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Mario franchise strategy guide/Bosses/Wart

Wart (マム) is a fictional character most commonly recognized from the Western version of the video game Super Mario Bros. 2, which was derived from the game Yume Kōjō: Doki Doki Panic, released only in Japan. Wart is the game's final boss and appears in the last room of the Level 7-2. Wart is a regal, fat frog, with a crown on his head and a robe that can scarcely conceal his big belly.

Concept and creation
Wart was the creation of Nintendo designer and producer Shigeru Miyamoto. He was decided to be an evil main villain. Miyamoto had created Wart as a over-sized frog with claws and fangs, with a white belly. To make him look more evil and menacing, Wart has to look more both like a green-ish crocodile and a frog. The fact of making him look like that, Wart loses his palm hands and feet, having claws on his hands and feet, similar to that of Bowser's claws. To envision Wart as a king, he needed some clothes on him; a big crown, a big necklace and a large blue cape (in a different color on Wart's cape of his sprites), also some golden bracelets. Not a regular king but an evil king who also wants to rule over the worlds or the secret dimension in the unnamed storybook in Yume Kojo: Doki Doki Panic, as his worlds. Wart was always referred to as Bowser's frog counterpart, or considered as Bowser's relative (mostly as his cousin) by fans, because of this.

The fictional frog character was first named マム Mamū ever since his first model Yume Kojo: Doki Doki Panic. Until developing a different Super Mario Bros. 2 in US, he was renamed as Wart. He was more popularly known as Wart than Mamu since Super Mario All-Stars or Super Mario Advance, even though he still has his Japanese name, despite the fact he was renamed as Mamu in The Legend of Zelda: Link's Awakening.

After claiming that the original Super Mario Bros. 2 from Japan was difficult than its predecessor, and developing another Super Mario Bros. 2, Wart was decided to be a perfect choice to have a "Bowser role" for the game, replacing the Koopa King. By the fact he was decided to be the main villain of that game, the developers turned Yume Kojo: Doki Doki Panic into Super Mario Bros. 2, as Mario game, since the original game was not that popular either. It turned to be and have a brand-new sightly different and special story, instead of the same story of kidnapping Princess Toadstool and saving her, including the Mushroom Kingdom and the Mushroom Retainers, like the previous Mario games. It was that first time when mostly Wart, Mario and Luigi crossed paths.

Since Yume Kojo: Doki Doki Panic and Super Mario Bros. 2, Wart still gained the same appearance, respectly. His new artworks were made specially for Super Mario Bros. 2. After that, Wart's appearance is sightly different, looking more like a crocodile (in the Nintendo Comics) or a toad (in The Legend of Zelda: Link's Awakening). He was more resembling King Koopa, especially looking like his crocodilian twin with his tail resembling Bowser's in the Nintendo Comics and was looking less bigger in The Legend of Zelda: Link's Awakening (a toad is a bit smaller than a frog though). Despite all of that, Wart is still one of the frog race, although simply because of the "frog" term in Frog's Song of Soul.

Wart appears on various remakes of Super Mario Bros. 2, usually in Super Mario All-Stars. In Super Mario Advance, Wart finally has his first voice actor. Despite his currently only appearances in remakes of Super Mario Bros. 2, it counts him as appearing as much. In the Mario series, Wart is always referenced and mentioned.

Characteristics
According to the instruction manual to Super Mario Bros. 2, Mario has a dream in which a voice pleads for his help. The voice explains that Wart has taken over Subcon, the land of dreams, but that Mario can defeat him by taking advantage of Wart's severe allergy to vegetables. As the game progresses, however, Mario and his friends see nothing of Wart until the final room. There, Wart challenges Mario — or Luigi or Toad or Peach — by moving back and forth on his small platform, occasionally stopping to spew forth bubbles that can cause damage.

To Wart's detriment, the room also contains a strange contraption that has three funnel-shaped pipes that shoot out vegetables — both turnips that appear throughout the game, but also rare vegetables sprites like tomatoes that Nintendo presumably created for this level alone. Mario — or whichever hero the player chooses — must catch the vegetables, then throw them into Wart's mouth. If the vegetable hits the bubble, it evaporates. Another trick easily exploited by Luigi and the Princess is to stand behind Wart (he won't do anything) and throw it when he opens his mouth.

Once Wart is force-fed seven vegetables, he will blow a few puffs of smoke, turns dark, then gets KO'd. In the game's finale, the player will see the freed denizens of Subcon — a small, red-suited, white-faced fairy folk that the game's credits also refer to as "Subcon" — pass his unconscious body off screen, presumably where he is disposed of, jailed, or otherwise exiled (see Link's Awakening). In the Super Mario All-Stars version, while Wart is being carried off, a strange, red liquid (possibly the potion or blood) has formed around his eyes.

Finally, the game ends with a shot of Mario sleeping, indicating that the entire adventure may have been a dream. The game's entire cast of heroes and villains then scrolls across the screen, ending on Wart, who laughs suspiciously before fading away. Despite that ambiguous exit, Wart never appeared again in a Mario game, excluding the remake of Super Mario Bros. 2, which was featured in Super Mario All-Stars and also ported to Super Mario Advance. In Super Mario Advance, Wart spoke, and did so in an angry, grumbly voice (provided by Charles Martinet). His introduction was "I am the Great Wart! Wah, ha ha!!" and would croak "ribbit" when hit with vegetables.

Personality
Wart is known to be prideful, rude and menacing, his goal is to rule over Subcon and becoming its king. He would probably do that to the rest of the worlds or kingdoms, no matter how hard and risky it may be for him, never giving up until he succeeds, even though he ever fails at it. However, he has enough strength to conquer one whole world with his own strength and his 8 bits alongside him to increase his chances. Despite he knows himself to be really evil, Wart has a somewhat calm attitude when Link meets him, being more of a supporting character and an ally of the game for Link, unless Mario, Luigi and/or one his friends shows up instead of Link, he will start to fight them. Wart has even a great jealousy, as shown more towards Mario, in his return to attack Subcon in BS Super Mario USA, its kingdom and the king, stealing the golden statues of his archnemesis who defeated him 8 years ago, also planning for revenge on Mario if he comes back, as a threat. If anyone else challenges Wart, he will fight back.

Wart's favorite and faithful servant is Birdo, as shown in the Japanese commercial trailer of Super Mario All-Stars to be much more like close friends, except for others. It was suggested if Prince Froggy from Super Mario World 2: Yoshi's Island and Wart Jr. from Animal Crossing are his sons, that would be a possibility, since Wart Jr. has the same name as Wart with a Jr (Wart Jr.'s father is not mentioned in Animal Crossing series) and a frog who is a prince, would have been one of his children of the frog king with different names. However, it is said that Wart Jr. is really Wart's son because of it though it was not confirmed, as for Prince Froggy, it is unknown if he is or not.

Abilities
Wart's abilities are not much known. His most usual abilities is his strength and mutiple bubbles he spits, proving to have affiliation with water. Wart is able to use magic and to travel from dimensions to dimensions, even going to the outside world, as shown in Yume Kojo: Doki Doki Panic to struck his giant clawed hand from the storybook to kidnap the two children who read it. This may probably prove that Wart is very large in the outside world. Wart is very alergic to vegetables, very much to his weakness, which has to be thrown in his mouth six times, otherwise, any other efforts are futile, it would be impossible to injure him.

Appearances in other games
In Yume Kōjō: Doki Doki Panic, Wart abducts the youngest brother and sister from an Arabian family by snatching them away through an enchanted storybook. This game's heroes — siblings Imajin and Lina and parents Mama and Papa — fight Wart in the same manner, however. And again, killing Wart frees the mysterious red fairy folk in this game as well.

He returns again in the Satellaview title, BS Super Mario USA. Wart can be found in every tube while being in Subspace, where his room are similar to that of the prequel's last level, Mario must fight him.

Curiously, Wart appears as a helpful character in The Legend of Zelda: Link's Awakening, under the name "Mamu" (Japanese for wart). He teaches Link a new song to play on the ocarina, "Frog Song of Soul." Also note that Link's Awakening, like Super Mario Bros. 2, takes place inside what is presumably a dream.

In the Nintendo GameCube title Animal Crossing, one of the possible residents players could have live in their town is a frog named Wart Jr. The nod to this Wart is a small one, as they share the same name, not appearance. Wart Jr is brown, with a bumpy looking face. Wart Jr. is however, very grumpy. In the Nintendo DS sequel Animal Crossing: Wild World though, Wart Jr. occasionally mentions his plan of conquering the world, but it is foiled by various jock characters.

In Mario Superstar Baseball, Wart is mentioned in Shy Guy's bio and especially in Super Paper Mario, where Wart is referred to Cyborg Wart, as it is a comic book owned by Francis, where he Wart has the main character of the comic book.

Non-game appearances

Wart himself never appeared in the Super Mario Bros. television series, even though his many minions were regulars during the first season. It is possible that the producers merged Wart and Bowser into King Koopa for the animated series, especially since the latter's animated design borrows some features from Wart (most notably the crown on his head and the more crocodilian face).

Wart made two appearances in Valiant Comics's Nintendo Comics System imprint. In Cloud Nine, Princess Toadstool's father, King Toadstool, looking to buy a new mattress, as his current one is too lumpy. Disguised as a bed salesman, Wart takes the King up into the clouds and advertises a bed-shaped rain cloud as a Cloud Nine mattress. As the King rests up on that cloud, it causes rain all over the Mushroom Kingdom, but is quickly patched up by the Mario Bros. Oddly, his character design resembled a crocodile rather than a frog.

In Tanooki Suits Me he appears as a prospective buyer of several priceless pieces of artwork Bowser had stolen from the Mushroom Castle's Royal Art Gallery.

Wart also appeared in book six of the Nintendo Adventure Books, titled Doors to Doom. He appeared as a skateboarder who ended up helping Mario and Luigi when they became lost in Subcon after travelling through a warp zone. Wart looked thin and more like a crocodile.


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South American Animal Names/Mammals

Mammal species names are listed in this chapter. This page does not include the data covered in the sub-chapters, which are:

Sloth

 * Scientific name: Folivora
 * Portuguese common name: preguiça, bicho-preguiça
 * Spanish common name:

Anteater

 * Scientific name: Vermilingua
 * Portuguese common name: tamanduá
 * Spanish common name:

Giant anteater

 * Scientific name: Myrmecophaga tridactyla
 * Portuguese common name: tamanduá-bandeira
 * Spanish common name:

Southern tamandua

 * Scientific name: Tamandua tetradactyla
 * Portuguese common name: tamanduá-mirim, tamanduá-colete
 * Spanish common name:

Silky anteater

 * Scientific name: Cyclopes didactylus
 * Portuguese common name: tamanduaí
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: boto
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: anta
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: irara
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: lontrinha
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: jupará
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: quati
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: gambá, mucura
 * Spanish common name: zarigüeya

 * Scientific name:
 * Portuguese common name: mucura-xixica
 * Spanish common name:

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: South American Animal Names/Mammals


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Mario franchise strategy guide/Enemies/Hammer Bro

Hammer Bros. (ハンマーブロス) are enemy characters present in many of Nintendo's Mario series of video games. Their trademark distinction is that they appear in pairs, though there are instances where only one appears. Their trademark move is that they attack by throwing large hammers in an arcing path. Their appearance shows them having distinct beaks, classifying them as "Beaked Koopas." However, there are some games where they do not have the distinct beaks and look like normal Koopas.

