-ups. It will also give the power-ups you will find from ? blocks, assuming you are not small Mario. Note that getting these power-ups is not necessary, especially if you prefer the form you have at that moment. If a certain power is necessary, it will be stated at beginning of the level's walkthrough.

General Tips

Controls

  • Left/Right Buttons: Move
  • A Button: Jump
  • B Button: Shoot projectile
  • Up Button: Climb up, Enter doors
  • Down Button: Duck, Climb down

Game Mechanics

  1. Press A while moving and Mario will do a forward jump.
  2. Press B while moving and Mario will run.
  3. When Mario runs, the P-gauge at the bottom of the screen will fill up. If Mario stops running when the P-gauge is not full, the P-gauge will get empty. If the P-gauge is full, it will stay full as Mario keeps running. Even when he stops running, the gauge will stay full for a short period of time.
  4. Press A while running and Mario will do a running jump.
  5. Press B while performing a forward jump and Mario will increase his momentum mid-air.
  6. Press Down on a slope and Mario will slide. Any enemy, except for Spinys and Pirahna Plants, that are in the way will be defeated.
  7. Do a running jump while sliding and Mario will do a really high jump.
  8. Press Down on certain pipes and Mario will enter them.
  9. There will be some pipes that go upward that Mario is able to enter. Press up while jumping, flying, or swimming into those pipes to enter them.
  10. The direction a Mushroom or Starman moves depends on how Mario hits the blocks that contain them. If Mario hits the left side of the block, the item will move to the right. If Mario hits the right side, the item will move left.
  11. If you hold down on a white block, you will be able to move behind the background items. You will be unharmed by enemies as they pass you as long as you stay covered.
  12. Pressing A as Mario lands on enemies or Music blocks will give him an extra high jump. This is a useful mechanic for jumping over wide pits or reaching high platforms.
  13. Press Down while running and Mario will do a sliding crouch. This is useful for getting under low platforms if Mario is not small enough.
  14. Defeating a Boom Boom at the end of a fortress level will cause the lock to disappear on the world map.
  15. Press B on the world map to bring up the item inventory. Press A to use an item.
  16. Your world map inventory could hold seven items for each row. If you are carrying more than seven items, press up or down to see your other items.
  17. The Hammer Brothers that appear on the world map move whenever you exit a level, regardless of whether you finished it or not. They will not move for mini-games, Mushroom houses, or pipes.
  18. The Hammer Brothers on the world map will only stay in place on spaces represented by coins or small circles.
  19. Jumping on at least nine consecutive enemies will result in extra lives. If you land on the ground, the process restarts.
  20. If you get a game over and choose to continue, most completed levels may have to be completed again. The only exception to this is fortress levels. The locks that disappeared from finishing those levels stay gone. You could also keep the items in your world map inventory.

Mini-games

  • Rotating Cards: At the end of most levels, you will see a card. The card rotates between Mushroom, Flower, and Star. This card is grabbed to finish the level. It will appear as one of the three items when grabbed and it will appear on the bottom of the screen. If you get three Mushroom, you get a 2up. Three Flowers gets you a 3up. Three Stars gets you a 5up. If the three cards do not match, you will get a 1up. Getting the card you want will require some precise timing.
  • Slide-Matching: The spade squares on the world map represent a slide-matching game. Three slots will slide on screen. Press A to stop each of the slots. If you press A while a certain image is close to the center of the screen within the first two slots, the slot will stop on that image. The timing of the third slot is inconsistent between games. Sometimes it will stop at the image presented when you press A. Other times it stops a little later. If you create a Mushroom from the three slots, you get a 2up. A Flower gets you a 3up. A Star gets you a 5up. Otherwise you get nothing.
  • Card-Matching: Upon completing certain levels, a spade square with an N appears on screen. This represents a card-matching game. Choose a card by pressing A to flip it over. Then flip a second card. If the images on the two cards match, the item represented by the images will be placed in your world map inventory. The exception to this is for 1ups and coins. If the images do not match, you get a miss. Two misses end the game. Remember where these images are placed. They will be the same the next time the N-square appears. If you successfully match all the cards, the image placement will be changed in the next game.

