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Super Mario Bros. 3

Last Updated: June 1st, 1999

 

Name: Super Mario Bros. 3
System: NES
Genre: Action
Developer: Nintendo
Publisher: Nintendo
Release date: March, 1990
Age rating: N/A
Players: Two; alternating

 

 

Key:
  • SM = Super Mushroom
  • FF = Fire Flower
  • SL = Super Leaf
  • St = Starman
  • FS = Frog Suit
  • TS = Tanooki Suit
  • HS = Hammer Brother Suit
  • PW = P-Wing
  • MB = Music Box
  • JC = Jugem's Cloud
  • Ha = Hammer
  • An = Anchor

The Basics

  • New Suits
    • Frog Suit -
      Gives Mario greater speed and control while swimming. Not too great for running on dry land though.
    • Tanooki Suit -
      Press Down and then B to turn into a statue. This statue form lasts 5 seconds. During this time, Mario is invincible.
    • Hammer Brother Suit -
      When you duck, your shell will protect you from fireballs. Press B to throw hammers! The hammers are powerful enough to kill tougher enemies like Thwomps, Boo Diddlys, Bowser....

    The ways of the Blocks
    If you hit Blocks that contain a Super Mushroom, a 1-Up Mushroom, or a Starman, the item will go to the opposite side you hit the Block on. For example, if you hit a Block on the lower-left corner, the item will go to the right. If you hit a Block on the lower-right corner, the item will go to the left.


    Unlimited 1-Up Techniques

    1. The Oscillating Shell Technique -
      Go to a spot where an endless number of enemies are coming at you (Bullet Bills, Spinys from Lakitu, etc.). Kick a shell so it goes back and forth between two obstacles. The enemies will be killed by the shell for points and eventually 1-Ups.
    2. The Goomba Stomp Technique -
      Stomp lots of enemies in a row without touching the ground. This works best when you are Racoon/Tanooki Mario, in areas where there is an endless supply of enemies (Goomba-generating pipes) or where enemies get stomped and can recover (Dry Bones, Koopa Troopas).
    3. The Vine Method -
      This is a variation of The Goomba Stomp Technique. Stomp an enemy that can recover (Dry Bones, Koopa Troopas) and land on a Vine / Rotary Lift. When the enemy recovers, stomp him again and land back on the Vine / Rotary Lift. This doesn't count as touching the ground!
    4. Multiple 1-Up / 200+ Coin Stages -
      In stages that have more than 200 coins, or that have more than two 1-Ups, collect all the 1-Ups and/or coins and then kill Mario intentionally. Re-enter the stage and repeat.

    White Mushroom Houses
    If you get a certain amount of coins in a certain stage, a White Mushroom House will appear on the Map Screen. Go in it, and Toad will either give you a P-Wing or an Anchor. (P-Wings on odd-numbered worlds; Anchors on even-numbered worlds.)

World 1 Grass Land

  • Items
    Mushroom House #1: SM/FF/SL
    Wandering Hammer Brother: St
    Mushroom House #2: SM/FF/SL
    White Mushroom House: PW (World 1-4: 44 Coins)

    1-1
    Kick the first Koopa Troopa you see into the ? Block on the ground to release a SM/SL. If you are now Racoon Mario, kill the next 3 Goombas, get a good running start and fly over the first pit, following the trail of coins upward. Jump over to the cloud platforms for a ? Block containing a 1-Up Mushroom. From the second cloud platform, you can fly all the way over to a pipe way up in the sky leading down to a secret coin room.


    1-2 Unlimited 1-Ups
    Racoon Mario can get a lot of 1-Ups at the Goomba-generating pipe. Wait 'til a few Goombas are out, then stomp one and float down on another Goomba. You'll get more and more points for each Goomba you stomp without touching the ground, and eventually you'll start getting 1-Ups.


    1-3 Warp Whistle #1
    Squat on the white block for 5 seconds, and you will fall through the block and end up in the background. Keep running to the right as far as you can without getting hit by an enemy. You'll run into Toad, who will give you the first Magic Whistle.
    Coin Heaven
    On the first batch of Blocks, kick the Koopa Shell left into the second Note Block. When all the Blocks are cleared out, stand next to the first ? Block and jump to reveal the Magic Note Block.