Super Mario Bros.

The Hammer Brothers are one of the few Mario characters (its first appearance taking place in Super Mario Bros.) that still enjoys usage today. They often appear in pairs (hence the name "brothers"), but they sometimes appear separately.

They are usually found on parallel platforms and jump up and down and move back and forth. They are notorious for being one of the hardest enemies to defeat, making avoiding them the easier choice, because they move around so quickly and constantly throw a continuous torrent of hammers all over the place. Bowser moves much slower and the later Bowsers only send one to two barrages of hammers.

An interesting note is that while normally immobile, if the player waited long enough, the Hammer Brothers would charge towards them.

Super Mario Bros.: The Lost Levels
Hammer Brothers behave the same in this game, but certain ones slowly charge the player instead of staying in one spot.

Super Mario Bros. 3
In Super Mario Bros. 3, several variants of the Hammer Bros. were introduced:

 * Boomerang Bros. looks similar, but only appears on the ground and throws boomerangs one at a time instead of hammers. They also appeared in New Super Mario Bros., The Thousand Year Door, Super Paper Mario, and Mario & Luigi: Superstar Saga although their appearance is drastically changed in the latter.

 * Sledge Bros. are a large version of the Hammer Brothers, with giant hammers which they throw just like regular Hammer Bros. They are hammer brothers whose weight create earthquakes that immobilize Mario. They appeared in New Super Mario Bros..
 * Fire Bros. (extremely rare) spit fireballs instead of hammers, much like those from Fire Mario. They also appeared in The Thousand Year Door, Super Paper Mario, and New Super Mario Bros.. Fire bros. were first seen in Super Mario Bros. 3, and only found in world 2 and world 8. In world 2 if the player defeats the fire bro, they get a special item called a warp whistle.

Hammer Brothers also appeared on the world map as patrolling police-like figures. When Mario ran into one of them, a battle would begin. After defeating the Hammer Brother, Mario would get a treasure chest that gave him an item. These map Hammer Brothers could be avoided by putting them to sleep with a Music Box item.

This game also had a Hammer Bro Outfit for Mario, which allows him to throw Hammers just like a Hammer Bro as well as use the armored back to protect himself from objects like piranha plant's fireballs when crouching.

A pair of Sledge Bros. were frequently featured in episodes of The Adventures of Super Mario Bros. 3 cartoon series, usually to serve as guards for King Koopa's (as Bowser is known in the cartoons) prisoners. One episode, "Tag Team Trouble", also had Koopa entering them in a tag team wrestling contest.

Super Mario World
In Super Mario World, there was no mention of the Hammer Bros. or their variants from Super Mario Bros. 3. However, the game did feature two new variants:

 * Amazing Flyin' Hammer Brother (Appare in Japan) flew on a platform and rapidly threw hammers down on Mario, but could be easily knocked off. The platform would still fly and Mario could jump on it afterwards to reach high areas unreachable by jumping. This particular variant also appeared in Super Princess Peach.  In that game, Peach can knock them off by using the "rage" vibe.

 * Sumo Brothers (K. K. in Japan) mostly resided on the top of blocks. When Mario was close to them, one would stomp up and down, using his colossal bulk to send flaming shockwaves 4-5 spaces below.  Their protective girth prevents them from being squashed, so they could only be taken out by jumping underneath them, using a star, or throwing a Koopa shell.

Dance Dance Revolution: Mario Mix
In Dance Dance Revolution: Mario Mix, the Hammer Bros. appear in level 3-1. They guard the entrance to Wario's Carnival, until the Mario Bros. subdued them into submission in order to give the trio enough time to enter the carnival without fear.

Super Princess Peach
In Super Princess Peach, both Hammer Bros. and Amazing Flyin' Hammer Bros. appear, in addition to the Calm Hammer Bro. and Calm Amazing Flying Hammer Bro., both sleeping variants of their main species. An individual Hammer Bro. named Army Hammer Bro. also appears. According to the Glossary, Army Hammer Bro. is the leader of the others, but the Glossary remains unsure if he is actually any stronger. He obviously is the most trusted by Bowser, though, who grants him Rage with the Vibe Scepter before he battles Peach.

New Super Mario Bros.
In the New Super Mario Bros., the Hammer Bros. return, along with a few Boomerang Bros., and, in World 8-7 only, Fire Bros. and a much fatter version of the Sledge Bros. (referred to as Sumo Bros. in the Player's Guide). A lone Hammer Brother will also patrol the map screen (a'la Super Mario Bros. 3) in Worlds 5 through 8. The Hammer Brother will give up a random item when defeated.

Super Mario RPG
The Hammer Brothers were the first bosses in the game. Their special attacks included Hammer Time (an offensive attack) and Valor up (which increases its attack power). Mario received the hammer after he defeated the Hammer Bros. At Bowser's Castle, the player meets a quiz-loving Hammer Bro. named Dr. Topper, who is basically a palette swap of the normal Hammer Bro.

Quote: "My hammer and I don't like you!"

Paper Mario
In this game, the Hammer Brothers are one of the strongest guards of Bowser, along with the Koopatrol. They are found in Bowser's Castle, but they can also be found in Shy Guy's Toy Box, if the player chooses.

Paper Mario: The Thousand-Year Door
In Paper Mario: The-Thousand-Year-Door, Hammer Bros. were found roaming Rogueport Sewers. The Boomerang Brothers and the Fire Brothers are new introductions joining the Hammer Brothers. The Boomerang Brothers attack causes damage on its forward and return trip while the Fire Brothers would spit fire balls, which would cause Mario to catch fire. In the same game, a previously unknown type of Hammer Brother was mentioned; the Business Brother. They are never actually seen in-game, but a lengthy dialogue with a Hammer Bro. in the Glitz Pit reveals that his father was/became a Business Bro. An interesting fact, as revealed by the son of the Business Bro. is that, unlike regular Hammer Bros. (and similar to standard Koopa Troopas) Business Bros. can be flipped on their backs.

Mario & Luigi: Superstar Saga

 * Border Bros. Seemingly individual, green Hammer Bros. who run the border between the Mushroom and Beanbean Kingdoms. They made Mario and Luigi participate in a Border Jump minigame at the beginning of the game. They may be Hammer Bros. from Super Mario Bros., as they seem to personally know Mario and Luigi and their game features a Super Mario Bros. theme.
 * Yo Bros. Used Yo-Yos as its weapon. It used the green one against Luigi and the red one against Mario.
 * Limbo Bros. Found in Guffawha Ruins and on the west side of Teehee Valley. It attacks by walking towards Luigi doing the limbo and striking him with its torch.
 * Boomerang Bros. Found in Gwarhar Lagoon. The boomerang it threw can attack one brother twice, or both brothers once. Looked almost nothing like their SMB3 counterparts. This variety has what appears to be a sprout on top of its head, going along with the other plant-based enemies, and is probably the species of Bommerang Bro. native to the BeanBean Kingdom. Bears a slight resemblence to Waluigi.
 * Hammer Bros. Found in Bowser's Castle. Like past games, it would throw hammers at Mario and Luigi.
 * Chomp Bros. Also found in Bowser's Castle. As the name suggest, its main weapon was a Chain Chomp. If players jumped on the chomp, Either a new chomp would come up to him as a replacement, or else he would just leave.

Mario & Luigi: Partners in Time
Two Hammer Bros, appear in the Vim Factory, being controlled by the Shroobs and calling themselves "The L33T Hamm3r Broz." They talk using l33t speak:

AREA RESTRICTED. ALL NOOB INTRUDERS 2 B HAXORED BY US L33T HAMM3R BROZ.! WE R TEH SHROOB ALLIES. WE ROXOR U AND THEN ROFL. THEN U AM CRY. WE RECEIVE ORDERS THRU ANTENNAS ON THESE L33T HELMETS. THEY R HOTNESS. WE MUST OBEY ALL ORDERS. WE LIKE 2 PWN NOOBS 4 TEH MASTER SHROOBZORS. U = NOOBS. BROZ. = L33T. PREPARE 4 TOTAL PWNAGE. WOOT! WOOT! WOOT! WOOT! NOOBZ STILL R NOT PWNED. CONTINUE PWNERSHIP UNTIL ALL NOOBZ R PWNED. TEH ESCAPE IS IMPOSSIBLE. WE R 2 L33T. WE OWNZ JOO. U WILL GET FLATZORED BY R L33T HAMMERS.

After being defeated by Baby Mario and Baby Luigi, the antenna helmets are broken and they give the babies two spare hammers as thanks for freeing them.

Hammer Bros. as a playable character
In Mario Superstar Baseball, the Hammer Brothers are unlockable playable characters. The Fire Bros. and Boomerang Bros. are also playable as well. The Hammer Brothers are fearsome hitters with unbelievable power, making them threats to hit home runs every time. All other states for them (defence, pitching, speed) are only average or slightly above average. It is also revealed in the same game that the Hammer Bros can breakdance (if one should strike a player out with one of the Bros, the Bro will breakdance).

In Super Mario Strikers the Hammer Brothers are playable as sidekicks along with Koopas, Toads, and Birdos.

A single Hammer Brother will be an unlockable character in Mario Party 8. The Hammer Brothers will return and be a playable sidekick character in the upcoming sequel to Super Mario Strikers (Mario Smash Football), Mario Strikers Charged.


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South American Animal Names/Invertebrates

Invertebrate species names, excluding the and  (see below):

 * Coleoptera
 * Hymenoptera
 * Ants
 * Bees
 * Wasps

 * Scientific name:
 * Portuguese common name: caracol
 * Spanish common name: caracol

 * Scientific name:
 * Portuguese common name:
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: lesma
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: lacraia
 * Spanish common name:

Myriadpod (centipede, millipede, etc.) in general.

 * Scientific name:
 * Portuguese common name: caranguejo
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: camarão
 * Spanish common name: camarón

 * Scientific name:
 * Portuguese common name: aranha
 * Spanish common name: araña

 * Scientific name:
 * Portuguese common name: aranha-caranguejeira
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: carrapato
 * Spanish common name: garrapata

 * Scientific name:
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 * Scientific name:
 * Portuguese common name: escorpião
 * Spanish common name: alacrán

 * Scientific name:
 * Portuguese common name: piolho
 * Spanish common name: piojo

 * Scientific name:
 * Portuguese common name: pulga
 * Spanish common name: pulga

 * Scientific name:
 * Portuguese common name: bicho-de-pé
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: gafanhoto
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: grilo
 * Spanish common name:

es

 * Scientific name:
 * Portuguese common name: barata
 * Spanish common name:

s

 * Scientific name:
 * Portuguese common name: cupim
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: mosquito,, pernilongo
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: pium, borrachudo
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: ura, berne
 * Spanish common name: rezno, tórsalo

 * Scientific name:
 * Portuguese common name: borboleta
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: mariposa
 * Spanish common name:


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Super Mario Bros. 3

Editor's note: This guide was imported from StrategyWiki, and the images on the subpages are yet to be added.