Items

  • Coin: Grab 100 of them for an extra life.
  • Super Mushroom: Transforms Mario into Big Mario.
  • Fire Flower: Transforms Mario into Fire Mario. Press B to shoot fireballs.
  • Leaf: Transforms Mario into Raccoon Mario. Press B to perform a tail spin and A while in the air to hover. Do a jump when the P-gauge is full to fly. Press A to to fly higher.
  • Starman: Makes Mario invincible for a short period of time.
  • Frog Suit: Transforms Mario into Frog Mario. Frog Mario's movements on ground are slower as he does quick hops when he moves. However, Frog Mario can jump higher in the air and swim faster underwater.
  • Tanooki Suit: Transforms Mario into Tanooki Mario. This suit functions similarly to Raccoon Mario. The main difference is that if you press Down while holding B then Mario will transform into a statue. You need to hold Down to remain a statue. Mario is unharmed by enemies while in this state. If Mario transforms in mid-air, he could land on enemies that are usually unharmed by regular jumps, such as Piranha Plants and Spinys.
  • Hammer Brother Suit: Transforms Mario into Hammer Brother Mario. Press B to shoot hammers. The hammers could defeat enemies that are not affected by fireballs. Ducking will shield Mario from fireballs.
  • 1up Mushroom: Gives Mario an extra life.
  • Item Box: Will provide an item for use from the world map inventory.
  • P-Wing: Only obtainable from item boxes, White Mushroom houses in odd-numbered worlds, or story events. Using the P-Wing will transform Mario into Raccoon Mario. Upon entering a level, the P-gauge stays full until Mario either finishes a level or gets damaged by an enemy.
  • P-Switch: Jump on them and blocks will turn into coins and vice-versa. The background music also changes temporarily and the effect lasts for as long as the music is playing.
  • Lakitu's Cloud: Only obtainable from item boxes, Mushroom houses, or story events. This item turns Mario into a cloud on the world map. It allows Mario to skip one level but he will not be able to return to the area that preceded the skipped level.
  • Music Box: Only obtainable from item boxes, Mushroom houses, or story events. This item puts any Hammer Brother on the world map to sleep.
  • Warp Whistle: Only obtainable from item boxes or Mushroom houses. Using the warp whistle will warp Mario to the Warp Zone. There exist only three warp whistles throughout the entire game.
  • Anchor: Only obtainable from White Mushroom houses in even-numbered worlds. If you are defeated at one of the airships in Worlds 1 through 7, the airship will move around the world map. Using the anchor causes the airship to stay still.
  • Tip: If Mario is small when he grabs a transformation item, he will transform into Big Mario.

