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5[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/smb3_scene.png]]
6[[caption-width-right:350:[[{{Tagline}} The biggest, most exciting MARIO BROS. adventure yet!]]]]
7->''"So, I give you... SUPER! MARIO BROS!'' '''''3!!!'''''''"''
8-->-- '''The Video Armageddon Announcer''', ''Film/TheWizard''
9
10''Super Mario Bros. 3'' is the fourth[[note]]As its title implies, it was supposed to be the third game, but Nintendo of America commissoned a better second installment from Japan resulting in two different games titled ''VideoGame/SuperMarioBros2'' (see this game's page for the full details).[[/note]] overall installment in the ''Franchise/SuperMarioBros'' series by Creator/{{Nintendo}}.
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12Having saved the Mushroom Kingdom, the Mario Bros. must now liberate the surrounding kingdoms from Bowser, who, in the vein of UsefulNotes/NapoleonBonaparte, has divvied those kingdoms up between his seven kids, the Koopalings. Mario and Luigi must first trounce the Koopalings, retrieve the {{Magic Wand}}s stolen from the rightful rulers, and [[ForcedTransformation restore the kings to human form]] before they can finally tackle Bowser himself. A promotional video in 2015 had Miyamoto state that the game is [[https://www.youtube.com/watch?t=78&v=uu2DnTd3dEo a stage play.]]
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14The final installment in the [[MediaNotes/The8bitEraOfConsoleVideoGames 8-bit]] series of ''Super Mario'' games, it introduced several new [[PowerUp power-ups]] and features, in addition to a much larger selection of levels, enemies, and so forth; most notably, the Koopalings debuted here, and would go on to be recurring characters in the later series. ''Super Mario Bros. 3'' was also the first ''Mario'' game to have a specific cartoon SpinOff, in the form of ''WesternAnimation/TheAdventuresOfSuperMarioBros3''.
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16Initially released for the Family Computer in Japan in the fall of 1988, the game wouldn't see a release in North America until a year and change later -- on February 12, 1990, thanks to a shortage of ROM chips. In promotion of the game's fast approaching American release, ''Super Mario Bros. 3'' was also [[EarlyBirdCameo featured]] in the film ''Film/TheWizard'' released on December 15, 1989, two months beforehand.
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18A [[VideoGameRemake remake]] of ''Super Mario Bros. 3'' was later included in the ''VideoGame/SuperMarioAllStars'' CompilationRerelease on the Platform/SuperNintendoEntertainmentSystem in 1993, and that remake was [[UpdatedRerelease updated again]] as a standalone game as ''Super Mario Advance 4: Super Mario Bros. 3'' for the UsefulNotes/GameBoyAdvance in 2003. The biggest difference with the ''Advance'' version is the inclusion of fairly substantial e-Reader support, as 38 brand new levels and several minigames were tied to the peripheral. The later Virtual Console and Nintendo Switch Online releases of ''Advance 4'' unlocked the additional e-Reader content by default.
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20''VideoGame/SuperMarioMaker'' and ''VideoGame/SuperMarioMaker2'' feature ''Super Mario Bros. 3'' as one of the styles that players can use to create the courses of their dreams.
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23!!Tropes present:
24[[foldercontrol]]
25[[folder:#-D]]
26* HundredPercentCompletion: The game has multiple branching paths and offers several means of skipping levels (like with the P-Wing or Lakitu's Cloud), but nothing is stopping you from playing through every single stage in the game. The original NES version has [[BraggingRightsReward no rewards]] for finishing every stage, but later releases would give you an alternate credits theme and unlimited items from Mushroom Houses.
27* OneUp:
28** Just like in the first ''Super Mario Bros.'' game, special green mushrooms give 1-Ups, and one is awarded [[LawOfOneHundred for every 100 coins you collect]]. There are also goal cards at the end. Any combination of three grants a 1-up, and gathering all mushrooms, all flowers, or all stars grants 2-, 3-, and 5-ups, respectively. In addition, the spade game offers 2-, 3-, or 5-ups for matching up a picture, and you can earn a 1-up in the card matching minigame.
29** ''Advance 4'' kicks those spade games up a notch by giving you a heart game once you clear the spade, in which the Super Star is replaced with a Super Leaf that'll give you seven lives. Clear that, and you get to play a club game where the Super Leaf is replaced with a big "3" that'll give you 10 lives. Clear THAT for a diamond game, where the slots are all rigged with one symbol. After playing the diamond game, it reverts back to a spade.
30* EightiesHair: Bowser, for the first and (so far) only time in history, sports a mullet.
31* AdaptationExpansion: ''Advance 4'' has an intro cutscene explaining how the Koopalings transformed the kings and took over the other lands.
32* AirborneMook: In addition to Koopa Paratroopas, there are now Para-Goombas, Para-Beetles, and Boos.
33* AnimatedActors: Miyamoto has often equated the relationship between ''Mario'' characters in general to this trope, and while elements of it have appeared in other games [[note]]''Super Mario Bros 2's'' character select and intermissions, ''Mario Party 2's'' intro, the battle screens of the first two ''Paper Mario'' games[[/note]] ''Super Mario Bros. 3'' uses it most extensively; many of the background elements and props have obvious bolts/wires and have shadows on what's supposedly ''thin air''. ''All-Stars'' and ''Advance 4'' later removed the "fake" stage-like elements.
34* AnimatedAdaptation: ''WesternAnimation/TheAdventuresOfSuperMarioBros3'', which was also a follow-up to ''Series/TheSuperMarioBrosSuperShow''.
35* {{Antepiece}}: The game does this between two levels in World 7, as explained [[https://youtu.be/hjoSuhUbTGs?t=1340 in this video]]. In the third numbered level, there are blocks that usually just give coins when hit, but if Mario or Luigi is under the effect of the Super Star powerup the hit block will release another Super Star, allowing them to prolong their invincibility status; the level is designed around this concept, allowing the player to attempt a full run while being invincible. Later in the world, in the seventh numbered level, it's no longer an optional luxury: You ''have'' to employ this concept to be invincible at all times because all pipes are overrun by Munchers, so if you fail to reach the next Super Star in time (again, the blocks will only drop single coins if they're hit without the invincibility being active), you'll be doomed to lose a life.
36* AntiFrustrationFeatures:
37** Upon a GameOver you are booted back to the beginning of the world and all the levels you beat are unbeaten. However, doors unlocked by defeating castles remain open, allowing you to skip half the world if you were over half-way, and Toad's Houses are also restored so you can stock up on some items (unless you got the Warp Whistle in World 1's fortress, in which case its associated lock remains). World 8 also keeps the airship and tank levels defeated after a GameOver which in effect gives you unlimited continues if you made it all the way to Bowser since you can get straight back to his castle without having to replay a single level.
38** The complex World 6-5 requires the difficult and specific tactic of dodging a swarm of block-throwing enemies with a Koopa Shell and Raccoon / Tanooki power long enough to build up flight to carry it above to kill enemies blocking the exit pipe. The area contains a pipe which takes you to another screen that gives a free power-up which, since it's in another area, not only restores all the ? blocks but also the Koopa, letting you have as many tries as the timer (and your sanity) will allow. Even if you die or run out of time, the stage also contains a very easy to acquire free life.
39** Related to the above, World 6-5 is an optional level. Players who find it too difficult and/or don't want to go through it can take the other path through the easier World 6-6 instead to progress.
40** The free lives mechanic is repeated in the maze-like castle of World 8. While the place is a [[TheMaze labyrinthine nightmare]] where you're likely to run out the clock a few times trying to find your way, the developers were also nice enough to add not one but ''two'' free lives in very easy-to-find places. You might be pulling your hair out trying to figure out how to get through, but at least you're gaining lives instead of losing them.