Super Mario Bros. 3 is the last major Mario video game for the Nintendo Entertainment System. It was released on October 23, 1988 in Japan, February 12, 1990 in North America, and August 29, 1991 in Europe. The game was directed by Shigeru Miyamoto and Takashi Tezuka, with music composed by Koji Kondo. The game was first remade with updated 16-bit visuals as part of the  compilation for the Super Nintendo. That version received a further update when the Super Mario Bros. 3 portion of the game was released for the Game Boy Advance under the title Super Mario Advance 4, which features exclusive levels that could be accessed through e-Reader (see the article for a guide on the remake).

Super Mario Bros. 3 introduces a number of advances to the Super Mario Bros. series: the addition of a map screen, minigames, many new power-ups, enemies, and level types. It also features the first appearance of King Bowser's children, the Koopa Kids or Koopalings. Unlike Super Mario Bros. 2 (named Super Mario USA in Japan), it remains true to the original Super Mario Bros. gameplay formula, yet it features a great deal more innovation and freshness than Super Mario Bros.: The Lost Levels (named Super Mario Bros. 2 in Japan). It consistently places highly in lists of top games of all time.

Although widely regarded as being the best-selling video game of all time, the original Super Mario Bros. is actually the best-selling video game, at 40.23 million copies compared to Super Mario Bros. 3's 17.28 million (as recognized by the Guinness Book of Records, based on data given by Nintendo). Many figures however, put the sales at over 18 million copies sold. Because of the confusion that bundling causes with sales figures, Super Mario Bros. 3's achievement is often given more weight. Altogether, along with its remakes, Super Mario Bros. 3 has sold over 33 million copies. The game was on the NES Top 20 list in  from its release until the NES list was discontinued in 1995. Only The Legend of Zelda was on the list longer.

/Gameplay/

 * /Controls/
 * /Advanced Techniques/
 * /Items/
 * /Inventory items/
 * /Battle Game/
 * /Warp Whistles/

Appendices

 * /Glitches/
 * /Secrets/
 * /Codes/
 * /Regional differences/

World 1

 * Part 1 (1-1, 1-2, 1-3, 1-4)
 * Part 2 (Fortress, 1-5, 1-6, Airship)

World 2

 * Part 1 (2-1, 2-2, Fortress, 2-3, Desert)
 * Part 2 (2-4, 2-5, Pyramid, Airship)

World 3

 * Part 1 (3-1, 3-2, 3-3, Fortress 1)
 * Part 2 (3-4, 3-5, 3-6, 3-7)
 * Part 3 (Fortress 2, 3-8, 3-9, Airship)

World 4

 * Part 1 (4-1, 4-2, 4-3, Fortress 1, 4-4)
 * Part 2 (4-5, 4-6, Fortress 2, Airship)

World 5

 * Part 1 (5-1, 5-2, 5-3, Fortress 1)
 * Part 2 (Tower, 5-4, 5-5, 5-6, 5-7)
 * Part 3 (Fortress 2, 5-8, 5-9, Airship)

World 6

 * Part 1 (6-1, 6-2, 6-3, Fortress 1, 6-4)
 * Part 2 (6-5, 6-6, 6-7, Fortress 2, 6-8)
 * Part 3 (6-9, 6-10, Fortress 3, Airship)

World 7

 * Part 1 (7-1, 7-2, 7-3, 7-4, 7-5)
 * Part 2 (Plant 1, Fortress 1, 7-6, 7-7, 7-8)
 * Part 3 (7-9, Fortress 2, Plant 2, Airship)

World 8

 * Part 1 (Tank 1, Ship 1, Hands 1, 2, & 3)
 * Part 2 (Ship 2, 8-1, 8-2, Fortress, Tank 2)
 * Part 3 (Bowser's Castle)

/Enemies/

 * Angry Sun
 * Boomerang Bro
 * Fire Bro
 * Giant Goomba
 * Giant Koopa Troopa
 * Giant Piranha Plant
 * Hammer Bro
 * Koopa Paratroopa
 * Koopa Troopa
 * Lakitu
 * Lava Lotus
 * Little Goomba
 * Micro Goomba
 * Muncher
 * Paragoomba
 * Piranha Plant
 * Sledge Bro
 * Venus Fire Trap

title: Super Mario Bros. 3


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Super Mario Bros. 3/Gameplay

Starting Out
When the program begins, you'll see Mario and Luigi perform a brief demonstration. Press the Start button once to end the demonstration and bring up a menu. Choose one or two players and press the Start button again to begin the game. The map of the first world is revealed. A small window will appear in the middle of the screen, indicating the player and the starting lives. Navigate to level 1 and press the A button to start.

Mario & Luigi
You take control of the Mario Brothers throughout the adventure. Player 1 controls Mario, while Player 2 is in charge of Luigi. In the original NES version, Luigi is simply a green palette of the Mario sprite, but starting in Super Mario All-Stars, Luigi was given his own taller slimmer sprite to distinguish him from his stouter brother. Aside from the way they look, they are identical in every way in this game, including their ability to jump.

The brothers begin each new life in their regular small form. As regular Mario and regular Luigi, they are quite vulnerable to attack from an enemy. One hit, and they are finished. This can be corrected by finding and catching a Super Mushroom, which transforms them into Super Mario or Super Luigi. While super, they can jump up and break bricks, and they can survive contact with an enemy, but they will be transformed back into regular Mario and Luigi as a consequence.

In addition to the Super Mushroom, there are several other power-ups available. The two most common are the Fire Flower, which gives the brothers the ability to toss fireballs at their enemies, and the Super Leaf, which transforms them into Raccoon Mario or Raccoon Luigi. In this form, they gain a tail that can be used to attack enemies, and if they run fast enough, they can use their tail to take off into the air for a limited period of time. In most versions of the game, getting hit by an enemy in either one of these forms transforms you back into Super Mario and Super Luigi (although in the Japanese version of the original game, you would regress all the way back to regular Mario and regular Luigi.)

You may also find Invincibility Stars which let you crash into enemies without fear for a few seconds, or 1-Up Mushrooms which grant extra lives if you catch them. There are also three kinds of suits to collect, including the Frog Suit, the Tanooki Suit, and the Hammer Brother Suit. See the Items page to learn more about each of these suits, and the benefits they provide.

Mario and Luigi will continue their adventure until they run out of lives. If you ever happen to run out of lives, you will be permitted to continue from the beginning of the world that you died in, but your score will be reset to zero. A score is kept throughout the game, but it has no true significance on the outcome of the game. Only your ability to survive each of the eight wild worlds of the Mushroom Kingdom will determine whether you can reach the evil King Bowser and rescue Princess Peach from his clutches.

Information Bar
At the bottom of the screen, you'll see a light blue bar. This is the Information Bar, which provides the important statistics throughout the game.
 * Indicates World: This shows which of the eight worlds you are on. For a preview of all eight worlds, see the Walkthrough.
 * Speed Meter: This meter indicates your potential to fly. To fill up the meter, hold down the B button (Y or X for the Super Mario All-Stars release, and for the Wii Remote, the 1 button) and run to the left or to the right. When the meter fills up all the way to the "P" symbol, Mario or Luigi will hold their hands outward in a position resembling airplane wings.  This gives them the ability to make amazingly long jumps. If they are wearing the Raccoon or Tanooki suit when this happens, they will be able to fly for a short distance by pressing the A button repeatedly (B button is also an option in Super Mario All-Stars, and for the Wii Remote the 2 button must be pressed).
 * Coin count: The coin count shows the number of coins you currently possess. Once you collect 99 coins, the next coin will reset the count back to zero and you will earn an extra life.
 * Cards obtained: You get a card at the end of every level by jumping up and bumping the roulette block containing power-up images. The power-up that is displayed on a giant block when you hit it is the one that will appear on the card. Once you obtain three cards, you will earn extra lives. If you collect three stars, you get five extra lives; three flowers, three lives; and three mushrooms, two lives. Any other combination will net you one life. The cards are removed from the Info Bar once you get three of them, and you can start working on another set for more lives.
 * Extra Lives: This displays the number of remaining lives for the current player. If the count is 0, you are on your last life and death means Game Over.  If the life count says 99, that means you have 100 lives. The initial shown is determined by the player; "M" for player 1 and "L" for player 2.
 * Score: The number of points you have scored throughout the game.
 * Time: For every level, you are given a certain amount of time to complete it. This timer ticks away the seconds you have. If the timer reaches zero, you will lose one life and be sent back to the map.

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Super Mario Bros. 3/Controls

While the above table provides you with a glimpse of the most common uses for each button, the fact is that each input has several functions, which are described in more detail below.

Direction pad
Use the direction pad to guide Mario and Luigi on the map, and throughout each world.
 * Press and hold Up to climb up vines. Press up when standing in front of a door to enter the door. Hold up while pressing A below an upside-down pipe to investigate whether you can enter it from below. Hold up while pressing A to hop out of water.
 * Press and hold Down to climb down vines. Press down to squat (except for Frog Mario). Press down while standing above a pipe to try and enter it. Press down while standing on a slope to slide to the bottom (except for Frog Mario).
 * Press Left or Right to walk in the respective direction. Hold down the B button while doing so to run. Pressing left and right can alter the direction you are moving through the air. As Frog Mario, you can swim in either direction without the need to press A.

Buttons

 * A button
 * The primary use of the A button is to jump. The longer you hold down the A button, the higher you will jump. If you hold down the A button while landing on an enemy, you will perform a super jump, and bounce even higher.
 * If you are running fast enough as Raccoon or Tanooki Mario, you can tap the A button to fly into the air. When falling down as Raccoon or Tanooki Mario, tap the A button to flap your tail and slow down your descent.
 * The A button is also used for swimming. Tapping the A button makes Mario or Luigi swim forward in whatever direction they are currently facing. If you are Frog Mario, you don't need to use the A button to swim, but Frog Mario will swim even faster if you tap A.
 * B button:
 * The primary use of the B button is to enable running. When you move to the left or right while holding B, Mario and Luigi will pick up speed. If you run continuously, you will fill up your speed meter at the bottom of the screen. If the meter fills up and the P mark begins to flash, Raccoon or Tanooki Mario can take off and fly into the sky using their tails.
 * Holding the B button while running also allows you to pick up items and vulnerable enemies, like immobilized turtle shells. You will release the items as soon as you release B.
 * The B button is also used to attack your enemies; As Fireball Mario, press B to throw a fireball. As Raccoon or Tanooki Mario, press B to spin around and slap enemies with your tail. As Hammer Brother Mario, press B to toss a hammer.