    1-4 White Mushroom House - 44 Coins
    At the part with the vertical line of 8 coins, the very top Block is a 10-Coins Block. Assuming you collected every coin up until that point, you're going to need at least 7 or 8 coins from that 10-Coins Block to get the White Mushroom House.


    1-Fortress Warp Whistle #2
    Hit the first ? Block for a SM/FF, then hit the second ? Block for a SL. Stomp the Dry Bones, get a running start and fly up and right above the ceiling. At this point, you should be on the ceiling, but unable to see Mario. Keep walking to the right until you stop. Press Up to enter the hidden door, and you'll fall into a room with the second Magic Whistle being kept in a box.


    1-5
    Coin Heaven
    At the second pipe, take the upper path. Before you go back out into the light, jump around to reveal the Magic Note Block hidden up by the left wall.


    1-6


    1-Airship
    Stomp on Larry Koopa 3 times to get the Magic Wand. Princess Toadstool will reward you with a P-Wing.

World 2 Desert Land

  • You'll get a Hammer from one of the Wandering Hammer Bros. on the map screen. Use it on the rock in the upper-right corner to reveal more areas, including a third Wandering Hammer Brother who guards the third Warp Whistle.

    Items
    Mushroom House #1: SM/FF/SL
    White Mushroom House: An (World 2-2: 30 Coins)
    Wandering Hammer Brother #1: MB
    Mushroom House #2: SM/FF/SL
    Wandering Hammer Brother #2: Ha
    Mushroom House #3: FS
    Wandering Hammer Brother #3: Warp Whistle #3


    2-1


    2-2 White Mushroom House - 30 Coins
    Ride the moving platform to the right, and duck when you get to the first set of blocks. Hit the second one to reveal a P-Switch. Jump on it and quickly jump back onto the moving platform. Make sure you get all the coins. Double back and collect the rest of the coins.


    2-Fortress Unlimited 1-Ups
    In the start of the scene there should be 3 Dry Bones together. As Racoon Mario you can stomp them repeatedly without touching the ground for points and eventually 1-Ups.


    2-3
    Jump off the left corner of the first Note Block to reveal a hidden block. Jump up from the left corner of that block to reveal another hidden block. Repeat. You now have a stairway to a bunch of blocks. The first one on the top has a P-Switch. Jump on it and immediately drop straight down to collect a bunch of coins.


    2-Desert
    Jump in the center of the tornado, and it will shoot you a long way. If you jump into the bottom part, it'll spin you back a ways.


    2-4
    As Racoon Mario, fly up to the upper left corner, breaking Blocks as you go. You have found a veritable Coin Heaven.


    2-5


    2-Pyramid


    2-Airship
    Stomp on Morton Koopa Jr. three times to get the Magic Wand. Princess Toadstool will reward you with a Jugem's Cloud.

World 3 Water Land

  • Use the Hammer you get from the first Wandering Hammer Brother on the rock that blocks the canoe. You can ride the canoe to three more Mushroom Houses and two more Matching Games.

    Items
    Mushroom House #1: FS
    Wandering Hammer Brother #1: Ha
    Mushroom House #2: FF/SL/FS
    Wandering Hammer Brother #2: St
    White Mushroom House: PW (World 3-8: 44 Coins)
    Mushroom House #3: FF/SL/FS
    Mushroom House #4: FF/SL/FS
    Mushroom House #5: SM/FF/SL


    3-1
    Go straight down at the beginning to find a power-up.


    3-2


    3-3


    3-Fortress
    The sixth door takes you to BOOM-BOOM. The last door leads to a secret coin room.


    3-4 Unlimited 1-Ups
    When Lakitu appears, back track to the two Wood Blocks under the upside-down pipe. Stand on the two Blocks directly under the pipe and kick a Koopa Shell. The shell will bounce back and forth, killing the Spinys that Lakitu throws down. For each Spiny the shell kills, you get more and more points, and eventually 1-Ups.


