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* ReferencedBy: In ''WesternAnimation/TurningRed'', at the end of the film when Mei meets up with her friends, she transforms her ears and tail, resembling the raccoon power up from ''Super Mario Bros. 3'', which also appears earlier where she changes her hands to paws as well and during their money hustle, where they sell fake ears and tails as merchandise.
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** The international release of the game was delayed by over a year due to a ROM chip shortage affecting the entire electronics industry as well Nintendo wanting more breathing room between ''Mario'' games, since they had released ''VideoGame/SuperMarioBros2'' outside of Japan in 1988 (shortly before ''Mario 3'''s Japanese release), and the first handheld game in the series (''VideoGame/SuperMarioLand'') was on the way as well. Nintendo took advantage of the extra wait to advertise the game overseas with ''Film/TheWizard''.

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** The international release of the game was delayed by over a year due to a ROM chip shortage affecting the entire electronics industry as well Nintendo wanting more breathing room between ''Mario'' games, since they had released ''VideoGame/SuperMarioBros2'' outside of Japan in 1988 (shortly before ''Mario 3'''s Japanese release), and the first handheld game in the series (''VideoGame/SuperMarioLand'') was on the way as well. Nintendo took advantage of the extra wait to advertise the game overseas with ''Film/TheWizard''. This was even more pronounced in Europe, where it was actually released ''after'' ''VideoGame/SonicTheHedgehog1''.
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* BadExportForYou: Because the e-Reader flopped in North America, half of the ''Super Mario Advance 4'' cards never made it out of Japan, which left "World-e" incomplete with only one of the mini-game houses open and a rather empty e-Coin castle. Even worse in Europe where the eReader never got released at all, so no eReader levels can be played with normal means on European versions, even if everything is indeed present and translated. All missing levels are available for the UsefulNotes/WiiU UsefulNotes/VirtualConsole release, though.

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* BadExportForYou: Because the e-Reader flopped in North America, half of the ''Super Mario Advance 4'' cards never made it out of Japan, which left "World-e" incomplete with only one of the mini-game houses open and a rather empty e-Coin castle. Even worse in Europe where the eReader e-Reader never got released at all, so no eReader e-Reader levels can be played with normal means on European versions, even if everything is indeed present and translated. All missing levels are were later made available for the UsefulNotes/WiiU UsefulNotes/VirtualConsole release, though.release.

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* ''Super Mario Bros. 3'' is the first PlatformGame on the NES to be able to scroll in every direction, including diagonally. Previous NES platformers were limited to straight up-and-down or straight left-to-right.[[note]]Nintendo actually had to get creative with their own hardware with this as the NES did not natively support diagonal scrolling or even multiple scrolling modes at once. Nintendo would essentially put the system into vertical scrolling mode to allow vertical camera movement and update the name table (the part of memory that stores the tiles as arranged to be displayed on screen) on the fly as Mario moves left and right to simultaneously enable horizontal camera movement, which is the reason why there is some weird artifacting to the right of the screen, but the result is a camera system that can follow Mario in any direction.[[/note]]
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* ''Super Mario Bros. 3'' is the first PlatformGame on the NES to be able to scroll in every direction, including diagonally. Previous NES platformers were limited to straight up-and-down or straight left-to-right.[[note]]Nintendo actually had to get creative with their own hardware with this as the NES did not natively support diagonal scrolling or even multiple scrolling modes at once. Nintendo would essentially put the system into vertical scrolling mode to allow vertical camera movement and update the name table (the part of memory that stores the tiles as arranged to be displayed on screen) on the fly as Mario moves left and right to simultaneously enable horizontal camera movement, which is the reason why there is some weird artifacting to the right of the screen, but the result is a camera system that can follow Mario in any direction.[[/note]]
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!!Trivia Tropes:



** This also applies to Miyamoto's inspiration for Chain Chomps, coming from a fearful childhood memory of a dog chasing him but being held back by a stake it was tied to.

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** This also applies to Miyamoto's inspiration for Chain Chomps, coming from a fearful childhood memory of a dog chasing him but being held back by a stake it was tied to.to.
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!!Other trivia:
* ''Super Mario Bros. 3'' is the first PlatformGame on the NES to be able to scroll in every direction, including diagonally. Previous NES platformers were limited to straight up-and-down or straight left-to-right.[[note]]Nintendo actually had to get creative with their own hardware with this as the NES did not natively support diagonal scrolling or even multiple scrolling modes at once. Nintendo would essentially put the system into vertical scrolling mode to allow vertical camera movement and update the name table (the part of memory that stores the tiles as arranged to be displayed on screen) on the fly as Mario moves left and right to simultaneously enable horizontal camera movement, which is the reason why there is some weird artifacting to the right of the screen, but the result is a camera system that can follow Mario in any direction.[[/note]]
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* KidsMealToy: This game had a Happy Meal tie-in from UsefulNotes/McDonalds in 1990. The four toys consisted of a springy Mario, a pull-back Luigi, a somersaulting Goomba, and a hopping Koopa Paratroopa with a finger pump.
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* EarlyBirdRelease: This game was first released in the United States in 1989 as a Playchoice-10 arcade cabinet, roughly six months before its home release.
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not trivia