Techniques
Understanding how to use the controls will help you, but understanding how to combine them to perform powerful techniques is even more useful. The following is a list of techniques that will help you on your journey to rescue the Princess from Bowser's clutches.

Pick up and Kick
In the past, you could only kick a shell that was left behind by a defeated turtle. Now you can pick up the shell and run with it to any location before releasing it and kicking it into your enemies. After stomping on a turtle, run into the shell with the B button held down. Mario or Luigi will scoop the shell up into their hands. Keep B pressed to run around with the shell, and release B to kick the shell in whatever direction Mario or Luigi is facing. Be careful; some turtles come back to life while you're holding them, and that can damage or kill your player.

Fly and Float
This is the first Super Mario Bros. game where Mario and Luigi can literally fly into the sky without any assistance. To do so, they must be in Raccoon or Tanooki form first. Then they must find a good stretch of ground to run across. Keeping the B button held down, run in one direction until the P meter at the bottom of the screen fills up. When the P is flashing, and the alarm sounds, press and tap the A button to rise off the ground and fly up into the sky. Without a special item like the P-Wing, this effect is temporary, and the P meter will stop ringing after Mario or Luigi have flown for a while. Then they will begin to fall back to the ground. But you can slow the speed at which they fall by continuing to tap A, so that the flapping of their tails keeps them from falling like a stone.

Tail smacking
Raccoon and Tanooki Mario have other uses for their tail besides flying. By tapping the B button, they will spin around and send their tail flying. This can be used to strike enemies which are standing right next to Mario or Luigi. It can also be used to smash bricks and coax the contents out of "?" blocks. You can even spin around with your tail in mid-air. Try it out on many things.

Hill sliding
Another technique that appears for the first time in this game, is the ability to slide down hills and wipe out enemies below. Whenever Mario or Luigi are standing on a slope, you can press D-Pad (down) on the direction pad, and they will begin to slide down the slope. Any enemies that are struck while sliding are instantly knocked out of the way.

Pipe exploring
In the first Super Mario Bros. (as well as the Lost Levels), Mario could explore the interiors of particular pipes by standing on top of them and pressing D-Pad (down). Not only does this technique continue to work in this game, its use has been expanded. Now you can explore certain pipes that are hanging upside down. To do this, you must jump up towards them and hold Up on the D-Pad as you approach them. If you hit the pipe correctly, and the pipe leads somewhere, you will rise up into the pipe and be taken to a new destination.

Tried and true techniques
The following techniques are older techniques that could be performed in previous versions of the game, but are worth mentioning just as a reminder:
 * Head bump attack: When an enemy is walking on bricks above your head, it is possible to attack them by jumping up and striking the bricks that they are standing on top of. You can also use this trick to change the direction of Mushrooms.
 * Sliding shell attack: When you kick a turtle shell, run after it and you will receive an increasing number of points for every enemy it crashes into. You may even receive extra lives if you hit enough enemies. Just be careful of the shell hitting something and rebounding towards you.
 * Swimming through water: In order to swim, you need to hold down a direction on the direction pad and tap the A button. It's important to remember that you can hop out of water by pressing and holding Up on the D-Pad, and tapping A when you're near the surface of the water.

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Super Mario Bros. 3/Advanced Techniques

The basics covered in Controls are just the start of what Mario and Luigi are capable of. On this page, you'll learn about a few extra moves and tricks that they can perform to get the best of Bowser and his cohorts.

Movement techniques

 * Diagonal jumping:Some blocks are in difficult-to-reach places. If you wish to hit a block (visible or invisible) that has no solid platform beneath it, you must stand on the corner of an existing block, and jump up diagonally to hit your target.
 * Slide under:When running, press Down on the D-Pad on the control pad to squat and your momentum will help you slide through small gaps. This is even more effective when you're on ice because you don't need to time your squatting so carefully.
 * Jump around corners:If you are standing on a single block platform, and would like to rise to another block directly above you, stand on the corner of the lower block. Jump up and use the control pad to bend your jump around the higher block so that you land on top.
 * Jet coaster jump:Diagonal slopes are not just fun to slide down, they can also be used to launch you to new locations. On slopes which have small ramps at the bottom, you can slide down and make a last-second leap at the bottom for an extra high jump.
 * Jump and squat:To get into narrow passages, get a running start and at the last second before you jump, press Down on the D-Pad. You'll squat and jump into the passage.  You can also fly while squatting  if you time it just right.
 * Dash over small gaps:If you accelerate (run while holding B) over small pits and holes, you can make it over them without jumping. This can sometimes be faster and safer than jumping.
 * Free fall jump:When you're on an overhang, and you need to get under it so that you land on a platform directly below, jump up high into the air, and use the control pad to change your trajectory mid-fall.
 * Shells can clear blocks:When you have a lot of blocks that need to be cleared quickly, sometimes a well-placed Koopa will do the trick. Kick or release a Koopa shell at the right time, and you will find that they make excellent block removers.

1-Up techniques

 * The oscillating Koopa technique:Have a Koopa do the dirty work of collecting points and 1-Ups for you. When an endless number of enemies, such as Lakitu's Spinys or some Bullet Bills, are coming at you, kick a Koopa shell so that it goes back and forth between two obstacles.  Quickly find a safe spot to stand in.  As the enemies attack, they'll be knocked out by the Koopa and you'll earn points and eventually 1-Ups.
 * The Goomba stomp technique:If you stomp several enemies in a row without touching the ground, you'll gain more points for each one. After the ninth enemy, you'll start getting 1-Ups.  To accomplish this maneuver, you need to be in Raccoon or Tanooki form and you must be in a place where there is an endless supply of enemies, such as a Goomba generating pipe, or a room full of resurrecting Dry Bones.
 * The Vine method:In a variation of the Goomba stomp technique, stomp an enemy and jump onto a vine or a rotary lift. When the enemy recovers, stomp him again and leap back onto the vine.  Touching the vine or lift doesn't count as touching the ground, so you'll keep racking up points and eventually 1-Ups.  It's difficult but it works.
 * Multiple 1-Ups/200+ coin stages:Some stages have multiple 1-Ups or hundreds of coins. In these worlds, you can collect all the 1-Ups or all the coins and then lose your life intentionally so that you can go back and do it again.  Your lives will go up by at least one life every time you try.
 * Consistent Star Cards:If you enter the black zone at the end of a stage at P-speed and touch the Card Panel without slowing down, you will always receive the Star Card. Getting three of those in a row will grant you five 1-Ups. In stages where you emerge from a pipe just before the end zone, you will have just enough time to hit P-speed before the Card Panel comes into view. Make sure you don't slow down, don't miss your jump and hit the Card Panel from the left side.

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Super Mario Bros. 3/Enemies

Most enemies can be killed either by stomping on them, with a fireball, or a swing of your raccoon tail. While fireballs and tail smacks only provide 100 points, stomping on multiple enemies without touching the ground can lead to additional points. The first enemy in a chain is worth 100 points, and the next are worth 200, 400, 800, 1000, 2000, 4000, and 8000 points respectively. Continuing to stomp on enemies beyond 8000 points will net you one extra life for every enemy killed. Particular enemies may provide a different amount of points.

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Super Mario Bros. 3/Battle Game

The Battle Game can be accessed in 2-player mode by putting Mario and Luigi on the same point on the map screen. It is based on, and plays similarly too, the original Mario Bros. arcade game.

There are a total of 12 variations that the game cycles through every time a battle game is initiated. In every variation, the objective is to collect at least 3 out of 5 coins, if not more, or simply outlive your opponent. The winner of the battle will take his next turn regardless of whose turn it was when the battle was initiated.

While playing the Battle Game, both brothers will appear as regular Mario and regular Luigi, regardless of what power-ups they may possess in the game. Like the original arcade game, the sides of the screen wrap around. Unlike the original, you may use the B button to run faster than normal. You also have greater control over your jumps while in mid-air.

In this mode, one player can bump the other from underneath and knock out any of the end-stage cards that they possess (the mushroom, flower, or star that provide extra lives when three are collected.) If one player manages to obtain 3 cards in this mode, the appropriate number of lives will be awarded instantaneously, and the cards are removed.

Standard rules
Please note that, while very similar, these rules do not precisely apply to the Battle Game found in the Super Mario Bros. 3 menu of Super Mario All-Stars.

The standard game is played three out of every four plays (a bonus game is presented on the fourth play.) In the standard game, five enemies will appear from the pipes at the top of the screen, and work their way down to the bottom. In order to defeat an enemy, you must first hit it from underneath while it's walking on a platform. Then you must jump up and kick it off the platform while it is vulnerable.

If you do not remove it from the screen in time, it will get back up, change color, and move even faster than before. If you do remove it from the screen, the player who defeated the enemy will receive one coin. These coins are the keys to victory, as the player who collects the most coins wins. The player who defeated the enemy need not necessarily be the one who flipped it over, so be careful.

In the middle of the screen is a POW block. Whenever a brother punches this block, the screen shakes and any enemy standing on a platform behaves as though it had been hit from underneath. This can only be performed three times before the POW block runs out. If the brothers are taking too long to complete the battle, red fireballs will appear on some level along the left side of the screen, and bounce their way across to the right.

Battle variations
The fourth variation resembles the bonus game that is played after every few rounds in the original Mario Bros. game. In this bonus round, five coins are stationed around the stage. The round is not over until all five coins have been collected, and the player who collects three or more of them is the winner. The eight variation is an entirely new bonus scenario, in which a large pipe is situated in the middle of an otherwise empty room. Coins will burst from the pipe and scatter in every direction. You must try to catch more coins than your opponent. However, you must be careful; a fireball will occasionally escape from the pipe. If it touches one of the players, that player instantly loses. The game ends once five coins have been collected by either player, and the player with the most coins is the winner.
 * Variation 1:Standard game - Enemies:
 * Variation 2:Standard game - Enemies:
 * Variation 3:Standard game - Enemies:
 * Variation 4:Bonus game 1
 * Variation 5:Standard game - Enemies:
 * Variation 6:Standard game - Enemies:
 * Variation 7:Standard game - Enemies:
 * Variation 8:Bonus game 2
 * Variation 9:Standard game - Enemies:

 * Variation 10:Standard game - Enemies:

 * Variation 11:Standard game - Enemies:

The final bonus scenario puts the brothers in a room with several "?" blocks on the ground. Each brother must run up to each block and press B to reveal their contents. Five blocks hide coins beneath them while the rest contain nothing. The game ends once all five coins have been discovered and collected, and the winner is the player with the most coins. After this variation, the game starts back over with the first variation.
 * Variation 12:Bonus game 3

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Super Mario Bros. 3/Warp Whistles

The Warp Whistles are the Super Mario Bros. 3 equivalent to the Warp Zones from the original Super Mario Bros.. These items, when used, take you to a special warp zone map, which allows you to warp to another world (pictured on the right). There are three paths, and which one you land on depends on which world you use the warp whistle in:

 * Warping from world 1 takes you to the top path. From here, you can warp to worlds 2, 3, and 4.
 * Warping from worlds 2, 3, 4, 5, or 6 takes you to the middle path. From here, you can warp to worlds 5, 6, and 7.
 * Warping from worlds 7, 8 or the warp zone itself takes you to the bottom path. From here, you can warp to world 8.