    3-5
    Frog Mario can go down the second pipe on the sea floor. After you go down the pipe, hold Right so you can reach the Giant ? Block which contains three 1-Up Mushrooms.


    3-6


    3-7
    Coin Heaven
    Sprout the Vine, climb up and get on the Wood Block at the top of the Vine. Jump off to the Right, and you'll land on a cloud platform. Stand in the middle of it and jump to reveal the Magic Note Block. At the end of this particular Coin Heaven there is a Jugem's Cloud!


    3-Fortress #2


    3-8 White Mushroom House - 44 Coins


    3-9 Unlimited 1-Ups
    Kick a Koopa Shell between the second and third Bullet Bill Cannons for points and eventually 1-Ups.


    3-Airship
    Stomp on Wendy O. Koopa three times to get the Magic Wand. Princess Toadstool will reward you with a Music Box.

World 4 Giant Land

  • Items
    Mushroom House #1: TS
    White Mushroom House: An (World 4-2: 22 Coins)
    Wandering Hammer Brother #1: St
    Mushroom House #2: SM/FF/SL
    Wandering Hammer Brother #2: JC
    Mushroom House #3: SM/SL/FF
    Wandering Hammer Brother #3: PW
    Wandering Hammer Brother #4: St
    Mushroom House #4: FF/SL/TS

    4-1 Unlimited 1-Ups
    Racoon Mario can use the Goomba Stomp Technique on the three Red Giant Koopa Troopas at the end of the stage.


    4-2 White Mushroom House - 22 Coins


    4-3


    4-Fortress


    4-4


    4-5
    At the part where two Bullet Bill cannons are right next to each other, stand on the tallest one. Wait for a Bullet Bill to shoot out of the cannon to your right, stomp on it and hold A. You should bounce off the Bullet Bill and hit a hidden Vine Block. Climb the vine to a secret room which has a Tanooki Suit!


    4-6
    The doors will change giant-sized enemies to regular size, and vice-versa. You'll get different items from ? Blocks depending on which side you're on (regular or giant).


    4-Fortress #2


    4-Airship
    At the very end of the Airship, there is a hidden Block that contains a power-up. Stomp on Iggy Koopa three times to get the Magic Wand. Princess Toadstool will reward you with a P-Wing.

World 5 Sky Land

  • Items
    Mushroom House #1: TS
    Wandering Hammer Brother #1: St
    Wandering Hammer Brother #2: PW
    White Mushroom House: PW (World 5-5: 28 Coins)
    Mushroom House #2: FF/SL/TS
    Mushroom House #3: SM/FF/SL
    Wandering Hammer Brother #3: MB

    5-1


    5-2


    5-3
    Hit Kuribo's Goomba from underneath, and you'll be able to jump in the shoe! Kuribo's Shoe can jump high and stomp Spinys and Piranha Plants.


    5-Fortress


    5-Tower
    After you beat the Tower, you can go down the pipe in the sky part to return to the land part of World 5. If you want to return to the sky part, you'll have to complete the Tower again.


    5-4


    5-5 White Mushroom House - 28 Coins


    5-6


    5-7


    5-Fortress #2


    5-8


    5-9


    5-Airship
    Stomp on Roy Koopa three times to get the Magic Wand. Princess Toadstool will reward you with a Jugem's Cloud.

World 6 Ice Land

  • Items
    Mushroom House #1: SM/FF/SL
    Wandering Hammer Brother #1: Ha
    Mushroom House #2: HS
    Wandering Hammer Brother #2: JC
    Wandering Hammer Brother #3: St
    White Mushroom House: An (World 6-7: 78 Coins)

    6-1
    This stage is a lot easier if you're Fiery....


    6-2


    6-3
    In the secret room, max out your P-Meter, then quickly exit the room. When you emerge from the pipe you can fly to the end of the stage.


    6-Fortress
    On the ground after the spikes, wait until the Roto-Disc goes down and right. Jump into the pit and hold Right so you don't land on more spikes at the bottom. If you're a real pro, it's possible to get the Starman and make it to BOOM-BOOM while you're still invincible. Once touch and he's down for the count!