* ImageSource:
** DidntThinkThisThrough
** FinalBoss (top left)
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* ''Super Mario Bros. 3'' is the first PlatformGame on the NES to be able to scroll in every direction, including diagonally. Previous Platform Games were limited to straight up-and-down or straight left-to-right.[[note]]Nintendo actually had to get creative with their own hardware with this as the NES did not natively support diagonal scrolling or even multiple scrolling modes at once. Nintendo would essentially put the system into vertical scrolling mode to allow vertical camera movement and update the name table (the part of memory that stores the tiles as arranged to be displayed on screen) on the fly as Mario moves left and right to simultaneously enable horizontal camera movement, which is the reason why there is some weird artifacting to the right of the screen, but the result is a camera system that can follow Mario in any direction.[[/note]]

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* ''Super Mario Bros. 3'' is the first PlatformGame on the NES to be able to scroll in every direction, including diagonally. Previous Platform Games NES platformers were limited to straight up-and-down or straight left-to-right.[[note]]Nintendo actually had to get creative with their own hardware with this as the NES did not natively support diagonal scrolling or even multiple scrolling modes at once. Nintendo would essentially put the system into vertical scrolling mode to allow vertical camera movement and update the name table (the part of memory that stores the tiles as arranged to be displayed on screen) on the fly as Mario moves left and right to simultaneously enable horizontal camera movement, which is the reason why there is some weird artifacting to the right of the screen, but the result is a camera system that can follow Mario in any direction.[[/note]]
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Definitely not the first platformer with 8-way scrolling; see Dragon Buster (1984), for instance.


* ''Super Mario Bros. 3'' is the first PlatformGame to be able to scroll in every direction, including diagonally. Previous Platform Games were limited to straight up-and-down or straight left-to-right.[[note]]Nintendo actually had to get creative with their own hardware with this as the NES did not natively support diagonal scrolling or even multiple scrolling modes at once. Nintendo would essentially put the system into vertical scrolling mode to allow vertical camera movement and update the name table (the part of memory that stores the tiles as arranged to be displayed on screen) on the fly as Mario moves left and right to simultaneously enable horizontal camera movement, which is the reason why there is some weird artifacting to the right of the screen, but the result is a camera system that can follow Mario in any direction.[[/note]]

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* ''Super Mario Bros. 3'' is the first PlatformGame on the NES to be able to scroll in every direction, including diagonally. Previous Platform Games were limited to straight up-and-down or straight left-to-right.[[note]]Nintendo actually had to get creative with their own hardware with this as the NES did not natively support diagonal scrolling or even multiple scrolling modes at once. Nintendo would essentially put the system into vertical scrolling mode to allow vertical camera movement and update the name table (the part of memory that stores the tiles as arranged to be displayed on screen) on the fly as Mario moves left and right to simultaneously enable horizontal camera movement, which is the reason why there is some weird artifacting to the right of the screen, but the result is a camera system that can follow Mario in any direction.[[/note]]
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* RefittedForSequel: The game's underground theme was originally intended for ''VideoGame/SuperMarioBros2.'' before it was scrapped from it and then later redone for this game.

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* RefittedForSequel: The game's arrangement of the ''VideoGame/SuperMarioBros'' underground theme was originally intended for ''VideoGame/SuperMarioBros2.'' before it was scrapped from it and then later redone for this game.is based on [[https://www.youtube.com/watch?v=IPvDUWAN9Gs an arrangement found in a prototype of]] ''VideoGame/SuperMarioBros2'', minus the second half with a faster beat.
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Fan Nickname is now YMMV.


* FanNickname: Many fans still use "[[WesternAnimation/TheAdventuresOfSuperMarioBros3 Doom Ship]]" to describe not just the airship levels, but the ships present in ''VideoGame/SuperMarioGalaxy'' and other future ''Mario'' games.
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** DidntThinkThisThrough
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This isn't Trivia, and it's misuse anyway


* EndOfAnAge: ''Super Mario Bros 3'' was the last major game EAD would make for the Famciom/NES. Immediately after it was released, the EAD team would move on to [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] and begin development on ''VideoGame/SuperMarioWorld'', ''VideoGame/FZero'' and ''VideoGame/{{Pilotwings}}''.
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* ImageSource:
** FinalBoss (top left)
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* EndOfAnAge: ''Super Mario Bros 3'' was the last major game EAD would make for the Famciom/NES. Not logn after it was released, the EAD team would move on to [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] and begin development on ''VideoGame/SuperMarioWorld'', ''VideoGame/FZero'' and ''VideoGame/{{Pilotwings}}''.