There are only three warp whistles in the game. Two can be found in World 1, another can be found in World 2. If you wish, you can complete the game very quickly by collecting both whistles from World 1, using one, then using the other while in the warp zone, which allows you to instantly go to World 8.

First Warp Whistle
In Level 1-3, progress through the level until you come across a white block (there's a red Koopa Troopa walking on it). Kill the Koopa Troopa, then stand on the white block and duck down for five seconds, you will then fall behind the scenery. Now, quickly run to the end of the level and you will be taken to a Mushroom House where you can get the warp whistle from the only treasure chest.

Second Warp Whistle
Enter the World 1 Fortress as Raccoon Mario/luigi (or collect the leaf at the beginning of the level). Progress until you see the ceiling open up. From here, get some velocity and fly up to land on top of the ceiling. You can't see yourself, but run to the end, then press Up on the D-Pad and you'll appear in a secret room with a treasure chest which contains the warp whistle.

Third Warp Whistle
One of the Boomerang Bros. in World 2 leaves behind a Hammer when defeated. Use the Hammer item on the top right corner of the map to reveal a secret path going to the right. There, beat the Fire Bros. hiding in this part to acquire the last warp whistle.

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Super Mario Bros. 3/Glitches

Note that most of the glitches here apply to the NES version exclusively, meaning they were later fixed in the Super Mario All-Stars and/or Super Mario Advance 4 re-releases.

Air walking
This is a simple and minor glitch. Go into quicksand with your P-Meter full as Raccoon or Tanooki Mario. Fly and instead of a flying sprite, Mario will have a walking sprite. This was fixed in Super Mario All-Stars.

Brick blocked
In World 3-6, there's a brick on one platform that contains a raccoon leaf. Throw the nearby koopa's shell at the block to release the power-up. Collect it. Then, quickly jump to the brick above and it won't break. This was not fixed in Super Mario All-Stars.

Gray Hammer Suit Mario
Enter the bonus room in 7-8 which includes a Hammer Suit as Tanooki Mario. Jump at the giant ? block, then stand so that the bouncing suit hits you, but transform to a statue before it hits you. If you did it correctly, you should transform into gray Hammer Mario. You're completely invulnerable in this form - but you cannot enter the pipe to exit this room, so you're stuck until time runs out. This was not fixed in Super Mario All-Stars.

Invisible muncher
In the second piranha plant level, enter with a P-Wing. Fly to the last thin pipe in the level and go on it. You'll get hurt and die for no reason at all!

Pipe bug
Go to either World 3-9 or World 7-5 as big Mario. Both have pipes directly beside ice blocks. Stand on the pipe and remove the bottom-right ice block from Mario's position, then run and duck to get inside (kick the ice blocks under you away as well). Once you're in this small gap, duck and jump to try to wedge yourself between the ice block and the pipe and hold down. If you did it correctly, Mario should eventually go down beside the pipe and land on the other side, except he's nowhere to be seen. You can now move the screen freely, but are stuck here indefinitely. To return to normal play, you'll need to wait for time to run out and lose a life, or reset the game. This trick works on both the original NES version, as well as the Super Mario All-Stars version.

Small to fiery
In World 5-7, there is a wooden block with a fire flower. Release it as Super Mario but don't collect it. Next, get hit by a Pile Driver Micro-Goomba. After that, hit the question block directly to the left of the fire flower. Collect the flower and you'll become Fire Mario. Small Mario normally would become Super Mario. This was not fixed in Super Mario All-Stars and is meaningless in Super Mario Advance 4 because a Fire Flower changes Small to Fire Mario normally in Super Mario Advance 4.

Squashed statue Mario
Enter World 5-2 as Tanooki Mario. Turn into a statue above the top of the cliff to the left of the player. Mario will slide down as a statue. When he reaches the bottom, he'll die for no reason! It works because Mario escapes the level's boundaries. This was not fixed in Super Mario All-Stars.

Remove Bowser's Fire Abilities and Defeat Him Easily
Enter Bowser's Castle with a P-Wing. There are two separate Bowser rooms and the glitch requires you to go to a certain one. The easier way to do the glitch takes you to a room with Donut Lifts over lava, but the glitch can't be performed if you enter the door at the end of the hall. The other way takes you to a room with solid block platforms over lava. This is the one where you must enter the door at the end of the hallway. However, getting to this room without losing the P-Wing is very hard, since it requires to get past a Thwomp, and the P-Wing slows your descent, causing you to lose the power-up and the glitch can't be performed. There is a way to get to this room without encountering the Thwomp. Simply take the easier route to the room with lava and Donut Lifts. At the end of the room, instead of entering the door to the Bowser chamber, fly upward and fly to the space between the ceiling and the statue. This will take you to the other room with the lava and the solid block platforms. Warning: do not squeeze your way through the ceiling in this second room; if you do, you will get stuck in the side of the screen until time runs out and you lose a life, and the P-Wing.

Enter the door to Bowser's chamber. Now, fly upward to the wall on the left and you will be in Bowser's other chamber. He will be making belching motions, but will be unable to produce fire. Also, if you are ducking, Bowser cannot harm you, allowing you to beat him easily by ducking under him, and then move out of the way when he is going to ground pound a third time. This glitch wasn't fixed in Super Mario All-Stars

Vine bug
Go to either World 3-9 (as Raccoon Mario) or World 6-10 with a Starman. In both cases, there will be a block containing a vine. Grab onto the vine while you still have Starman power. Even when it wears off, you'll still be somersaulting! Go off the vine to end this. This was not fixed in Super Mario All-Stars or Super Mario Advance 4.

White block invincibility
In World 5-7, go to the bonus area. Find the White Block and duck on it. After you fall behind the scenery, quickly exit the bonus area. If you were fast enough, you won't get hurt by any enemies!

World 7-1 Skip
In World 7-1 exists a wall clip which can be used to skip the entire level. Begin by heading to the opening which would be used to enter the level, but do not go in it. Instead, make a running jump at the wall beside it (P speed, even if not a full meter, will help). Mario should be pushed through the wall and to the end of the level where he can then collect the card to proceed.

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Super Mario Bros. 3/Secrets

Treasure ship
The treasure ship can be unlocked on worlds 1, 3, 5 and 6 (i. e. those that do not have custom Hammer Brother variations).

To do so, you must beat any level while fulfilling the following requirements:

 * Your coin total must be a multiple of 11 (such as 11, 22, 33, 44,..., but not 00)
 * The tens digit of your score must match the digit of your coin score (i. e. 22350 points and 55 coins).

If these requirements are fulfilled at the end of the level, one of the Hammer Bros. will transform into the treasure ship.

 * This ship is similar to the airships, but filled with coins for you to collect. Be sure to jump up at the middle to not get crushed by the screen.
 * Before the pipe, there's a hidden 1-up mushroom.
 * Inside the ship, you'll have to fight against two Boomerang Bros. to beat the treasure ship.

N-Spade game solutions
The following table will present all eight of the possible N-Spade mini game solutions. When a new N-Spade game has begun, one of these eight pre-configured solutions will be chosen at random. Once you can determine which pattern has been chosen, you can reference this chart to uncover all of the items.

To determine which solution to follow, try turning over the first (leftmost) card in the middle and bottom rows. Of the eight possibilities, only two solutions have the same contents for these cards; a 10 coin card and a star. If you don't find the 10 coin card and a star, you will know exactly which solution to follow. If you do find them, turn over the third card from the left on the bottom. If you find another star, uncover the first one that you found in the corner. If you find a 20 coin card instead, it's match is immediately to the left. Note that the last (rightmost) three cards in the bottom row are always the same for every pattern.

Secret King messages
Beat the boss of any world with either the Frog, Tanooki or Hammer Suit. The king will then say a different message.

 * Frog Suit: Oh me, oh my! You've been transformed! Shall I change you back with this wand?
 * Tanooki Suit: Thank you, kind raccoon. Please tell me your name.
 * Hammer Suit: Hey, you! How about lending me your clothes? No dice?! What a drag.

Unlimited items
Find a map with one or more of Toad's mushroom treasure houses (Worlds 1-7), open a chest to get items. Die 5 times (or try a hard level 5 times) to get Game Over. After a game over, go to Toad's treasure house again and pick up items. You will keep all items even after a game over, so this is a great way to stockpile items.

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Super Mario Bros. 3/Codes

The Lost Levels

 * The lost levels in Super Mario Bros. 3 are unused, abandoned levels that were programmed into the game, but were deleted from the final version. Some of these levels feature lost enemies that are also programmed into the game. The level that sheds some light on the subject is the level that can be accessed with the Game Genie code . This code forces entry into a lost level found inside the START panel in World 1. The level seems like it was deleted from World 6 for being too short and too easy. This is generally true of all the levels, especially ones matching motifs that appear later in the game. This suggests that these may either have been in the early stages of development before being deleted from the completed game, developmental versions of in-game, final cut levels, or may have served some other purpose such as use in conjunction with development tools.

Other codes include:
 * , a lost plains stage similar to Worlds 3-9 and 5-3.
 * , a grassy, hilly stage featuring Goomba's shoe, Lakitu, a coin heaven and continuous Starman power-ups. Possibly an early version of World 7-3.
 * , an underground level with big doors and Buzzy Beetles. The layout of this level is reminiscent of World 1-5, but without the coin heaven.
 * , unused Tanooki Suit bonus rooms with castle music.
 * , an auto-scrolling underwater ice level reminiscent of World 6 with Jelectros from World 7-4 and gold Cheep-Cheeps, an unused enemy in the final game. The middle of this level consists of an island filled with Munchers.
 * , a vertical level with waterfalls and pipes.
 * , a cloud level filled with red Parabeetles and the unused, fast-moving green Parabeetles.
 * , obviously a harder version of World 1-6.
 * , another variation of the above level. No goal, cut short.
 * , an unused cloud level. May be an attempt at a nighttime cloud level.
 * , an unused level, presumably an early version of a World 7 level.

Caution: When using these codes, the pointers and enemies may load up incorrectly, or the screen may glitch all together and make the level unplayable.

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Super Mario Bros. 3/Regional differences

Super Mario Bros. 3 has several differences in the Japanese (Famicom) version and English (NES) version. None of these are retained as differences between the Japanese and English differences of the Super Mario All-Stars port of SMB3. Both versions are either like the Japanese Famicom or like the English version, depending on the difference.