41* AquaticMook: Boss Bass and Big Bertha are two large Cheep Cheeps that can be found in PalmtreePanic and UnderTheSea levels. The former looms around the water's surface at a great speed and can swallow Mario and Luigi in one bite, thus doubling as an InstakillMook. The latter simply swims back and forth in a pattern as it tries to keep a very small Cheep Cheep inside its mouth (since that Cheep Cheep always tries to escape). The game also features a smaller, spiky variant of Cheep Cheeps (the Spiny Cheep Cheep) that swims the waters of World 7-4; a bigger version of it (Spike Bass) appears later in ''VideoGame/NewSuperMarioBros1''.
42* TheArtifact: The title screen's demo wasn't updated for the American version of the game and the same for subsequent releases, in which gameplay was altered so that taking damage in a form above Super Mario (like Raccoon Mario or Fire Mario, etc.) will revert him back to Super Mario. With the original Japanese release, taking damage as ''any'' upgraded version of Mario will revert him all the way back to the regular version, which the demo will still display with each release of the game ever since.
43* AstralCheckerboardDecor: Checkerboard tiles in floors show up on certain fortresses, as well as the walls of the kings' castles. Given the ''Literature/AlicesAdventuresInWonderland'' roots of the franchise, it makes sense.
44* AutoScrollingLevel: Several. Many of them are notoriously difficult due to the many obstacles that must be traversed while keeping up with the screen. The [[BonusLevel World-e levels]] in ''[[UpdatedRerelease Advance 4]]'' have some fun with this: One level has a section that scrolls ''back and forth'', faster and further until finally settling on the exit pipe. Another level starts scrolling right as usual, but then ''backpedals'' and starts scrolling left instead, and then does the same vertically, as if the level has trouble deciding where to scroll.
45* AwesomeButImpractical:
46** The Hammer Suit. You can 1-hit kill almost anything, including a number of enemies that otherwise cannot be killed (including the Koopalings), but the slow arc of the hammers can make actually hitting your target difficult, especially with the fast-moving Koopalings, and you lose the ability to slide on slopes. The Fire Flower, though weaker, is a lot more direct and easier to use, and a ''lot'' more common.
47** The e-Reader support in the GBA remake. On paper, the idea of using cards to add content to the game sounds like a world of endless possibilities, but the setup required to make it work doomed it from the start -- not only did you need an e-Reader accessory, you also needed a second GBA and a link cable. This alone raised the price point to a hardly justifiable level, and is partly why the accessory didn't do so well in the States and never reached Europe.
48* AwesomeButTemporary: Goomba's Shoe. It instantly kills any enemy that [[GoombaStomp meets the sole of it]] even if would be otherwise harmful to do so, also destroys fireballs in the same way, and while it can't kill Munchers (which are classified as blocks in the game's programming), it's immune to them and can safely hop across them. Unfortunately, it's only available in one level in the entire game, and you lose it once you finish that level.
49* {{Backtracking}}: Possible to do with a warp whistle to go from World 6 to World 5, or from the end of World 5 to the beginning of World 5.
50* BadassCape: Bowser himself wears one in some of the game's main artwork, but it's sadly missing in-game and all subsequent appearances.
51* BallBalancingSeal: In the NES version, the king of Ice Land is transformed into a seal that balances his crown on his nose.
52* BewitchedAmphibians: The Frog Suit is an {{aver|ted trope}}sion, as Mario is wearing the suit willingly, but talking to any of the Kings after getting their wands back while wearing the Frog Suit has them mistakenly believing that Mario is cursed.
53-->'''King:''' Oh me, oh my! You've been transformed! Shall I change you back with this wand?
54* BigBad: Bowser, of course. He orders the Koopalings to invade the kingdoms of the Mushroom World and usurp them by transforming the respective kings into defenseless creatures and stealing their wands. He then takes advantage of Mario and Luigi being busy liberating the kingdoms to invade the Mushroom Kingdom and kidnap Princess Peach unopposed.
55* BigBoosHaunt: The game includes ghosts and [[DemBones Dry Bones]] in its fortresses, most prominently that of Desert Land (in World 2).
56* BilingualBonus: The Treasure Ships have "treasure" written on their masts in kanji.
57* {{Blackground}}: The game employs the trope as the background for their underground/inside-the-pipe, dungeons and boss stages, as well as the original ''Mario Bros.'' mini-game.
58* BlindIdiotTranslation: There are items that had enemies' names in their names that the game and instruction manual forgot to localize accordingly, but this was fixed in some subsequent versions. One is Kuribo's (Goomba's) Shoe, the other is Jugem's (Lakitu's) Cloud. The Magazine/NintendoPower Strategy Guide even called the Goombas wearing the Kuribo's Shoe [[DepartmentOfRedundancyDepartment "Kuribo's Goomba"]].
59* BombardierMook: The game introduces Paragoombas, flying versions of the common Goombas, drop loads of Mini-Goombas on top of Mario, which will try to latch onto him to slow and weigh him down.
60* BonusFeatureFailure: Much of the bonus content in ''Super Mario Advance 4'' is reliant on the Nintendo e-Reader. Players would buy packs of cards that could be scanned into the game to watch pre-scripted demos that would reveal secrets or tricks, add items to your inventory on demand, or unlock bonus levels that can be played in World-e. Unfortunately, the failure of the e-Reader in Western territories ensured that [[invoked]][[NoExportForYou only two out of four packs would see a release in the United States]], while the feature was DummiedOut entirely in PAL-region versions of the game, which meant that American players missed out on half the game's bonus content, while Europe missed out entirely. Not only that, but the cards themselves are exceedingly rare and expensive and require an e-Reader, a separate Game Boy Advance, and a Link Cable to use, so for that much hassle, it's not worth it. The UsefulNotes/WiiU Virtual Console and Nintendo Switch Online versions rectified this by including all of the bonus levels pre-installed into the game, which became the first time half of the World-e levels have seen a release outside of Japan.
61* BootstrappedTheme:
62** Underground levels use a remix of the underground theme from the first ''VideoGame/SuperMarioBros1'' game.
63** Also, the melody to make the wandering Hammer Bros. fall asleep is the overworld theme from the same game (albeit played at a lower speed).
64* BossArenaIdiocy: Unless you use the Fire Flower or Hammer Suit, the final fight with Bowser is won by dodging him as he butt-smashes his way through the floor (which is made entirely of breakable blocks), until he inevitably [[DisneyVillainDeath falls to his doom]].
65* BossOnlyLevel: The first mini-fortress in World 7 notably is a full-sized level, but with no {{Mooks}} whatsoever, and you can even see non-functional accessories that otherwise would have enemies attached to them. The only enemy waiting is the usual MiniBoss, Boom Boom.
66* {{Bowdlerise}}:
67** In the original NES and ''All-Stars'' versions of the game, the first line of the Kings' message upon completing a world is "Oh, thank heavens!". Come the game's GBA [[VideoGameRemake remake]] as ''Super Mario Advance 4'', the line was changed to "Oh, splendid! Splendid!" to remove the religious reference, the only release of the game to make this change.
68** From here on, the Magic Mushrooms from ''VideoGame/SuperMarioBros1'' are called Super Mushrooms so people won't think Mario is on drugs.
69* BreakablePowerUp: As in the first game, getting hit as Super Mario reverts him to regular Mario, unable to break bricks from below. Starting with the international version of ''3'', getting hit when empowered by any PowerUp ''other'' than the Super Mushroom (Fire Flower, Super Leaf, Tanooki Suit, Hammer Suit, Frog Suit, etc.) reverts Mario to Super Mario rather than all the way back down to regular Mario.