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* EndOfAnAge: ''Super Mario Bros 3'' was the last major game EAD would make for the Famciom/NES. Not logn Immediately after it was released, the EAD team would move on to [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] and begin development on ''VideoGame/SuperMarioWorld'', ''VideoGame/FZero'' and ''VideoGame/{{Pilotwings}}''.
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* EndOfAnAge: ''SuperMarioBros3'' was the last major game EAD would make for the Famciom/NES. Not logn after it was released, the EAD team would move on to [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] and begin development on ''VideoGame/SuperMarioWorld'', ''VideoGame/FZero'' and ''VideoGame/{{Pilotwings}}''.

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* EndOfAnAge: ''SuperMarioBros3'' ''Super Mario Bros 3'' was the last major game EAD would make for the Famciom/NES. Not logn after it was released, the EAD team would move on to [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] and begin development on ''VideoGame/SuperMarioWorld'', ''VideoGame/FZero'' and ''VideoGame/{{Pilotwings}}''.
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* EndOfAnAge: ''SuperMarioBros3'' was the last major game EAD would make for the Famciom/NES. Not logn after it was released, the EAD team would move on to [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] and begin development on ''VideoGame/SuperMarioWorld'', ''VideoGame/FZero'' and ''VideoGame/{{Pilotwings}}''.
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*** America was supposed to get all four series of e-Reader cards, but when the e-Reader just wasn't selling, Nintendo of America gave up on those plans.

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* FirstAppearance: This game introduces the Koopalings, Bowser's most loyal minions. Enemies like Boos, Thwomps and Chain Chomps debut here as well.



* LateExportForYou: The international release of the game was delayed by over a year due to a ROM chip shortage affecting the entire electronics industry as well Nintendo wanting more breathing room between Mario games, since they had released the [[DolledUpInstallment Dolled Up]] version of ''VideoGame/SuperMarioBros2'' outside of Japan in 1988, shortly before ''Mario 3'''s Japanese release.

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* LateExportForYou: LateExportForYou:
**
The international release of the game was delayed by over a year due to a ROM chip shortage affecting the entire electronics industry as well Nintendo wanting more breathing room between Mario ''Mario'' games, since they had released the [[DolledUpInstallment Dolled Up]] version of ''VideoGame/SuperMarioBros2'' outside of Japan in 1988, shortly 1988 (shortly before ''Mario 3'''s Japanese release.release), and the first handheld game in the series (''VideoGame/SuperMarioLand'') was on the way as well. Nintendo took advantage of the extra wait to advertise the game overseas with ''Film/TheWizard''.
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Moved from the main page.

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* DummiedOut:
** There are ''fifteen'' (mostly) incomplete levels hiding in the coding.
** Worlds 4-5 and 5-1 have dummied-out exits. The latter is the result of localization. A glitch in the Famicom version, involving the original exit, led to other versions having an alternate exit for this level, although the first one was never taken out.
** There are even two dummied-out enemies: gold Cheep Cheeps and green Para-Beetles, both of which move faster than their red brethren.
** Two whole sets of e-Reader cards didn't make it to North America, and perhaps as a result, the e-Reader content was DummiedOut in the European and Australian releases for ''Advance 4''. This was rectified with the UsefulNotes/WiiU UsefulNotes/VirtualConsole release, which also has all the e-reader levels unlocked in all regions.
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* RefittedForSequel: The game's underground theme was originally intended for ''VideoGame/SuperMarioBros2.'' before it was scrapped from it and then later redone for this game.
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Already listed under Bad Export For You.


* NoExportForYou: North America and Australia didn't receive all of the ''Super Mario Advance 4'' e-Reader levels until its Wii U Virtual Console release, and Europe didn't receive ''any'' of them until then.
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** Half of the World-e levels wouldn't leave Japan until the Wii U Virtual Console re-release, finally giving Americans and Europeans the full World-e experience.