Enemies

  • Goomba: These are the most common enemies in the game. They can easily be defeated by jumping on them, with a projectile, or with a tail spin.
  • Paragoomba: This enemy is a Goomba with wings. There are two types of this enemy. One walks on the ground like a regular Goomba and occasionally jumps. The other occasionally flies in the air and drops Mugger Micro-Goombas on you. It will becoma a regular Goomba after jumping on it once. This enemy can be defeated by jumping, tail whip, or projectiles.
  • Kuribo's Goomba: This enemy is a Goomba in a shoe. It only appears in World 5-3. If you hit a block that it is standing on, the Goomba will fall but the shoe will remain. You could then grab the shoe and use it to jump on enemies that are traditionally not defeated by jumping. This enemy is defeated by jumping, tail whip, or projectiles.
  • Mugger Micro-Goomba: This is a small Goomba that is dropped by certain Paragoombas. This could stick onto Mario. The causes speed reduction and lowered jump height. Remove this enemy by alternating presses of the Left and Right buttons while jumping repeatedly.
  • Pile Driver Micro-Goomba: This is a Micro-Goomba that hides itself under certain blocks. When Mario gets close, it will try to jump in his direction. Fireballs are the only method that will not defeat this enemy.
  • Koopa Troopa: Jump or tail whip this enemy and it will stay still inside its shell. In this state, you could kick the shell away or carry it to hit other objects. After a while, the shell will shake. This means that the Koopa is about to get out of its shell and start moving again. There are two types of this enemy. Green Koopa Troopas continue moving forward and only turn back when walking into a wall or another enemy. Red Koopa Troopas turn back when reaching the edge of a platform. This enemy is defeated by projectiles.
  • Paratroopa: This enemy is a Koopa Troopa with wings. There are two types of this enemy. Some fly in a fixed path in the air. Others jump up and down while moving forward. It will become a regular Koopa Troopa after jumping on it once. This enemy is defeated by projectiles.
  • Piranha Plant: This enemy can be seen popping out of pipes or quicksand. This is defeated by projectiles or tail spin.
  • Venus Fire Trap: This enemy is similar to Piranha Plants. The difference is that it shoots fireballs in Mario's direction. This is defeated by projectiles or tail spin.
  • Nipper: This enemy will jump up when Mario is above it. It is defeated by tail whip or projectiles.
  • Muncher: This enemy is not defeated by traditional means. Jump on a P-Switch and it will turn into coins.
  • Hammer Brother: This enemy throws hammers and does high jumps. If there are any blocks, it could jump up onto the blocks or down from the blocks. This enemy is defeated by jumping, tail whip, or projectiles.
  • Boomerang Brother: This enemy acts the same as a Hammer Brother, only it throws boomerangs. It is defeated by jumping, tail whip, or projectiles.
  • Fire Brother: This enemy acts the same as a Hammer Brother, only it shoots fireballs at you. It is defeated by jumping, tail whip, or projectiles.
  • Sledge Brother: It is a larger version of a Hammer Brother. When it lands from a jump, it will shake the ground. The impact will cause Mario to be stunned for a few seconds if he is standing on the ground. This enemy is defeated by jumping, tail whip, or projectiles.
  • Podoboo: This is a fireball that jumps out of lava. It is only defeatable by Hammer Mario.
  • Rotodisc: This is a circular light that revolves around certain blocks. It is only defeated by Tanooki Mario.
  • Bullet Bill: This enemy is shot out of cannons. This is defeated by jumping.
  • Missile Bill: This enemy only appears in World 4-5. It is a flashing Bullet Bill. It will change its direction one time after passing Mario. This is defeated by jumping.
  • Cannonball: This enemy is also shot out of cannons. They are defeated by jumping.
  • Boom Boom: This is an enemy character you will find at the end of every fortress level. His standard attack involves moving left and right with the occasional jump. In certain fortress levels, he will grow wings that will allow him to fly and swoop down on Mario. This enemy is defeated by jumping on him three times or hitting him with multiple projectiles.
  • Dry Bones: They behave similar to Koopa Troopas. The main difference is that when you jump on them, they fall to the floor. After a while, they will go back up and start walking again.
  • Buzzy Beetle: This enemy behave similar to Koopa Troopas. The difference is that it is undefeated by fireballs.
  • Buster Beetle: This enemy will pick up blue blocks and throw them at Mario when he gets close. This enemy is defeated by jumping and projectiles.
  • Fire Snake: This enemy is several flames lined to look like a snake. It will jump in Mario's direction. It is only defeated by tail whip or shells.
  • Thwomp: This enemy drops down on you when you get close enough. Some Thwomps will charge at you sideways or diagonally. It is only defeated by hammers.
  • Boo: This enemy stays still when you are looking in its direction. When you look in the opposite direction, it will follow you. It is only defeated by hammers.
  • Stretch: This is a white platform where Boos pop out and move along the platform. Throw a hammer at the Boo to defeat it. Even with the Boo gone, the platform will remain.
  • Angry Sun: This enemy will swoop down on Mario periodically. Defeat this enemy with Koopa shells.
  • Chain Chomp: This enemy is bounded to a chain which is usually attached to a block. It will remain dormant for a few seconds. Then it will fly towards Mario's direction before being dormant again. Its reach is only as long as its chain will allow.
  • Fire Chomp: A flying Chomp with a tail made of fireballs. It will move in Mario's direction and occasionally shoot fire. Each flame it shoots towards you will remove a fireball from its tail. When its tail is gone, it will explode after a short while. This enemy is defeated by jumping, tail whip, and projectiles.
  • Rocky Wrench: This enemy hides itself in the ground and occasionally pops out of the ground to throw wrenches at you. This is defeated by jumping, tail whip, or projectiles.
  • Cheep Cheep: This enemy is often seen swimming in water levels. This enemy is only defeated by projectiles when it is underwater. It can also be defeated by jumping or tail whip when it is out of the water.
  • Spiny Cheep Cheep: This enemy only appears in World 7-4. It is not much different from regular Cheep Cheeps outside of its look. This enemy is defeated by projectiles.
  • Blooper: This is a squid you will see in underwater stages. It could either swim away from or towards you. Some Bloopers will have small Bloopers following them. Other Bloopers could also shoot small Bloopers in four directions. This enemy is only defeated by projectiles.
  • Boss Bass: This enemy can be seen in certain levels following Mario throughout the stage. When Mario gets close, it will jump out of the water and try to eat him. In underwater stages, the Boss Bass will be swimming on a set path. It will occasionally release a small Cheep Cheep from its mouth. This enemy is only defeated by projectiles.
  • Jelectro: This is a jellyfish seen in underwater stages. It stays still but touching it will cause damage. It is only defeated by hammers.
  • Lakitu: This enemy will be seen moving at the top of screen. It throws Spinys at Mario. You will need to be at a high place to reach it. This enemy is defeated by jumping, tail whip, or projectiles.
  • Spiny: This enemy behaves like Koopa Troopas but this has spikes on its back. You will have to hit it with a tail whip if you want to carry its shell. Only defeated by projectiles.
  • Spike Ball: Some Lakitus will throw this instead of Spinys. This is defeated by tail whip or projectiles.
  • Lava Lotus: This enemy is seen in underwater stages. It will grow small balls of fire inside it. Then it will spit them out slowly. This enemy is only defeated by hammers.
  • Spike: This enemy always walks in Mario's direction. When Mario gets close, it will throw a spike ball at him. This enemy can be defeated by jumping, tail whip, or projectiles.
  • Bob-omb: Jumping, or tail whipping this enemy will cause it to stay still. You could carry it around and kick it onto other enemies like a Koopa shell. Unlike a Koopa shell, it will not slide across the ground or destroy bricks. After staying still for a while, it will flash for a few seconds until it explodes. The explosion could defeat enemies but it could also damage Mario. This enemy is only defeated by hammers or Tanooki Mario.
  • Rocket Engine: This is a silver block where flames occasionally come out. Avoid these when there are no flames.
  • Hot Foot: A walking flame that stays still when Mario looks in its direction. When Mario is looking away, it will walk towards Mario.
  • Bowser Statue: This enemy only appear in the final stage. When Mario gets close enough, it will shoot a laser in a downward angle. Not all Bowser Statues shoot lasers.
  • All end of world boss characters will be covered in their respective level of appearance.
  • Tip: With the exception of the Rocket Engine, the Muncher, and the Bowser Statue, all enemies are defeated by the Starman.