70* BrutalBonusLevel: Those e-Reader levels are ''not'' easy. Here's hoping you have ''very'' good timing and have mastered all the skills you've learned thus far. Presumably, no GameOver penalty left the programmers feeling no need to pull their punches.
71* BuildLikeAnEgyptian: Desert Land has many pyramids in the levels' background, and one of said levels has a number of pyramids made of semi-solid platforms as well as some made of breakable blocks. Also, the penultimate level consists of entering a pyramid.
72* CallBack: If you beat Bowser and save the Princess, you get the message from the end of each of the first seven worlds in ''Super Mario Bros.'': "Thank you. But our Princess is in another castle!" The game then adds, "Just kidding! Ha ha ha! Bye bye."
73* TheCameo: In ''All-Stars'' and ''Advance 4'', instead of generic animals, the kings of the different worlds are changed by the Koopalings into different characters from other games:
74** World 1: Grass Land: Dog -> Cobrat, from ''Super Mario Bros. 2''
75** World 2: Desert Land/Desert Hill: Spider -> Hoopster, from ''Super Mario Bros. 2''
76** World 3: Water Land/Ocean Side/Sea Side: Kappa -> Dino Rhino, from ''Super Mario World''
77** World 4: Giant Land/Big Island: Dinosaur -> Donkey Kong Jr. from his eponymous game
78** World 5: Sky Land/The Sky: Vulture -> Albatoss, from ''Super Mario Bros. 2''
79** World 6: Ice(d) Land: Sea lion -> Monty Mole, from ''Super Mario World''
80** World 7: Pipe Land/Pipe Maze: Piranha Plant -> An EarlyBirdCameo of Yoshi's sprite from ''VideoGame/SuperMarioWorld2YoshisIsland''
81* {{Cap}}:
82** Mario and Luigi can only have 99 lives. ''Advance 4'' bumps this up to 999.
83** The inventory has a max capacity of 28 items. Upon gaining a new item, the last one gets replaced with it, [[ReadTheFreakingManual which is explained in the manual, but not in-game]].
84* CardCarryingVillain: Bowser literally writes "[[EvilLaugh Ha ha ha...]]" in the taunting letter he sends to the Mario brothers after they complete World 7.
85* CartoonBomb: From this game onwards, we see Bob-Ombs with windup keys but no arms; also, they will only explode after being stunned by Mario or Luigi. Strangely, their explosions aren't strong enough to destroy breakable blocks, they are instantly defeated if hit by a tail attack from the Raccoon Suit, ''and'' [[NoSell are immune to fireballs instead of igniting]]. In World 8, the Bob-Ombs shot from cannons lack both arms and windup keys, and also explode mere seconds after running a few steps, thus looking and behaving more closely to the previous game's specimens.
86* CentralTheme: Children and offspring; the Koopalings are introduced as Bowser's children, the Para-Goombas are shown spawning Micro-Goombas, Bloopers now have their offspring following them, and even Big Bertha is introduced as the mother of Baby Cheeps.
87* ChargedAttack: There is a meter that builds up depending on how long you run. Run long enough and, with the right power up, you can fly for short periods.
88* CheckPoint: Not within the levels themselves, but on the World Map. Clearing a Fortress unlocks the door on the map, so if the player ever gets a GameOver, they can access the pipes to take shortcuts across the map without having to clear the levels again.
89* CheckPointStarvation: None of the levels in this game have checkpoints, a rarity for a ''Mario'' game. This may be because the stages are relatively short.
90* ChekhovsGun: The final stage, Bowser's Castle, is constructed out of distinctive red bricks not seen in the game's other castles and fortresses. During the FinalBoss fight, the main way to defeat Bowser is to trick him into smashing his way through these same bricks and down into a {{Bottomless Pit|s}}.
91* ChildrenInTow: The Blooper Nanny can send its children to attack you.
92* ChuckCunninghamSyndrome: The kings of each world have never reappeared nor been mentioned in any other games.
93* ColorCodedMultiplayer: Luigi is just a PaletteSwap in the original.
94* ContinuingIsPainful: Getting a GameOver results in being thrown back to the start of the world's map, plus all levels that you cleared get reset and have to be completed again. However, fortresses and battleship levels in World 8 that were cleared previously remain as such, which also means any shortcuts you opened beforehand also remain open so you can bypass a few levels. On the plus side, all mini-games and item houses you used will regenerate upon restarting.
95* ConvectionSchmonvection: In addition to the typical application of this trope (being able to stand JUST above lava without getting fried), there's also the fact that in the leftmost Hand Trap level in World 8, Cheep-Cheeps fly out of lava to attack you! Also, in ''All-Stars'' and ''Advance 4'', all Hand Trap levels have the bottom half of the background glowing red.
96* CoOpMultiplayer: The "Progress in Turns" version. In ''Advance 4'', you can exchange [[VideoGameLives extra lives]] between Mario and Luigi when they occupy the same space, while in the other versions, they enter a minigame [[NostalgiaLevel styled after]] ''VideoGame/MarioBros'' where they compete for the next turn in the main game and steal each other's goal cards while they're at it. The ''All-Stars'' version even included a Battle Mode completely dedicated to this minigame.
97* CorridorCubbyholeRun: There's some of this action in the very first fortress, in the form of a crushing ceiling that's slightly higher in a few places.
98* CoversAlwaysLie: [[invoked]] The back of the NES game box shows a removed level which isn't even DummiedOut on the ROM.
99* CraniumRide: Mario can hop on the shells of Para-Beetles to reach greater heights.
100* CripplingOverspecialization: The Frog Suit greatly improves your mobility underwater, namely by making you move faster and stabilizing Mario's movement so that, barring currents, he'll only move according to your D-pad movements. However, it has lousy speed on land and Mario can't even ''crouch'' while wearing it. You can subvert this though by carrying a Koopa shell.
101* DeadlyDodging: One way to defeat Bowser is to dodge his fireballs and pounces (which destroy certain sections of the floor) until he exposes the {{Bottomless Pit|s}} under the floor and falls into it.
102* DeathIsASlapOnTheWrist: If you lose all your lives and choose to continue in the GBA version, any progress you've made on the current world won't be reset to any degree, unlike the NES and SNES versions. However, your score ''will be'' reset back to zero.
103* DemBones: Dry Bones, which are actually Koopa skeletons.
104* DevelopersForesight: In the GBA version, if you use the Warp Whistle to skip a world, beat the game, and then return to the world you skipped, entering that world's castle will [[https://youtu.be/epHrPjdVWZU play a unique cutscene of the Koopaling stealing the King's wand and transforming him]], ensuring that the player has to beat the Koopaling and take back the wand.
105* DidYouJustPunchOutCthulhu: You can kill ''the sun'' with ''a Koopa shell''. And it's just as awesome as it sounds.
106* DifficultyByRegion: In the original Japanese version, Mario reverts all the way back to small Mario when hit even if he's fully powered-up (Fire, Raccoon, etc). In the overseas versions, he reverts back to Super Mario, meaning he's able to take an extra hit. If you've got a second-tier power-up ''and'' a Kuribo's Shoe, this leaves you able to take ''four'' hits in the international versions, losing each power-up one at a time, while in Japan, it ''all'' goes away with one hit. This revision would also apply to ''All-Stars'' and ''Advance 4'', both in Japan and internationally. (''Advance 4'' was planned to include an e-Reader ''Red Switch'' card that would bring back the original damage behavior, but it was released exclusively in Japan.)