The differences are:

 * The Japanese version and All-Stars version has an iris-in effect before a level starts, and then an iris-out effect after it. The English version has only an iris-in effect.
 * In both the Japanese version and All-Stars port, Fire or Raccoon Mario will become small Mario after one hit. In the English version, Fire or Raccoon Mario will only go down to Super Mario.
 * In the World 1 Fortress, in the room with the spiked ceiling, the Japanese version has 3 blocks after the door. The English version and All-Stars port has the wall immediately after the door.
 * In the Japanese version, when the king of a world is transformed, the room has 3 columns and Mario starts out on the left. In the English version, there are 2 columns and Mario starts in the middle.
 * In the Japanese version, Frog/Tanooki/Hammer Mario will have a suit fly off in response to a hit. This suit fly off was removed in the English version.
 * In the Japanese version, if Mario uses a warp whistle while in the World 3 canoe, Mario and the canoe will go together into the Warp Zone and Mario can go into the water the island is inside, and he's stuck unless he uses another warp whistle. This was fixed in the English version; Mario alone will go into the Warp Zone.
 * In Level 5-1, the Japanese version has a pipe that must be entered before getting to the goal panel, making an unnecessary glitch possible. In the English version, the pipe was removed and the goal panel was moved to the area where the pipe was in the Japanese version.
 * When Mario has a Kuribo shoe, in the Japanese version, he will become small Mario after a hit. In the English version, Mario will lose the shoe, but remain in the same power-up condition he was in before the hit.
 * In the World 8 Battleships, it is valid to swim under the battleships. In the Japanese version, if this trick is done, it is possible to get back up only with a Frog Suit or P-wing because the wall is too tall otherwise. In the English version, the upper right corner of the last battleship was removed to make it possible to get back up.


text:
Super Mario Bros. 3/Walkthrough

World Maps
Each of the eight worlds in Super Mario Bros. 3 consists of a set of tiles which are connected via paths. The primary feature of each world are the regular stages, which are marked with a level number. While you are not required to complete each and every level in the game, you may not pass any tiles unless you have conquered that space on the map. For example, after you complete stage 2 in the first world, you may skip stages 3 and 4 entirely, but if you wish to visit the Mushroom House beyond them, you must complete at least one of those stages. Locks will exist on the map when you first arrive, but you can remove them by clearing one of the fortresses one the map. Although completed stages will need to be cleared again if you continue your game, the locks will remain open, providing you with a shortcut to the end of that world.

Along your journey, you will obtain power-up items which can be stored and utilized at a time of your choosing. These items can be retrieved by pressing the B button (Y or X in Super Mario All-Stars and the 2 button on the Wii Remote) while you are on the map screen. You will be presented with the first row of your inventory. Each row holds seven items, and you can fill up to four rows, for a total of 28 items. Any item that you collect beyond 28 will simply replace the 28th item, so be careful. After highlighting an item that you wish to use, press the B button (A button is also an option in Super Mario All-Stars, and for the Wii Remote, the 1 button must be pressed) to activate the item before you enter a stage.

The following is a list of the most common map tiles that you are likely to encounter throughout the game, though you will find countless others as you explore each world.

title: Super Mario Bros. 3/Walkthrough


text:
Super Mario Bros. 3/World 1

The first world on the wild road to Bowser's Castle may not be as challenging as later worlds, but it's got more than its share of secrets and surprises. Soon you'll be soaring like a Raccoon and spitting fireballs like a flower. Mario is one versatile plumber!

World 1-1
Mario begins his Koopa-kickin', Goomba-stompin' Mushroom Kingdom quest. Tricks and techniques learned in the first world will come in handy later. Master them all!
 * 1: Bump the block from below to make a Super Mushroom appear. Quickly grab it to transform into Super Mario!
 * 2: Jump on the platforms and take the high road to avoid the Goombas, then drop on the Koopa Troopa.
 * 3: Get the Raccoon Suit. Drop onto the Red Koopa Troopa and kick its shell into the ? Block on the ground to the right to make a Super Leaf appear. Snatch it quickly before it gets away. (If you accidentally kick the shell to the left you can grab it by jumping on it first to stop it, running into it while holding B to pick it up, and then throw it at the ? Block.)
 * 4: Clear all of the Goombas from the straight-away and take a running start to fly into the wild blue yonder as Raccoon Mario. Follow the coins into the sky.

If you hit a ? Block from below, a mushroom may appear. If you hit it on the bottom left side, the mushroom will fall to the right, and vice versa. You can make it go any way you want!
 * The Physics of Falling Mushrooms

 * 5: Search the clouds for the hidden 1-Up. Hit the ? Block on its bottom-right corner to make the 1-Up appear and slide to the left, where it's easier to collect.
 * 6: After grabbing the 1-Up, use the clouds as a short runway to build up speed and begin flying again. Fly high into the sky and land on the tall pipe. If you fall down, you can use the space at the end of the level to fly back up.
 * 7: The secret area (shown right) is stuffed with gold coins arranged to form the number 3, celebrating Super Mario Bros. third adventure!
 * 8: Jump on the Red Koopa Troopa and kick its shell to smash the blocks. Once the shells has done its drilling, jump and hit the single overhanging block to reveal a Switch Block, then feast on the coins!
 * 9: Watch the Numbers for an Airship Treasure. To make a coin-filled airship appear on the map, finish the level by hitting the goal box when your remaining time is even, your coin total is a multiple of 11 (22, 33, 44, etc.) and the tens digit of your score corresponds to your coin total; e.g. if you collect 44 coins, the tens digit of your score must be 4. If the tens digit of your score is off by 5, you can hit the goal box when the remaining time is odd and still win the prize.

World 1-2
Goombas have infested the rolling green hills of the Mushroom Kingdom. This is your first chance at unlimited 1-Ups! Although the technique is tricky at first, you'll do well to learn it. You're sure to need a few extra Marios for this adventure.
 * 1: Jump for unlimited 1-Ups! Use the pipe that spews a never-ending stream of Goombas to earn unlimited 1-Ups! Jump on a Goomba while holding the A button to bounce high. At the highest point of the bounce, tap the A button repeatedly to slow your descent onto the next Goomba. The first eight Goombas award you more and more points. Stop nine Goombas without touching the ground to earn a 1-Up for each one you flatten thereafter. Don't go underneath the pipe, or the Goombas will stop pouring out. With this method, you can earn as many 1-Ups as you want.
 * 2: Before dropping down the pipe, jump on the right side to reveal a hidden 1-Up mushroom. Then plunge down the pipe and into the secret room (shown right) to reset all of the ? and ♩ blocks. When you come out, you can cash in all over again.
 * 3: Starman Invincibility. Bump the Starman power-up out of the third Jump Block. While you're invincible, simply run into enemies to eliminate them. Be careful; the effects of the Starman will wear off quickly.
 * 4: The Para-Goomba at the end of the stage drops Micro-Goombas that latch on to you and slow your movement. Tap the A button repeatedly to shake them off.

World 1-3
Boomerang Bros. and Koopa Troopas defend the secret location of the first Magic Whistle. Each of the well-hidden Whistles will take Mario to "World 9," the Warp Zone. The first is located in World 1-3, and it's difficult to find by chance. You'll have to take advantage of the background scenery…
 * 1: Boomerang Bros. can be dangerous, so kick Koopa shells to take them out without putting yourself in danger. Fireballs work nicely as well.
 * 2: Stomp the Koopa and kick its shell left strategically to break blocks. Jump to the right of the left block tower to reveal a red Jump Block, then bounce on it while pressing the A button to soar to Coin Heaven.
 * 3: Give the Wood Block a bump from the side to make it cough up a power-up.
 * 5: The First Magic Whistle. Look for the floating white platform near the end of the stage. Eliminate the Red Koopa Troopa on top of it, then squat on the platform for five seconds to fall behind the scenery. Run to the end of the stage to find a secret Toad House. Meet Toad inside, who will reward your cleverness with a Magic Whistle that will allow you to warp to distant worlds!

Coin Heaven

 * 4: A gold lining. Collect all of the coins in Coin Heaven. This screen scrolls automatically. You have no control over the speed at which the screen advances, and you can't go back. If you have the Raccoon Suit, run back and forth to get the speed you need to fly. Above the clouds, in the middle of the stage, is a 1-Up.

World 1-4
Gold coins and 1-Ups abound on a challenging stage of leaps and bounds. The automatic scrolling here makes for a frantic situation! In this world, you have no choice but to move fast, but be sure to look before you leap.
 * 1: Hit the block to make a 1-Up Mushroom appear. You'll have to act fast to nab it—make it easier by hitting the block from the bottom-left to force the mushroom to slide to the right.
 * 2: Be sure to collect the power-up that's hidden in the block at this point. Then don't forget to collect all of the coins from the 10-Coin Block to the right by jumping quickly. To collect all of the coins in the stage, you'll need to be Super Mario. If you're not, you won't be able to break the blocks at point 4 to get at the 10-Coin Block and have a chance at collecting 44 coins.
 * 3: To get at the 1-Up hidden in the block at this point without a Raccoon tail, you'll need a Koopa shell. Hold the shell in your hands while you run and jump across the gap, then throw it at the apex of your jump to ram a block and reveal the mushroom. Grab it quickly, or it will plummet out of your reach.
 * 4: White Mushroom House. Be sure to break the block above and discover the 10-Coin block beyond it. If you can collect 44 or more coins in stage 1-4, a White Mushroom House will appear on the map. Inside, you'll find a rare P-Wing.

title: Super Mario Bros. 3/World 1


text:
Super Mario Bros. 3/World 1 Part 2

World 1 Fortress
A meat-headed Koopa boss named BOOM-BOOM defends Grass Land's stony fortress. He has also hidden a second whistle in this fortress. BOOM-BOOM is a big Koopa bully, and he guards the danger-filled fortress in the middle of this world.

Part 1

 * 1: Fire Flower Power. You'll find a power-up in the ? Block above the island over the lava. Watch out for the Podoboos that leap out of the lava as you make the jump. If you're already Super Mario, you'll get a Fire Flower that will make short work of BOOM-BOOM the boss.
 * 2: Find the Second Magic Whistle. Hit the ? Block and grab the Super Leaf. Stomp on the Dry Bones, then use the flat area to build up speed. Fly up the side and right, then press Up on the D-Pad to enter a hidden door. It will lead to a secret area on top of the roof where a valuable Warp Whistle is hidden.

The Whistles let you travel to any world you want to visit. Once you have found a Whistle, use it when you're on the Map Screen, and you'll be transported to a World 9, the Warp Zone.
 * Secrets of the Warp Whistle

Part 2

 * 3: The ceiling is falling, so you'll need to get to a safe spot in a hurry to avoid being ground into Mario meat. You'll be safe in the raised areas when the ceiling crashes down, but be careful not to jump into the spikes when the ceiling rises again.

Part 3

 * B: To defeat the boss, BOOM-BOOM, jump on his head three times, or try using fireballs to charbroil the Koopa. If you stomp on him, you score 1000 points for the first hit, 2000 points for the second hit, and 4000 points for the third.

World 1-5
Delve into a dark cavern and face all kinds of unfriendly cave-dwellers. This odd underground cavern (originally an ice cave in the NES version) offers another chance to go to Coin Heaven. It also gives you a chance to practice your Slide Attack.