    6-4
    Coin Heaven
    Jump on the first Rail Lift to get it moving, then jump onto the blocks of ice on your right. When the Rail Lift comes under the blocks of ice you're standing on, quickly jump on the platform and jump up the right side of the ice blocks to reveal the Magic Note Block.


    6-5
    Fly up the fourth gap in the ceiling with a Koopa Shell. Kick it into the Munchers, then proceed up the pipe to the goal.


    6-6


    6-7 White Mushroom House - 78 Coins


    6-Fortress #2
    After the sixth Thwomp, hold B as you run. As soon as you see a gap in the ceiling, jump and you should get past the last Thwomp unscathed. When fighting BOOM-BOOM, try to avoid getting trapped under the ledge in the right corner.


    6-8
    Hit the P-Switch then fly straight up for 88 coins!


    6-9
    Frog Mario can go down the first pipe in the water.


    6-10
    Climb the Vine to a P-Switch. Jump on it, then go to the pipe with the frozen Munchers. Unfreeze them with Fireballs, and if the P-Switch is still activated, they'll turn into coins. Go down the pipe for a Hammer Brother Suit!


    6-Fortress #3


    6-Airship
    Stomp on Lemmy Koopa three times to get the Magic Wand. Princess Toadstool will reward you with a P-Wing.

World 7 Pipe Land

  • Items
    Mushroom House #1: SM/FF/SL
    White Mushroom House: PW (World 7-2: 46 Coins)
    Mushroom House #2: FS/TS/HS
    Mushroom House #3: FS/TS/HS

    7-1


    7-2 White Mushroom House - 46 Coins


    7-3


    7-4
    Racoon or Tanooki Mario can fly over the first wall for two 1-Up Mushrooms.


    7-5


    7-Giant Piranha Plant
    Use a Starman from your Item Inventory before you start this course. If you make it to the end, you'll get a P-Wing.


    7-Giant Piranha Plant #2
    Use a Starman from your Item Inventory before you start this course. If you make it to the end, you'll get a Super Mushroom.


    7-Fortress
    Get the Tanooki Suit in the fortress, and fly up above the second candlestick to find a pipe that leads to BOOM-BOOM.


    7-6


    7-7


    7-8
    A Walking Ptooie guards a secret room containing a Hammer Brother Suit. When he moves out of the way, go down the first pipe. Coin Heaven
    On the White Block, jump up the right side of the pipe to reveal a Magic Note Block.


    7-9
    Running around the outside of this giant maze will do you no good....


    7-Fortress #2


    7-Airship
    Stomp Ludwig Von Koopa three times to get the Magic Wand.

World 8 Dark Land

  • 8-Big Tanks

    8-Battleships
    With practice, you can swim under the Battleships! You can jump out of the lava when you reach the end and go down the pipe to BOOM-BOOM.


    8-Hand Trap
    Every type of Hammer Brother is here. Your prize: Super Leaf.


    8-Hand Trap #2
    Your prize: Super Leaf.


    8-Hand Trap #3
    Your prize: Super Leaf.


    8-Airships


    8-1
    Fly straight up from the start, and hit the P-Switch. Go down to find lots of silver coins!


    8-2
    Let the first quicksand pit take you down below. Both pipes underneath the quicksand will eventually take you to a place near the goal.


    8-Fortress
    If you have a Jugem's Cloud in your Item Inventory, use it now! This stage is a pain in the butt. Basically what you're trying to do is: Find the P-Switch on the gray side. After you hit it, go right and enter the last door you see.


    8-Super Tank


    8-Castle of Koopa
    At the part with the Donut Lifts, try to get as high up as you can. When you fight Bowser, avoid his fireballs, and when he jumps, move out of the way! He will eventually break through the brick floor and fall to his demise.

World 9 Warp Zone

  • Welcome to Warp Zone!
    Once you have found a Whistle, use it on the map screen and you will be taken to World 9, the Warp Zone.

    Here's a helpful chart:

    Using a Whistle in World... Warps you to Worlds...
    1 2, 3, or 4
    2 ~ 6 5, 6, or 7
    7 ~ 9 8

    If you use a Warp Whistle in the Warp Zone, you'll be able to go to World 8.

 

 

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