107* DiscOneFinalDungeon: Since there are seven Koopalings, you'd expect World 7 to be the final world in the game, but ''nope'', the end-of-world letter reveals that Bowser's kidnapped the Princess again, forcing you to traverse one more world to save her.
108* DisneyVillainDeath: Happens to Bowser if he is defeated the normal way by tricking him into smashing through the floor. If he is defeated by the Fire Flower or Hammer Suit, he falls off the screen in the standard {{Death Throw|s}} manner instead.
109* TheDragon: Ludwig is [[AllThereInTheManual described in the strategy guide]] as being Bowser's second-in-command. Contrast with ''VideoGame/SuperMarioWorld'' — Larry apparently assumes this role in that game, despite being the ''first'' boss in this one.
110* DramaticThunder: ''All-Stars'' and ''Advance 4'' have the airship levels take place during a thunderstorm, with booms of thunder and flashes of lightning happening in the background. Averted by the original, where the airship levels seem to take place during the daytime.
111* DroughtLevelOfDoom:
112** In Worlds 6 and 7, Toad Houses are slim in comparison to earlier areas. If you use all your items in these worlds without restocking (via GameOver and farming), then you'll be in for a rude awakening for World 8, which has some of the hardest stages in the game and ''no'' Toad Houses at all.
113** The N-Mark Spade Panel for the card matching minigame won't appear even if your score goes over a multiple of 80,000.
114* DualBoss: A couple [[BonusLevel World-e levels]] in ''[[UpdatedRerelease Advance 4]]'' pit you against ''two'' Boom-Booms at the end.
115* DualWorldGameplay: Stage 4-6 of Giant Island has a door and a pipe that Mario or Luigi can go into, changing the enemies of the stage from the giant size foes you have been facing all throughout world 4, or into the regular size enemies you see in every other world, as well as resetting the blocks you may have already smashed.
116* DubNameChange: In addition to inheriting all name changes from the prior ''Mario'' games, almost all new characters and items were renamed, the only exceptions being Boomerang Bros., Fire Bros., Firesnake, Super Leaf, Hammer Suit, and Tanooki Suit.
117** Taiyou (Sun) > Angry Sun
118** Kozure Gesso (Accompanying Blooper) / Chirashi Gesso (Scattering Blooper) > Blooper Nanny[[note]]individually "Bloober with kids" and "Scattering Bloober"[[/note]]
119** Teresa > "Boo" Diddly
120** Kyodai Pukupuku (Giant Cheep-Cheep) > Boss Bass (surface) / Big Bertha (underwater)
121** Lift Met > Buster Beetle
122** Taihou > Cannon
123** Wanwan > Chain Chomp
124** Kyodai Patapata (Giant Paratroopa) > Colossal Koopa Paratroopa
125** Crab-san (Mr. Crab) > Crab ([[VideoGame/MarioBros previously]] Sidestepper)
126** Karon > Dry Bones
127** Keronpa > Fire Chomp
128** Kyodai Nokonoko > Giant Koopa[[note]]the collective name for Green Gargantua Koopa Troopa and Red Giant Koopa Troopa[[/note]]
129** Kyodai Kuribou (Giant Goomba) > Grand Goomba
130** Walk > Hot Foot
131** Shibire Kurage (Paralyzing Jellyfish) > Jelectro
132** Kutsu Kuribou (Shoe Goomba) > Kuribo's Goomba (which, strangely, means "Goomba's Goomba")
133** Suichuuka > Lava Lotus
134** Mame Kuribou (Bean Goomba) > Micro-Goomba
135** Killer (red flashing variety, same name as Bullet Bill) > Missile Bill (not differentiated from Bullet Bill in Japanese)
136** Black Pakkun (Black Piranha) > Muncher
137** Pata Met (Flapping Buzzy Beetle) > Para-Beetle
138** Pata Kuribou (Flapping Goomba) > Para-Goomba
139** Block Mame Kuribou (Block Bean Goomba) > Pile Driver Micro-Goomba
140** Kyodai Pakkun Flower (Giant Piranha Plant) > Piranhacus Giganticus
141** Fuufuu Pakkun (Blowing Piranha) > Ptooie
142** Burner > Rocket Engine
143** Puu > Rocky Wrench
144** Cookie > Rotodisc
145** Himan Bros. (Fat Bros.) > Sledge Bros.
146** Gabon > Spike
147** Togepuku (Spiny Cheep) > Spiny Cheep-Cheep
148** Netchii > Stretch
149** Dossun > Thwomp
150** Fire Pakkun (Fire Piranha) > Venus Fire Trap
151** Puchi Pakkun (Petit Piranha) > Walking Pirana [sic]
152** Bunbun > Boom Boom
153** Patapata no Hane (Paratroopa's Wing) > Magic Wing / P-Wing
154** Kokuppa 7-Kyoudai (7 Little Bowser Siblings) > Koopalings
155** Surprisingly ''not'' the case with the names of the kids themselves, which were invented for the English manual and then imported back to Japan beginning with ''VideoGame/SuperMarioWorld''. In the original Japanese release of ''Mario 3'', the kids are nameless.
156* DungeonBypass: There are two items of this sort: the P-Wing and the Lakitu's Cloud. The P-Wing grants the player a Raccoon Suit that has unlimited flight, allowing them to fly over most levels with open ceilings. The Lakitu's Cloud, on the other hand, bypasses a level entirely; however, the course won't be marked as complete. This means the player will have to replay the level if they lose a life, and it won't count towards the ''Advance 4'' level count if skipped. Also, if you lose a life on an airship, it will try to move to a new spot past an uncleared level, forcing you to either play it or use another cloud to bypass it again.
157[[/folder]]
158[[folder:E-M]]
159* EarlyInstallmentWeirdness:
160** This (and its rereleases) is the only game in the entire series to give Luigi the raccoon tail and Tanooki Suit forms instead of his unique fox tail and Kitsune Suit forms found in later appearances.
161** Similarly, this (and again, its rereleases) is the only game where the racoon and tanooki form are both power-up forms (and by extension, the only game where the Tanooki Suit itself is the power up). Later installments would choose to go with either the Tanooki (''VideoGame/SuperMario3DLand'', ''VideoGame/SuperMario3DWorld'', ''VideoGame/MarioKart'', ''WesternAnimation/TheSuperMarioBrosMovie''), or the Racoon (''VideoGame/NewSuperMarioBros2'', ''VideoGame/SuperSmashBros'', ''VideoGame/SuperMarioMaker'', ''VideoGame/SuperMarioMaker2'', ''VideoGame/PaperMario''), but not both and would use the Super Leaf either way.
162** This is the only game with an athletic theme that's not a remix of the game's main theme.
163** In the Japanese version, the Koopa Kids (Koopalings) are nameless; their musician-themed monikers were introduced for the English manual, and later imported back into the Japanese games.
164** This is the only ''Mario'' game to refer to Bowser as "Koopa" in the English version, both in his letter at the end of World 7 and in the end credits.[[note]]The [[Series/TheSuperMarioBrosSuperShow cartoons]] [[WesternAnimation/TheAdventuresOfSuperMarioBros3 of this]] [[WesternAnimation/SuperMarioWorld era]] called him "King Koopa", but the game manual of ''VideoGame/SuperMarioBros1'' called him Bowser before that[[/note]] While the manual still uses "Bowser", that name wouldn't appear in-game until ''VideoGame/SuperMarioWorld''.
165** Thwomps, which made their debut here, can move up and down, side to side, and even diagonally in some cases. In most later games, they can only move up and down. They wouldn't be able to move in other directions again until ''VideoGame/SuperMarioMaker2''.