 * 1: Press Down on the D-Pad while standing on the hill to slide down and wipe out all of the Buzzy Beetles climbing up the slope.
 * 2: Whether you do it before or after your trip to coin heaven, don't forget to collect these coins, and the power-up found beyond. Every coin counts, so be greedy.
 * 3: Jump at the left side of the tunnel opening to reveal a Red Jump Block that will rocket you into the clouds. The Coin Heaven that you arrive at is no different than the one you visited in World 1-3.
 * 4: If you have a Fire Flower, shoot fireballs down the hill to eliminate the Piranha Plant lurking in the pipe. Fireballs have a long range, so use them to defeat enemies from a safe distance.

World 1-6
Expect a wild ride on this stage's dangerously erratic platforms and lifts. Rail Lifts with motors are safe to stay on, but those without will fall off the screen upon reaching the end of the line.

 * 1: Many platform on this stage move on rails. Jump on a Rail Lift and ride it until you can jump onto the Jump Blocks.
 * 2: Get rid of the Koopa Troopa before you attempt to get the 1-Up hidden in the block above. Stomp on the Koopa and kick its shell out of the way, then jump and hit the third block from the left to find a 1-Up. If you squat underneath the two side blocks, you can hop to discover more coins.
 * 3: Start running from the left edge of the previous platform, then hop up to this ledge and continue to build your P-Meter. If you're running fast enough, you do not have to jump over the small gap. Then fly and collect the string of coins floating in the sky.
 * 4: If you're Super Mario, you'll have to jump over the Red Koopa Paratroopa. Crouching won't cut it—the Paratroopa will still take a bite out of you.

World 1 Airship
Board an airship that's bristling with cannons and dodge your way to Larry Koopa. Bowser's seven bratty kids, also known as the Koopalings, have each taken a magic wand from a King of a Mushroom World. Larry, the youngest Koopaling, turned the King of Grasslands into a Cobrat (originally a dog in the NES version). It's Mario to the rescue!

If you don't beat Larry the first time, you can try again. However, the airship will flee to another spot on the Map Screen. It will try to take a position beyond unfinished sections of the world. But the Anchor item will prevent the airship from getting away.
 * If at first you don't succeed…

 * 1: The safest way to disarm an upward-pointed cannon temporarily is to stand on it. The cannonball will bounce off your feet, and you'll get 100 points.
 * 2: Jump directly onto Bullet Bills to knock them out. If you stand right next to a cannon, it won't fire. Just be careful when you step away.
 * 3: It's a risky maneuver, but getting the Fire Flower is well worth it—it will make the boss battle that much easier.

B: Larry Koopa
The youngest of Bowser's Koopalings, Larry Koopa is in charge of defending Grass Land from meddlesome plumbers like you. To save Grass Land's king, you'll have to teach the Koopa brat some manners.
 * Jump and land on Larry's head to avoid the magical loops Larry fires from his wand. The stomping will frighten Larry, causing him to shrink back into his shell.
 * While he's tucked into his shell, Larry will leap into the air. Sneak underneath him as he flies above you, then pounce on him again as soon as he emerges from his shell.
 * It takes three jumps to defeat Larry Koopa. He'll drop his wand, which you can use to transform the king back into a human. In return, you'll get a letter from the princess.

Peace Returns to Grass Land
Distinguished by his royal turban, the King of Grass Land is relieved to be normal again. And it looks like the king's Mushroom Retainer has a note for Mario from the Princess, along with a free power-up item, a P-Wing.

title: Super Mario Bros. 3/World 1 Part 2


text:
Super Mario Bros. 3/World 2

With Larry Koopa out of the picture, it's time to say arrivederci to lush Grass Land. Ahead you'll find the golden sands and scorching heat of the great Desert Hill (a.k.a. Koopahari Desert).

Mario will obtain his first Hammer item from a Hammer Bros. on the far side of the desert. If he chooses to use it now, he can smash a rock which blocks the path that leads to a secret oasis. For his trouble, he'll find a Toad's House with a free Frog Suit, and a Fire Bros. jealously guarding the stolen third Warp Whistle!

World 2-1
You'll begin your desert adventure among the ruins of a long-lost Mushroom civilization. In these ancient ruins, Mario plays archaeologist and leaves no stone unturned in search of coins and power-ups!

 * 1: You'll see a Micro-Goomba's feet appear below the Pile Driver right before he leaps at you. Try to get the jump on him. Move quickly into the crevice, then wait for the Pile Driver to hop onto the ? Block before you hit it from below. You'll eliminate the foe and reveal a power-up.
 * 2: Beware of more jumping Pile Driver Micro-Goombas. Either time your jumps to stomp on them or sneak underneath them as they arc across the sky. Don't let the Pile Drivers land on you, and avoid touching them from the side.
 * 3: Kick a Koopa here. Pick up the Koopa at the beginning of the world and hit this block with it for an item.
 * 4: As Raccoon Mario, sprint to attain flying speed and rocket straight upward through the blocks to reach a pipe. Hit the Switch Block inside (shown right) to reveal coins.
 * 5: Tail attack tactics: Although the tail won't defeat every enemy, it will work on Fire Snakes. Be sure to get the 1-Up this one guards.
 * 6: The last pipe in the world leads to a room with a Switch Block. Avoid the Piranha Plant, then crouch on the last pipe to slide into a secret chamber (shown right). Stomp the Switch Block and exit the chamber to collect the coins.

World 2-2
Water is a welcome sight in the parched desert, but watch out for quicksand! Collect 30 or more coins in this level, and the White Mushroom House will appear on the Map Screen. It's a tough feat and takes practice!

You can collect up to 28 items from the Hammer Bros. and Toad's House. If you get a 29th, it will erase the last one in the box. So make timely use of your items!
 * Mario has limited carrying capabilities

 * 1: Nudge the Wood Block from the side to earn a power-up. If you're already Super Mario, you'll find a Super Leaf.
 * 2: Hold the B button to run down the hill and gain speed, then jump before the bottom to leap across the sandy chasm and onto the opposite hillside. The Piranha Plant won't get a taste of you.
 * 3: Instead of riding the platform all the way to the end of the stage, collect all of the visible coins above the water and make the Switch Block appear. Jump off the platform and swim left. The platform will return; get on the platform, stomp the Switch Block.
 * 4: Collect 30 coins to get the Anchor. Collect all the coins that were once blocks. Make a running Koopa-assisted leap off the platform to get the last four! If you can collect 30 coins, you'll receive an Anchor. Use the Anchor to prevent the airship from moving around the map. Note that this is harder on the NES because the level has three less coins.

World 2 Fortress
Conquer a desert fortress defended by Thwomp Traps, ghostly guards and big boss BOOM-BOOM. Use Dry Bones to get unlimited 1-Ups. As Raccoon Mario, you can use a similar technique to the one used with Goombas in World 1-2 here with Dry Bones.

Part 1

 * 1: Dry Bones comes back after being stomped. If you get three Dry Bones together, as Raccoon Mario you can stomp them repeatedly without touching the ground, gaining more and more points and eventually 1-Ups.
 * 2: Get close to the Thwomp Trap to trigger it to fall. Wait for it to crash down and begin to move back up before you pass it.
 * 3: Boo Diddly can smell fear. He'll chase you as soon as you turn your back to him.  Simply turn toward him to stop the specter in his tracks.

Part 2

 * As soon as you enter this section, Boo Diddly will begin to chase you again. Face him to stop him in his tracks.
 * Get close to the Thwomp to trigger his fall. As he begins to ascend for another drop, run under him to get past.  Watch out for the spikes!
 * Once you've cleared the spikes, avoid another Boo Diddly and collect your power-up. Dash towards the door at the end bypassing all four Thwomps in the process.

Part 3

 * 4: Above the spikes or below them—the choice is yours: just don't let Boo get ahold of you. Study the timing of the spikes to pass the perilous section safely.

Part 4

 * B: Another BOOM-BOOM waits for you here. He's pretty similar to the last one. Give BOOM-BOOM three swift stomps to the head. When he falls, you'll shake the fortress to the ground.

World 2-3
Loyal Fire Snakes guard the gold pyramids of the Mushroom Pharaohs. The pyramids of the Mushroom Pharaohs loom ahead. Although filled with coins, they are daunting obstacles.
 * 1: If you aren't Super Mario-sized, pick up a Koopa shell and throw it at a ? Block to claim your prize.
 * 2: Use the Starman hidden in the ? Block to effortlessly eliminate the Fire Snakes that protect the pyramids.
 * 3: Take to the skies and find the Switch Block that will transform the gold blocks of the pyramids into coins. Drop straight down after you hit it and don't forget to pick up the 1-Up that's sealed in a block among the coins.
 * 4: It'll take some nimble footwork to get to the pipe leading to the stage goal. Carefully drop on top of a Koopa Troopa, kick its shell and jump back up to safety. Watch as the shell tunnels through blocks to reveal the entrance to the pipe. Be careful if you attempt to collect the coins from the 10-Coin Block.

World 2 Quicksand
Sun-backed sand stretches as far as the eye can see. You'd better wear sunscreen. Natural forces will work to halt Mario's progress through this world—a sinister sun and terrible tornado.
 * 1: It takes a running jump to clear the Venus Fire Trap-infested quicksand pit. Move fast, or they'll flame you. Once you reach the other side, you may wish to grab the shell of the Koopa and hold on to it as run along.
 * 2: The swirling sand twister will easily lift you up and throw you back. To overcome it, run towards the right and when you get to the tornado, jump directly into its center. If you time your jump correctly, it will carry you a long way.
 * 3: No, it's not a mirage, and you aren't suffering from heat stroke—the sun is actually chasing you! If you aren't holding a Koopa shell when the Angry Sun swoops out of the sky, jump on a Koopa Paratroopa and kick it's shell at your pursuer to force an early sunset.

title: Super Mario Bros. 3/World 2


text:
Super Mario Bros. 3/World 2 Part 2

World 2-4
Finally, a desert oasis! Unfortunately, you won't have time to relax in paradise. Take the high road for big loot! You have your choice of ways to go here, but the upper path is definitely recommended because it's guarded by fewer enemies and offers chances at many more coins!

In a later world, a letter from the Princess will tell you that bandits have take a Whistle beyond the Sand Dunes. To get beyond the dunes and bring those bandits to justice, you'll need to get the Hammer from the wandering Hammer Bros. Break the rock in the upper right hand corner of the Map to reveal the path.
 * Beyond the sand dunes

 * 1: Get the power-up in the floating block. Grab a Koopa and get on the ground to the left of the floating block. Let the Koopa go and jump for the item.
 * 2: As Raccoon Mario, use the flat stretch as a runway to lift into the air and smash straight up through the blocks and to the oasis above.
 * 3: Gather all of the coins as you cross the blocks that extend over the water before you jump in. Hit the block to expose a Switch Block, then transform all of the blocks into coins.
 * 4: Collect the coins on the top of the platform at this point, then get a running start and fly underneath this platform. A veritable shower of wealth will fill Mario's pockets. Beware of the Koopa Paratroopas on the far right side of the platform—if you're not careful, they'll steal your Raccoon Suit powers.
 * 5: There are two approaches in this section. Either you can collect as many coins as you can without smashing any blocks, then use the Switch Block to change all of the remaining blocks into coins, or you can leave the coins alone and use them as platforms to get the other coins when you hit the Switch Bloack.
 * 6: When facing a Boomerang Brother, use terrain and cover to your advantage. Hide in the crevice while the boomerangs whoosh overhead, then jump onto him when he pauses between throws.