World 1

  • Mushroom House 1: (between 1-3 and 1-4) Super Mushroom, Fire Flower, Super Leaf
  • Mushroom House 2: (after 1-6) Super Mushroom, Fire Flower, Super Leaf
  • Hammer Brother: Starman

Contents


World 1-1

  1. When you start the level, a Goomba will be walking towards you. Jump on it.
  2. To the right, you will see two pairs of ? blocks, the left one being lower than the other. Hit them for coins and a Super Mushroom.
  3. Move right while avoiding the Venus Fire Trap.
  4. Jump on the Koopa Troopa and kick it into the ? block on the ground for a Leaf power-up. Hit the ? block to the right for a coin.
  5. Jump on the Goombas and Paragoomba to the right. Then move to back to the block where you got your Leaf. Run to the right. When your P-gauge fills up, jump into the air to fly.
  6. When you fly, follow the trail of coins in the air to reach a row of clouds. You will find coins and a block containing a 1up Mushroom.
  7. Run on the second cloud platform. Your P-gauge should be full when you reach the end, allowing you to fly. Follow the coin trail and keep flying in the sky.
  8. Shortly after your P-gauge wears out, you should find a pipe. If you flew high enough, you will be able to land on it. Press down to enter it.
  9. Inside the pipe, you will find coins arranged in a 3. Gather them and leave the room through the upward pipe.
  10. From the pipe you exit, go right and grab the card to finish the level.

World 1-2

  1. Move right as you go up the hill and jump over the pipe. Jump on the Goombas you meet up with on the way.
  2. Hit the ? block for a Leaf.
  3. Jump on the block then jump on the pipe to the right.
  4. Keep moving right. After you pass the pipe you will find coins, a pair of blocks, and another pipe with a Venus Fire Trap.
  5. Do not grab the coins. Hit the left block and a P-button will appear. The coins will turn into blocks.
  6. Jump on the blocks to reach the pipe. Enter the pipe.
  7. You will be in a room with many blocks. When the P-button’s effect wears off, they will turn into coins. Grab them and then enter the pipe to the left.
  8. From the pipe you exit, move right. Grab the coins along the way as you avoid the fireballs from the Piranha Plant.
  9. Keep moving right. Eventually, you will find two music blocks and a Paragoomba. The right one contains a Leaf power-up. As you keep moving, avoid the Venus Fire Trap.
  10. To the right, there are three music blocks with two of them being over a pit. The right one above the pipe has a Starman. Hit the left side of the block so that the Starman will jump to the right.
  11. Grab the Starman and run to the right. Run into any enemy in the way and hit the ? block on the way for a coin. Grab the card to finish the level.