166** Bob-ombs are unaffected by fireballs (which light their fuses in most later games) and are killed with a tail-whip (in later games, being hit with the tail, or an equivalent like the cape in ''World,'' affects them the same as a stomp, rendering them stationary.)
167** Certain enemies introduced in this game are {{Nerf}}ed in later ones, so you'll be surprised by how fast Boos fly or how often Sledge Bros ground-pound and Chain Chomps lunge if you haven't played this one in a while.
168** Boo and Dry Bones make their debut here, but the game lacks the Ghost Houses that later games would put them in.
169** This is the only game to utilize a SprintMeter. Future games would not use one again, but ''VideoGame/SuperMarioMaker'' and ''VideoGame/SuperMarioMaker2'' would bring it back for levels made in the ''Mario 3'' style.
170* EasterEgg:
171** Complete the airships as Tanooki, Hammer, or Frog Mario/Luigi and the king will give a different message.
172** If a Chain Chomp tugs on its chain 49 times, or if the clock hits 160 seconds, the Chain Chomp and all others in the level will break their chains and run off the level.
173** Selecting a previously finished level in 2-player will allow both to play a competitive minigame based on ''VideoGame/MarioBros'', which determines the next player's turn and allows them to steal one another's cards.
174** Press Select on the map screen to choose ''any'' item for use (including a warp whistle). This only works in ''some'' versions of the game.
175* EasyLevelTrick: You can skip the entire naval stage in World 8 by simply swimming under the ships.
176* ElectricJellyfish: Jelectros are underwater obstacles that spell pain for Mario and Luigi. They're also an InvincibleMinorMinion, and even Super Stars and Hammer Suits can't defeat them.
177* EnergyWeapon: Some of the Bowser statues that litter his castle fire a directed beam of energy at an angle in front of them.
178* EvilLivingFlames:
179** Fire Snakes are linked fireballs (with the biggest one having eyes and acting as the "head") that hop slowly but constantly towards Mario or Luigi. They appear in the desert levels, and can be defeated either by using a Starman, being tail whipped from Raccoon or the Tanooki suit, or throwing a large projectile (Koopa Shell or Hammer).
180** Hot Foots are enemies resembling living flames, and are found in later fortresses. They normally wait in candles, but when one of the brothers comes close the flame will hop off the candle, sprout legs and try to run into the brother in question to damage him, standing still if the player turns to look at it.
181** The Angry Sun is a sun-shaped fireball with a face hovers from the skies and periodically attempts to charge at Mario and Luigi to harm them.
182* EvilOverlord: Bowser, King of the Koopa. He has it all here; a vast army of {{mooks}}, airships, and a {{hell}}ish kingdom.
183* ExpansionPack: Literally "pack" -- ''Super Mario Advance 4'' was compatible with Nintendo's e-Reader, and several packs of cards were sold to add new levels and give you items at any time. These bonus stages include aspects from other games in the ''Mario Advance'' series, such as certain enemies, feathers, and vegetables that can be picked up and thrown. The Wii U and Nintendo Switch Online rereleases of the game grant access to all such levels from the start.
184* FakeUltimateMook: The {{Giant Mook}}s in World 4 are no harder to kill than their normal-sized counterparts, despite towering over Mario. However, when the giant Hammer Bros jump, you'll be stunned if you're on the ground when they land.
185* FlameSpewerObstacle: Fire traps are common in airship levels. These periodically shoot out red-white and black flames.
186* FloatingPlatforms: Many levels. Notably, some of them are hanging from wires.
187* FlyingSeafoodSpecial: Much like the first game, this one has flying Cheep-Cheeps that jump out of the water. Some levels also have a Boss Bass do the same thing.
188* FinaleProductionUpgrade: This was the last game made by Creator/ShigeruMiyamoto and his EAD team for the [[UsefulNotes/NintendoEntertainmentSystem Famicom/NES]], and it was designed to be the last word for what the 8-bit hardware was capable of. It contains an unprecedented 90 unique levels, as well as a bevy of powerups, countless secrets, a sprawling world map, and the most advanced graphics the console had seen up to that point.
189* ForcedTransformation: The seven kings who get changed into animals (or, in ''All-Stars'' and ''Advance 4'', characters from other ''Mario'' games).
190* FranchiseCodifier: The game adds further distinctive refinement to the franchise: even more world themes than before, a world map between stages, airship levels, power-up costumes, fortresses serving as mini-dungeons, auto-scrolling levels, and the ability to store items and powerups via an inventory; nearly everything ''3'' added has been retained in every subsequent game in the franchise, whether in 2D or 3D format.
191* GameBreakingBug:
192** In World 3-9, it's possible to go behind the water in the underwater bottom half of the level, which makes it impossible to go up the pipe leading to the exit.
193** World 5 consists of two separate halves: the [[GreenHillZone ground half]] and the [[LevelInTheClouds sky half]]. The cloud map has a bit of inaccessible "land" in one corner, depicting your view of the ground far below; the airship is erroneously able to land there as though it were real terrain. Preventing this is probably the only real use for the [[PowerupLetdown Anchor]].
194** If two sets of Hammer Brothers, or a Hammer Brother and a card matching game get on top of each other on the world map, it's possible for them to get stuck together and perpetually wander around the map, with control never being given back to the player. World 4 tends to be particularly vulnerable to this glitch, as it has three sets of Hammer Brothers all in the same area.
195* GameMod: There exists a terrific ROM hack called ''Super Mario Bros. 3+'' that adds Toad and Peach as playable characters (with the plot adjusted so that she's never kidnapped), gives them and Luigi each unique abilities and makes all four characters selectable on the overworld. It also adds in the Ground Pound from ''64'', a wall jump, new intro and ending, and a NewGamePlus mode that trades in the large stock of P-Wings for unlimited Warp Zone access and the ability to instantly grant yourself any power-up during stages at any time-- Yes, even the Goomba Shoe.
196* GiantMook: Almost every enemy in [[MacroZone World 4]].
197* GimmickLevel: World 5-3 is unique for featuring the Goomba Shoe, which is the only powerup that cannot be carried over upon completing the level where it appears; there are a few more levels with the shoe that didn't make it into the final game, but can be accessed through hacking. There are also levels that rely on solving some sort of puzzle instead of featuring a platform-based design (such as taking a Koopa Shell at the top of World 6-5 to break the blocks that obstruct the exit, or looking for a Tanooki Suit to fly to the boss area of World 7's first Fortress).
198* GracefulInTheirElement: The Frog Suit is a godsend in underwater levels, giving enhanced control and the ability to stream through currents. However, as to be expected, it's painfully slow and awkward on land.
199* GreenHillZone: World 1, Grass Land, and the first half of World 5, Sky Land/The Sky. Some levels (including the very first) have rocky textures on the grounds similar to those seen in the original game, but others do have green, grassy floors to properly display the setting. These levels are typically tailored for the use of the Raccoon Leaf, so Mario can practice flight with it. World 5-3 is notable for being dedicated to the Goomba Shoe, as no other level features it at all.
200* GroundPound:
201** Roy Koopa and Ludwig von Koopa, the bosses of Worlds 5 and 7, respectively, have this method of attack. The Sledge Bros. in World 4 do as well. All of them stomp so strongly that Mario and Luigi are stunned temporarily if they're touching the ground when it happens.