World 2-5
Danger: do not feed the Chain Chomps. They will make a meal out of you. Climb a vine to a secret room. Just like in the original Super Mario Bros., some blocks have vines inside of them. The vine in this world leads to a path of clouds that will take Mario to a sky pipe and to a bonus coin room.
 * 1: Chain Chomps are vicious, but they're held back by sturdy leashes. Stay out of range and take them out with Koopa shells. Because of their chain, these Chain Chomps can't get at Mario—or can they? If you stand there and watch one for 160 ticks on the timer, his chain will break and he'll have one chance to get you!
 * 2: Yet again, a Koopa Troopa can unwittingly help Mario retrieve a power-up item by clearing away the blocks from around the Wood Block it's hidden in. Bump the Wood Block from the side to reveal a power-up.
 * 3: After having climbed the vine from point 4, this pipe in the clouds leads to a chamber (shown right) containing a power-up and a Switch Block. Collect the power-up on the right. If you're Super Mario, you'll get a Super Leaf. Then reveal the Switch Block, break just enough blocks to clear you way to hit it, and collect all of the coins that appear.
 * 4: To activate a vine that grows to a secret area in the sky, kick a Koopa shell down the small tunnel. It will break the block so a vine can sprout. Climb into the clouds, and follow them to the left to reach a pipe at point 3.

World 2 Pyramid
The great pyramid is a winding labyrinth of beetle infested tunnels. Walls seal off portions of the pyramid. You must either use Buzzy Beetle to break these down, or your Raccoon Tail. Since you can reset the ? Blocks near the entrance door, you should be able to fully power up. Can you discover a way out?
 * 1: Leaving and reentering the front door of the pyramid will reset all of the blocks. This trick allows you to go back and collect power-ups in ? Blocks as many times as you want.
 * 2: Either fly or jump to reveal an Invisible Block that lets you reach a pipe leading to a coin vault (shown right). Break as few blocks as possible before you hit the Switch Block and change all of the blocks to coins.
 * 3: Watch out for the Buzzy Beetles crawling along the ceiling. These gravity-defying insects will try to fall on top of you, so stay on your toes and leap backward or forward to avoid them.
 * 4: GBA Advancement. When you exit the pyramid in Super Mario Advance 4, the back end of the pyramid will be redesigned to actually resemble a pyramid. Before charging to the finish, go back up the side of the pyramid and hit the Switch Block at the top to reveal a Pharaoh's treasure of secret silver coins.

World 2 Airship
In an airship floating high above the desert dunes, a showdown with Morton Koopa Jr. looms ahead. Mean old Morton has turned the King of the Koopahari Desert into a Hoopster (originally a spider in the NES version). Being one of the older Koopalings, Morton's ship is more advanced than Larry's and more dangerous! There are a couple of places to use extra caution.
 * 1: Although the Airship's layout seems chaotic, the last cannon at this point is placed to be particularly menacing to intruders. If you can slip by the cannons while maintaining Super Mario size, you'll be rewarded with a Fire Flower near the middle of the stage. It's your only chance to power up, and it'll be helpful against the big boss.
 * 2: This is the most hazardous part of the Airship. Once you see the floor of the ship scroll into view, drop from the crates, avoid bullets as you run right, and jump up to clumb the crates to safety.
 * 3: Say hello to Rocky Wrench, the wrench tossing Airship mechanics. The best way to eliminate a Rocky Wrench is with a fireball courtesy of Fiery Mario.

B: Morton Koopa Jr.
Larry Koopa may have been a brat, but Morton Koopa Jr. is a grouch; he'll defend his airship ferociously. He's bigger and slower than Larry, but he's much better at wielding his wand, so stay light on your feet and jump to attack.
 * Morton behaves much like his younger brother Larry, except he fires his wand much more frequently.
 * Dodge the beams and watch out for his spinning shell attack.
 * Stomp on Morton's head three times to end his tyrannical rule over the desert forever.

Morton's show is canceled!
Mario has done it again and the King of Koopahari is back to his usual self. The Princess has also left Jugem's Cloud behind for Mario to use, a magical item that lets him skip an action scene.

title: Super Mario Bros. 3/World 2 Part 2


text:
Super Mario Bros. 3/World 3

Moving from the dry desert to the bottom of the sea, Mario is in for quite a change in scenery. You'll have to imitate an amphibian to survive your aquatic adventure. It can't get any wetter than this!

You'll earn a second Hammer item from a Hammer Bros. and you may wish to use it on the rock to the right of World 3-5. Doing so will give you access to a canoe that you can row around the world. Two docks let you visit remote islands that contain Toad Houses, which offer free items for your inventory, as well as two chances at bonus lives.

World 3-1
Exploring the bottom of the sea can be dangerous. Take a deep breath—you'll need it. Ocean Side is one tough world. The critters in the sea are mean, lean and hungry! Since water is the primary element in this world, the Frog Suit or Firepower is the recommended choice of gear.

You get 5-Up for three Star Cars. To collect a Star Card at the end of every world, run towards the goal while holding down the B button, and jump at the card at a 45 degree angle.
 * Increase your chances of collecting 5-Up!

 * 1: Immediately after you enter the stage, sink down to reach a hidden nook with a ? Block holding a power-up. You should always collect power ups because they're worth 1000 points.
 * 2: Powerful currents jet out of the pipes, so take care not to get pushed out of control and into enemies lurking nearby. Swim through it as quickly as possible. Be mindful of the Bloopers—they are a constant underwater hazard. Swim with care when you see one.
 * 3: By jumping at the water's surface, you can get on top of this island. Jump over the green pipe and walk along the wooden ceiling to find a secret area containing a power-up. Use the Fire Flower to gun down any troublesome Bloopers that swim your path.
 * 4: Be careful not to get bounced around like a pinball on the Jump Blocks, or the Lava Lotus will burn you.
 * 5: Bump the ? Block to reveal a 1-Up, and collect it before it's lost down the unfathomable depths.
 * 6: Catch a ride on the current up to the tube—it leads to the end of the stage. A Blooper lies in wait to ambush you, but the current will carry you past this Blooper at high speeds. Watch out and go for the goal.

World 3-2
Leap quickly from platform to platform. Just don't fall in the drink. Those pesky flying fish, the Cheep-Cheeps, are back and more bothersome than ever! It's best to use firepower to fry them, but you can also stomp them.
 * 1: Cheep-Cheeps, always trying to take a cheap shot, will jump up at you from the water. Try fireballing them.
 * 2: The hollow blocks on this stage will hold you weight for only a moment before they flicker and fall. Don't dawdle!
 * 3: It's tough but possible to be invincible for most of the stage by grabbing three Starmen in a row. You'll need to get the first Starman hidden in a Wood Block and remain invincible to make the second one appear in a ? Block. The final Starman, hidden in another ? Block, won't appear unless you're still invincible by the time you reach it.
 * 4: Hit the Switch Block to change the coins into blocks, creating a platform to stand on that will allow you to collect a 1-Up from an invisible block.
 * 5: If you don't have the Raccoon Suit, and you think you can snatch it without getting nibbled by the Cheep-Cheeps, go for the power-up in the water beneath the pipe. Then use the pipe to reach the exit area (shown right).
 * 6: Before you exit the stage, use the Raccoon Suit to fly up to a hidden area overhead to score a few extra coins and a secret 1-Up.

World 3-3
Boss Bass: he's Big, he's bad, and he's hungry. Try not to become his next meal. You'll probably dislike him. He can swallow you whole even if you're fully powered-up! Plus, the land in this world rises and sinks, putting you right within his reach.
 * 1: This stage is a lot easier to complete as Fiery Mario—you'll be able simply to shoot Boss Bass out of the water.
 * 2: Use the nearby Koopa to reveal the Switch Block. Stomp the Switch Block to convert the blocks into a sea of coins. Try to grab the Fire Flower from the Jump Block, but beware of Boss Bass.
 * 3: Use an Ice Block to make another helpful Switch Block appear. Pound the Switch Block to create a bridge across the waters patrolled by Boss Bass.  Boogie across the bridge (holding the B button as you run) and Boss Bass won't be able to catch you. You'll have to hurry though, the bridge won't last long.
 * 4: Time your jump onto the Rotary Lift so that you land just as it finishes a spin. That way, you'll have time to jump off. The pipe just beyond leads to the exit.
 * 5: If you're feeling brave, a lonely 1-Up sits far past the pipe leading to the exit. You'll put yourself in danger trying to get it if you don't remove Boss Bass with a fireball first, but it could be worth it.

World 3 1st Fortress
Doors, Thwomp Traps, Boo Diddlys and a flooded basement stand between you and BOOM-BOOM. This is a complicated fortress! The doors in the fortress lead to a flooded "back" stage. Most of the doors will just waste your time if you take them, so follow the map carefully.

Front side

 * 1: It's difficult to do, but you can warp directly to BOOM-BOOM by entering the third door, then repeatedly tapping Up on the D-Pad as fast as you can.
 * 2: You'll face a double threat near the Thwomp Trap. In addition to having to avoid the dangerous Thwomp Trap, you'll need to outsmart both Boo Diddlys. Be sure to give both ghosts a look as you wait for Thwomp to reset, or one of them will get you. Watch your back and don't let Boo sneak up on you!
 * 3: An easy 1-Up is what awaits you if you take this door. Hit the ? Block so the 1-Up falls to the right.
 * 4: Take this door to BOOM-BOOM. If you're in a hurry to get through the Fortress, head for this door and climb up the steps to the left to go straight to BOOM-BOOM's room.
 * 5: Enter the very last door to gain access to a coin vault (shown right). Jump above the door where you come out to reveal an invisible block that will allow you to hop up and a little to the right to get to another block right next to the wall. this will let you get into the area containing the coins. Simply leap out once you've grabbed the loot.

Back side

 * 6: Falling from a door into the flooded basement isn't so bad—going back and forth between the Front and Back of this stage will reset the ? Blocks in the Back Stage, you so can collect them again. The power-ups in the bowels of the fortress will make bringing down BOOM-BOOM much easier.

Boss room

 * B: You'll face an extra aggressive BOOM-BOOM at the end of this fortress. This BOOM-BOOM can fly! You'd better stomp this guy three times as fast as you can, otherwise he'll sprout wings and fly about the room. Then he's really tough to defeat.

title: Super Mario Bros. 3/World 3