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* ''Super Mario Bros. 3'' is the first PlatformGame to be able to scroll in every direction, including diagonally. Previous Platform Games were limited to straight up-and-down or straight left-to-right.

to:

* ''Super Mario Bros. 3'' is the first PlatformGame to be able to scroll in every direction, including diagonally. Previous Platform Games were limited to straight up-and-down or straight left-to-right.[[note]]Nintendo actually had to get creative with their own hardware with this as the NES did not natively support diagonal scrolling or even multiple scrolling modes at once. Nintendo would essentially put the system into vertical scrolling mode to allow vertical camera movement and update the name table (the part of memory that stores the tiles as arranged to be displayed on screen) on the fly as Mario moves left and right to simultaneously enable horizontal camera movement, which is the reason why there is some weird artifacting to the right of the screen, but the result is a camera system that can follow Mario in any direction.[[/note]]


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*** America was supposed to get all four series of e-Reader cards, but when the e-Reader just wasn't selling, Nintendo of America gave up on those plans.
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* BadExportForYou: Because the e-Reader flopped in North America, half of the ''Super Mario Advance 4'' cards never made it out of Japan, which left "World-e" incomplete with only one of the mini-game houses open and a rather empty e-Coin castle. Even worse in Europe where the eReader never got realeased at all, so no eReader levels can be played with normal means on european versions, even if evrything is indeed present and translated. All missing levels are available for the UsefulNotes/WiiU UsefulNotes/VirtualConsole release, though.

to:

* BadExportForYou: Because the e-Reader flopped in North America, half of the ''Super Mario Advance 4'' cards never made it out of Japan, which left "World-e" incomplete with only one of the mini-game houses open and a rather empty e-Coin castle. Even worse in Europe where the eReader never got realeased released at all, so no eReader levels can be played with normal means on european European versions, even if evrything everything is indeed present and translated. All missing levels are available for the UsefulNotes/WiiU UsefulNotes/VirtualConsole release, though.
Is there an issue? Send a MessageReason:
None


* BadExportForYou: Because the e-Reader flopped in North America, half of the ''Super Mario Advance 4'' cards never made it out of Japan, which left "World-e" incomplete with only one of the mini-game houses open and a rather empty e-Coin castle. All missing levels are available for the UsefulNotes/WiiU UsefulNotes/VirtualConsole release, though.

to:

* BadExportForYou: Because the e-Reader flopped in North America, half of the ''Super Mario Advance 4'' cards never made it out of Japan, which left "World-e" incomplete with only one of the mini-game houses open and a rather empty e-Coin castle. Even worse in Europe where the eReader never got realeased at all, so no eReader levels can be played with normal means on european versions, even if evrything is indeed present and translated. All missing levels are available for the UsefulNotes/WiiU UsefulNotes/VirtualConsole release, though.
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** Creator/IdSoftware [[https://vimeo.com/148909578 created a demo]] as proof-of concept for their proposed DOS port of the game. While Nintendo of Japan was impressed, they declined as they had no interest in releasing games outside of their own platform. id instead used the technology to create ''VideoGame/CommanderKeen''.

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** Creator/IdSoftware created [[https://vimeo.com/148909578 created a demo]] as proof-of concept for their proposed DOS port of the game. While Nintendo of Japan was impressed, they declined as they had no interest in releasing games outside of their own platform. id instead used the technology to create ''VideoGame/CommanderKeen''.
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Stage directions are defined from the actors' perspective, not the audience's. The right side of the screen would be stage left.


* IKnewIt: Fans guessed that the game was all a play performed by the characters, going by the curtain screen intro, the bolted in platforms, and the fact that you end each level by literally "exiting stage right". [[WordOfGod Shigeru Miyamoto confirmed]] [[https://www.youtube.com/watch?v=uu2DnTd3dEo that this was indeed true]].

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* IKnewIt: Fans guessed that the game was all a play performed by the characters, going by the curtain screen intro, the bolted in platforms, and the fact that you end each level by literally "exiting stage right".left". [[WordOfGod Shigeru Miyamoto confirmed]] [[https://www.youtube.com/watch?v=uu2DnTd3dEo that this was indeed true]].
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* LateExportForYou: The international release of the game was delayed by over a year due to a ROM chip shortage affecting the entire electronics industry as well Nintendo wanting more breathing room between Mario games, since they had released the [[DolledUpInstallment Dolled Up]] version of ''VideoGame/SuperMarioBros2'' outside of Japan in 1988, shortly before ''Mario 3'''s Japanese release.

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* WriteWhoYouKnow: Shigeru Miyamoto based the Boos' famous "shy when you're looking, mean when you're not" quirk on the wife of fellow developer Takashi Tezuka. Specifically, her frustration at him working long hours.

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* WriteWhoYouKnow: WriteWhoYouKnow:
**
Shigeru Miyamoto based the Boos' famous "shy when you're looking, mean when you're not" quirk on the wife of fellow developer Takashi Tezuka. Specifically, her frustration at him working long hours.

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