202** Lastly, Bowser does this in the final battle, and that may be the precursor of this move (you have to [[BullfightBoss get him to Ground Pound the bricks away]] so he falls into the {{Bottomless Pit|s}} below). It became one of his attacks in ''VideoGame/SuperSmashBrosMelee'' and onward, but was renamed the Bowser Bomb. He retains this attack in ''Super Mario Maker'' and its sequel, but only when fought in the ''Super Mario Bros. 3'' game style. Interestingly, ''his'' ground-pounds won't stun you if you're on the ground (here, at least; the stun does happen in Mario Maker 2.)
203* GuerrillaBoulders: In a few levels, there's water along the bottom and, when you pass through a certain region, the water level starts to rise and fall, then stops again at a certain point. Also, Bowser's Castle has some horizontally traveling jets of flame that come from nowhere.
204* GuideDangIt:
205** The Treasure Ship and White Mushroom House. The former requires the player to complete a level in Worlds 1, 3, 5, or 6 with a Hammer Bros. present on the map, the coin count on a multiple of 11, and the tens digit of the player's score matching that repeated digit. The latter requires you to collect an unspecified number of coins in an unspecified level. Of course, being an NES game, the only way to learn how to find these secrets (at the time it was originally released) was by word of mouth.[[note]]Or Magazine/NintendoPower. Or in the NES Game Atlas, one of the original four Nintendo Player's Guides.[[/note]] In the case of the White Mushroom Houses, the coin collection requirements basically boil down to "all the coins in the auto-scrolling levels" which made getting them considerably easier once you figured it out.
206** The White Mushroom House in World 7 requires a Frog Suit, a powerup not seen since World 3. Hope you saved one![[note]]There are a couple Toad Houses in World 7 with Frog Suits, but they both require getting past 7-2.[[/note]]
207** Also, several stages have numerous Super Star power-ups hidden in blocks, and can allow the player to be invincible through the entire stage. However, you have to find the actual Super Star at the beginning of the level, or use one from your inventory before entering the stage, because the subsequent blocks only contain Super Stars if you're invincible while hitting them. Qualifies as a bit of UnstableEquilibrium. This gimmick is re-used several times in ''VideoGame/NewSuperMarioBrosWii''.
208** The Warp Whistles. One requires you to duck down on a white block near the end of World 1-3, then run to the end of the stage without being hit to get to a secret Toad's House. Another requires you to fly over the ceiling in the World 1 Fortress and enter a secret room. The last one is found by breaking the rock in the upper right corner of the World 2 map that just looks like part of the background and defeating the Hammer Bros. waiting beyond it. There's a letter from the Princess requesting that you find a warp whistle "in the darkness at the end of the third world" but this can be misread as a warp whistle being hidden in Sea Side/Water Land.
209* HailfirePeaks: World 5 starts out like a GreenHillZone in the style of World 1 (Grass Land). But after Mario and Luigi climb the spiral tower (itself a level on its own) and then the beanstalk at the top, they reach the [[LevelInTheClouds Levels In The Clouds]] that truly do justice to the world's name (Sky Land).
210* HeyYou: Due to the possibility to finish the game as Mario or Luigi without any gameplay or story changes, like many other classic games for that matter, any character referring and talking to Mario or Luigi will not address them by name.
211* HomingProjectile: The game marks the debut of Bull's-Eye Bills, red-colored Bullet Bills which will turn around shortly after they move past Mario and Luigi in order to get another chance to hit them.
212* HoistByHisOwnPetard:
213** Bowser will try to flatten Mario by jumping down on him from above. But each time, he bores a hole into the floor, going deeper and deeper, until he falls right through.
214** Hitting Hammer Bros while wearing the Hammer Bro Suit basically uses their own weapons against them.
215* IFellForHours: World 5-2 starts the player at the top of a very long abyss. Mario or Luigi can be steered while falling downward, gathering coins in the process. It's possible to avoid most of the fall and find a faster way to the goal by hitting a few strategically placed Note Blocks.
216* IcePalace: The game has the second Ice Land mini-fortress (in contrast, the other two are warm on the inside). It is made of giant ice blocks, and the resulting frozen floor makes dodging the Thwomps a difficult task.
217* IconicSequelCharacter: This game introduces the Koopalings, who have since served as the primary bosses in many 2D ''Mario'' games after serving that role here.
218* InconsistentDub: This is the only ''Mario'' game that calls Bowser "Koopa" in the English version.
219* InfiniteOneUps:
220** Any level with a long chain of respawning enemies (such as the pipe in 1-2 which spits out Goombas), several Bill Blasters near each other (e.g., World 4-5), three Dry Bones in the same vicinity, or a Koopa close to a Bill Blaster (see the image at the article), to say nothing of the goal cards. Even a not-so-great player can easily hit the {{cap}} of 99 (or 999 in ''Advance 4'') lives.
221** While not necessarily infinite, the fortress in World 7 involves a room with a Switch Block, hundreds of bricks, and no enemies. Once you hit the Switch Block, you have plenty of time to get enough coins for at least one 1-Up, and you can reset the room as often as you like by leaving and re-entering.
222* InfinityPlusOneSword: The Hammer Suit. Its hammers can kill any enemy vulnerable to fireballs, and can also take out Boos, Stretches, and Thwomps -- enemies that normally can only be killed by a Super Star. Ducking in the Hammer Suit makes Mario curl up and grants him immunity to fireballs as well. Naturally, the Hammer Suit is extremely rare and for many players, it's just TooAwesomeToUse. About the only things Mario can't do while wearing it are slide downhill and fly.
223* InconvenientlyPlacedConveyorBelt: A couple fortresses feature them, and they're often placed above spikes or lava pits (which makes those of the last world's fortress ''very'' dangerous). They cease to operate when a P-switch is activated.
224* InvincibilityPowerUp: Starting from this game, there are levels in which blocks that otherwise have nothing more than one coin apiece will pop up a star if Mario or Luigi is under the effect of another star. This allows them to create a handy chain sequence of invincibility, and it's ''required'' to complete one of the last levels of [=SMB3's=] World 7 (since the pipes are overrun by Munchers, failure to prolong the sequence will result in a guaranteed death. No relying on MercyInvincibility to give you a little more time, either, since the blocks will contain coins instead of stars if your previous star has worn off).
225* InvincibleMinorMinion:
226** There's the trap-enemy Rotodisc, which can be killed in the latter game by using the Tanooki suit to turn into a statue and fall on it at the right moment. The same thing can be done with the Boos.
227** Jelectros are truly invincible, but completely stationary. Munchers are almost equally invincible, but pressing a P Switch turns them into coins.
228** This game is also the first appearance of the Dry Bones, who will get up after most attacks. Only invincibility, or rare powerups (the Hammer Bros. suit or the Tanooki suit) can defeat them permanently. In later games, Dry Bones varies in how difficult it is to kill.
229* JourneyToTheSky: One of the invaded kingdoms in the game is located in The Sky. World 5 starts as Mario and Luigi venture through a few land-based levels and then reach a spiral tower whose top has a blue beanstalk leading to the sky portion of the world's map. The spiral tower is played as if it was a Fortress, but Boom Boom (the usual MiniBoss who would guard it) is absent.
230* KaizoTrap:
231** After Bowser is defeated, you still remain in control of your character. If you must do a VictoryDance, care not to fall into the same pit Bowser fell into... though if you defeated him with the Fire Flower or Hammer Suit, there's no hole to fall into.
232** Some levels have enemies at the very end where the level goal is, serving to trip up players who bum rush blindly when they see the background change.
233* KidAppealCharacter: Toad isn't the only one. The Koopalings, introduced in the game, bring some kid-of-heel technicality to the ''Mario'' franchise. Of course, [[KidsAreCruel Koopa Kids are cruel]].