World 1-3

  1. Start the level by jumping on the Koopa Troopa and grabbing the shell.
  2. To the right, you will find a Boomerang Brother. Kick the shell into it.
  3. As you move right, you will find a group of blocks as well as two Music blocks, two ? blocks, and a Koopa Troopa. Jump on the Koopa Troopa and kick the shell to the left.
  4. Move to the right of the first empty ? block after the Koopa shell leaves the screen. Jump and a pink Music Block will appear. Jump on it and press A as you land.
  5. You will be taken to a bonus level in which the screen auto-schools to the right. There are plenty of coins in the room. Grab them as they appear on screen. Above the third group of coins, there is a ring of coins surrounding a block with a 1up Mushroom in the sky. This is only reachable with Raccoon Mario. At the end of the stage, there is a pipe. Enter it.
  6. As you exit the pipe, move to the right. Avoid the Paragoomba that drops the Mugger Micro-Goombas onto you. Grab the card to finish the level.
  • Secret Tip: From the pipe where you exited the bonus room, move to the left. You will find a white block. Jump on it and press down. You will eventually be able to move behind the background. Run to the right as you avoid any enemies in the way. You will eventually reach a secret room. Press B in front of the giant item box to receive a Warp Whistle.

World 1-4

  1. This level is an auto-scrolling level. Begin by jumping on the blocks to the right.
  2. Wait for the moving platform to appear jump on it and grab the three coins. Be careful. Landing on the moving platform causes it to drop down.
  3. Jump on the blocks to the right as the platform falls. Grab the three coins.
  4. Wait for three floating platforms. Hop from the first platform to the second platform. The second platform will drop onto a third platform. As that happens, jump on the third platform and jump onto the blocks to the right of the platform.
  5. The third block above you contains a 1up Mushroom. Hit the left side of it and grab as it moves off of the blocks.
  6. Jump onto the moving platform, then jump onto the L-shaped group of blocks to the right as you grab the three coins.
  7. Jump onto a second L-shaped group of blocks as you grab the three coins above it.
  8. To the right, there are three groups of blocks. Quickly jump onto the second group near the bottom of the screen and continuously hit the leftmost block of the third group for coins. If you jump fast enough, you will receive 11 coins from the block. Quickly jump onto the third group of blocks before the screen scrolls into it.
  9. Grab the Koopa shell if you wish. Jump to the floating platform and then to the blocks near the top of screen. Kick the shell into the block or use the tail spin for a 1up Mushroom.
  10. Jump onto the moving platforms as you grab the three coins and land on the blocks.
  11. To the right, you will find a column of coins. Wait for the moving platform so that it is positioned over the column. Jump onto the platform and it will drop through the column of coins. Make sure you are positioned to collect these coins.
  12. Jump to the right as you grab the last coin. The top block above you contains multiple coins. You will obtain at most 8 coins from the block if you jump fast enough. They are unattainable if Mario is small.
  13. To the left there are three floating platforms. As you jump onto the second platform, either let it drop to the third platform or jump to the column of blocks to the right.
  14. Jump to the row of blocks to the right. Then jump onto the Paratroopa and use the extra jump to collect the three coins and land on the pipe. Enter it.
  15. As you exit the pipe, run to the right. Grab the card to finish the level.
  • Secret Tip: If you grab at least 44 coins in this level, a White Mushroom House will appear on the world map. It will give you a P-wing.

World 1 Fortress

  1. Move right. Jump over the lava as you avoid the Podoboos that are jumping out.
  2. Eventually you will find a ? block. Hit it to obtain a Fire Flower.
  3. Continue moving right. Avoid the lava, the Podoboos, and the Rotodiscs along the way.
  4. Hit the ? block for a Leaf.
  5. Move right, jump on the Dry Bones, and enter the door.
  6. You will reach a room in which a ceiling with spikes will drop down on you and then rise. As the ceiling drops, quickly move right to the safe spot where a part of the ceiling is higher than the rest.
  7. As the ceiling rises, move right as you jump over the pits and avoid contact with the spikes.
  8. You will eventually reach a wall in which a part of the ceiling is raised above it. At this point the ceiling will be dropping. Stand by the wall for safety.
  9. Wait for the ceiling to rise. Eventually a door will appear enter it.
  10. Move to the right and you will run into a Boom Boom. Jump on it three times to defeat it. Grab the ? ball to finish the level.
  • Secret Tip: From the ? block where you got the leaf, jump on the Dry Bones and move right to the dead end. Run to the left to fill up your P-gauge. Then fly up and press right against the wall above you. As you fly higher, you will eventually be moving right. Keep moving right until you are stopped by a wall. Press up and you will find a room with an item box that c

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