234* KillItWithFire: Unlike in ''VideoGame/SuperMarioWorld'', the Fire Flower is still a primo power-up, and works against many otherwise intimidating baddies. It's rarer than the game's signature power-up, the Raccoon Suit, though.
235* KnightOfCerebus: Bowser. While not as extreme as ''VideoGame/SuperMario64'' and the ''VideoGame/SuperMarioGalaxy'' games, his letter with him gloating about kidnapping the Princess again causes a MoodWhiplash and after reading it, it instantly cuts to Mario arriving in Bowser's kingdom, full of doom and gloom. You don't see Bowser himself until the very end of his castle, in which he just jumps right into the final battle.
236* LawOfOneHundred: Gathering 100 coins still nets you a OneUp, just like in the first ''Super Mario Bros.''
237* LethalLavaLand: The second fortress in World 5 (it has lava on the floor ''and'' the ceiling) and ''some'' levels in World 8 (despite the map hinting otherwise, the most common type of level in it is RemilitarizedZone).
238* LevelInTheClouds: The game has [[HailfirePeaks the second half of]] World 5, Sky Land/The Sky (the first is GreenHillZone). In addition to large chasms and cloud platforms, these levels see the debut of Fire Chomps (flying Chain Chomps that spit fire and, once they run out of it, approach Mario or Luigi to explode near him) and flying Parabeetles.
239* LevelsTakeFlight: All of the airship stages are presented as auto-scrolling, obstacle course style levels above the clouds. Oftentimes, players have to cross bottomless pits using bolt lifts, which require you to jump repeatedly to move them forward.
240* LighterAndSofter: A relatively mild example, but the ''All-Stars'' and ''Advance 4'' versions of World 8 have a considerably lighter color palette. The original NES version by comparison has a much darker palette and a bleaker overall feel.
241* MacroZone: World 4, Giant Land/Big Island. One of the levels even has doors that change the level's size, foreshadowing ''VideoGame/SuperMario64'''s Tiny-Huge Island.
242* MagicalMysteryDoors:
243** The first fortress of World 3 has several doors that drop you into water, leaving you to swim back to the only door you can reach from here, which returns you to the beginning of the area.
244** The World 8 fortress from the same game consists of two long sets of rooms linked by doors. The door to the boss room is opened by a P-switch in the opposite area.
245* MarathonLevel: World 6 has ''ten'' levels, along with three fortress levels (World 7 has technically the same overall amount of levels as 6, but two of them are brief Muncher courses, so as a whole it's still shorter). Luckily, you don't have to complete all the normal levels to beat the world, but if you want HundredPercentCompletion in ''Advance 4'', you'll have to do it all. Among individual levels, there's the Fortress level of World 8, a complex horizontal maze with many doors, conveyor belts, block walls that can only be overcome with P switches, and so on (it's one of the very few levels in the game with a time limit of 400 seconds, as levels are typically short enough to only require 300 at most).
246* MeaninglessLives: ''Advance 4'' plays with this trope; it allows you to donate some of your lives to the other player and vice versa, similar to ''VideoGame/SuperMarioWorld''.
247* MechaMooks: In addition to bringing back Bullet Bills and Bob-Ombs, the game also introduces the Bull's-Eye Bill, a special type of Bullet Bill that turns back into Mario and Luigi after traveling past them, being effectively a homing projectile. It only appears in a level from Giant Land, so it doubles as a UniqueEnemy.
248* MemoryMatchMiniGame: When the player's score reaches 80,000 (and each multiple thereafter), a N-Spade card will appear over whichever level the player last finished. An array of 18 cards will appear, with one of eight configurations. You flip over two cards at a time. A matching pair awards you the item shown, but two incorrect matches will end the game. The game will not appear in the final world.
249* MiniBoss: The game limits the appearance of minibosses to [[MiniDungeon Fortresses]], which is carried over in future 2D games, and for this game in particular the Fortresses are guarded by Boom-Boom. He appears in up to two versions: One in which he jumps higher and runs faster when it's hit, and one in which he flies after receiving the first hit. In the last world, Dark Land, Boom Boom also serves as the last opponent in the Naval, Airship and second Tank courses, as those would usually be guarded by the Koopalings (the game's main bosses) but by that point they've all been defeated already.
250* MiniDungeon: This is the first ''Mario'' game to introduce the fortresses, which serve this purpose. The status they used to have as end-of-world levels in the previous games was downgraded to a middle-point stage whose completion merely opens locked gates to create shortcuts that help the player skip levels if all lives are lost. TheVeryDefinitelyFinalDungeon is still a castle, though.
251* MissionControl: The Princess sends you letters at the end of each World, along with an item. The final letter is from Bowser, gloating about kidnapping her again.
252* MonsterInTheIce: In one of the last levels of Ice Land, Mario and Luigi find Munchers within meltable ice blocks. While this suggests that using the Fire Flower in the level is a bad idea (since the fireballs are hot enough to melt the ice and revive the Munchers), there's a hidden area in the level with a special powerup (the Hammer Suit) that requires melting two frozen Munchers and then turning them into coins by pressing a nearby P Switch.
253* {{Mordor}}: World 8, [[DarkWorld Dark Land]]/Castle of Koopa/Bowser's Castle, takes place in a lava-filled ruin.
254* MusicalThemeNaming:
255** Most of the Koopalings are named after famous musicians: [[Music/LudwigVanBeethoven Ludwig]] von Koopa, [[Music/{{Motorhead}} Lemmy]] Koopa, [[Music/RoyOrbison Roy]] Koopa, [[Music/IggyPop Iggy]] Koopa, and [[Music/ThePlasmatics Wendy]] O. Koopa. The only possible exceptions are [[Series/TheMortonDowneyJrShow Morton]] Koopa Jr. (obscure as a musician, very famous at the time of the game's release as a talk show host) and Larry Koopa who, due to FlipFlopOfGod, may not have been particularly named after anybody.[[invoked]]
256** The Boo enemy, which debuted in this game, is called [[Music/BoDiddley "Boo" Diddly]] in the NES version.
257[[/folder]]
258[[folder:N-Y]]
259* NewGamePlus: In the NES/International version, clearing the game and starting over without resetting the console loads your inventory with P-Wings. This is actually not present in the Family Computer/Japanese version, and was not re-added to ''All-Stars'' and ''Advance 4''.
260* NightOfTheLivingMooks: The game marks the debut of the Boos and the Dry Bones, both found in Fortresses.
261** Boos are round ghosts that chase Mario and Luigi when they're not looking at them, and bashfully stop moving while covering their faces when the brothers see them directly. They cannot be stomped nor hit by fireballs, and can only be defeated with hammers or invincibility. In some Fortresses, you'll also find Stretches, which are Boos embedded within special white platforms, periodically creeping through them before hiding.
262** The Dry Bones are skeletal, undead Koopa Troopas that crumble into pieces when they're stomped, but rebuild themselves after a while.
263* NintendoHard: Not as unforgivably difficult as ''VideoGame/SuperMarioBrosTheLostLevels'', but still rather hard. The difficulty really peaks in World 7. (World 8, by contrast, tends to look harder than it is)
264* NoFairCheating: The InfiniteOneUps trick will not work if you're using a P-Wing, as points are stacked when you kill an enemy by jumping on them, and landing on an enemy while flying doesn't count as a GoombaStomp.
265* NoNameGiven: The Koopalings in the Japanese version. Their names were established during the American localization of the game, and were named after musicians.
266* NonStandardCharacterDesign: The e-Reader levels contain different enemies originating from other Mario games, like Wigglers and Galoombas from ''VideoGame/SuperMarioWorld''. Their sprites are ripped directly from their respective games, with some slight adjustments in shading.
267* NostalgiaLevel: The e-Reader levels in the GBA version include ports of the entirety of World 1 of ''Super Mario Bros.'', as well as World 2-2 to add in a classic water level.
268* NothingButSkulls: Some of the areas on the World 8 map are adorned with skulls.
269* NothingIsScarier: The first fortress in World 7 has ''no'' enemies except for the Boom Boom; in their place are the empty holders for Roto-Discs and Hot Foots, and the blocks for "Stretch" Boos. It also has [[GuideDangIt no obvious way out]].
270* OneHitKill:
271** Boss Bass. Appearing in two levels in World 3, it jumps out of the water trying to engulf you, and if it does, [[EatenAlive you instantly lose a life]], even if you were powered-up.
272** On the player-benefitting side of things, the Hammer Suit can kill Boom Boom and each of the seven Koopalings with a single hammer.
273* PachelbelsCanonProgression: The second half of [[https://youtu.be/k-V2wgsrfVE?t=37 the ending theme]] heard during the game's finale starts with this sequence.
274* PaletteSwap:
275** Mario and Luigi in the original 8-bit version, as well as most of the enemies in all versions.
276** Larry and Iggy are head swaps of each other in this game, as are Morton and Roy.
277** The Water Land king is a head swap of both Mario Bros.
278* PalmtreePanic: World 3, Water Land/Ocean Side/Sea Side; overlaps with UnderTheSea.
279* PickupHierarchy:
280** '''Primary''': Panels
281** '''Secondary''': 1-Up Mushrooms, Advance Coins, Hammer Bros. on the map count due to rewarding items
282** '''Tertiary''': Coins
283** '''Extra''': P-Wings, Warp Whistles, Music Boxes, Clouds, Anchors, e-Coins
284* PipeMaze: World 7, Pipe Land, also known as the trope-naming Pipe Maze. It has quite a few levels which most probably come under this (note the vast amount of pipes which don't do anything other than make temporary walls rather than actually taking anything anywhere). The background in the remake is even more completely insane in terms of pipe layout. The first level (7-1) showcases the concept in a primitive form, while later levels mix things up by adding extra perks (such as invisible blocks meant to create paths you have to take by using alternate pipes, platforms whose direction can be manipulated with your own jumps, or pipes that make you travel between the dry surface and a flooded underground). World 7-9 has a particular pipe maze level even by the world's standards, as you don't travel through the pipes (they're smaller in size, much like the ones seen in World 2-1; the difference is that those are colored purple while these are sky blue) - it's just a 2D maze in an athletic level. The world map itself for World 7 is broken up into several islands and they all use pipes to travel between them. The islands themselves are even ''shaped'' like pipes!
285* PlantMooks: Several plant mooks debut in this game.
286** The Venus Fire Trap is a Piranha Plant that shoots fireballs.
287** The Nipper is a white Piranha Plant infant that either remains in its position or moves by making short leaps; when Mario or Luigi jumps past it, the enemy will perform a larger jump to attempt to bite them.
288** The Muncher is a strong, black colored plant that never moves from its position; when grouped in rows, they act as living SpikesOfDoom (a P Switch will turn them in coins in this game, but in later ones the only way to deal with them is with POW blocks).
289** The Ptooie is a Piranha Plant that plays juggling with a Spike Ball. Some specimens play their scene while standing still, while others manage to keep balance with their object while moving sideways.
290* PlayerTic: One of the most well known ones. Players tend to jump to grab the wand in mid-air after defeating a Koopaling. It's to the point that the sprite for holding up the wand has you in the jumping pose, looking wrong if you ''don't'' do this, as if the programmers knew that everyone was going to jump for the wand.
291* PlayingWithFire: Starting from this game, certain Piranha Plants start shooting fire at Mario and Luigi, instead of simply popping out of the pipes. The game also marks the debut of the Fire Bros., which shoot fireballs rapidly (as if they were using Fire Flowers) instead of throwing hammers, but they're very rare. Another new enemy is the Fire Chomp, which throws the fireballs attached to it at Mario and Luigi, and then self-destructs upon running out of them.
292* PoisonMushroom: While the original game doesn't feature actual Poison Mushrooms (nor any other item with adverse effects), the ''Advance'' version on the UsefulNotes/GameBoyAdvance has a downloadable e-Reader level (Vegetable Volley) where some of the grass patches contain them. However, it is easy to avoid them.
293* PowerUp:
294** Along with the Super Mushroom, Fire Flower, and Super Star from the original game, this game introduced the Super Leaf, which allows Mario to take flight and whack enemies with a raccoon/tanooki tail.
295** In addition, this game has several powerups unique to itself: the Tanooki Suit, a souped-up Super Leaf with the ability to transform into a statue; the Hammer Suit, which destroyed almost anything with hammers that travel in an arc; the Frog Suit, which allows for easier control underwater but lessened control on land; and Goomba's Shoe, which allowed safe crossing over spikes and Munchers, but was only available in World 5-3.
296** ''Advance 4'' added the Cape Feather from ''VideoGame/SuperMarioWorld'', as well as a brand new item, a blue boomerang that you can toss around not unlike the Boomerang Bros. These were only available via e-Reader cards, however.
297* PowerupLetdown:
298** Anchors are tucked away in White Mushroom Houses of even-numbered worlds. Odd-numbered worlds have P-Wings, so they ''have'' to be equally useful, right? Nope, all they do is lock the airship in place after you have already cleared a path through most of the world getting to the castle in the first place. If you beat the airship on your first try, then it's wasted. Its only real use is in World 5, so you don't have to go back and forth from the sky and the ground. There's also a glitch in the NES version that can make the airship fly out of bounds and become inaccessible.
299** Some consider the Frog Suit to be this. Although it is useful in water levels, it impedes movement on land as mentioned earlier. It's even more of a letdown if you get one in either of the Toad Houses located after World 7-4 as there are no more true water levels in the game. [[note]]You can at least put one to use on during World 8 Navy, making it less tiring to swim under the ships than usual.[[/note]]
300** The Music Box puts the wandering Hammer Brothers on the map to sleep for two "turns". The wandering Hammer Brothers are fairly easy to defeat (especially if you have a Starman) and you always get a power-up for doing so, which makes it pretty pointless. Really, its only use is in World 7 to skip the second Piranha Plant level, which only gives you a mushroom at the end.
301* PreexistingEncounters: The game has Hammer Bros., Boomerang Bros., Fire Bros. and Sledge Bros. randomly wandering around the world maps. Mario is transported to a battle screen if they run into him, but can sometimes avoid them.
302* ProsceniumReveal: The BookEnds (intro and outro) depict the events of the game as taking place on a stage with a curtain. It's also subtly shown throughout the game by things like the floating platforms being suspended in the air by screws and strings as if they were stage props. It was later confirmed by series creator Creator/ShigeruMiyamoto that the game's events are part of a stage play.
303* QuicksandSucks: World 2 not only features quicksand capable of chewing Mario and Luigi, but which also serves as a hideout for green Piranha Plants underneath; these enemies pop out only when they're going to shoot fireballs at Mario or Luigi. A secret area beneath a pool of quicksand can be accessed in 8-2.
304* QuirkyMinibossSquad: The Koopalings debut here, as the boss of the airship level for each world.
305* RecurringBoss: Boom Boom guards every fortress except the one within the spiral mountain that connects the ground with the sky in World 5, and also guards the military levels in World 8. In the early fights, he jumps higher after being hit, while in the later ones he flies for a limited time before trying to charge at Mario and Luigi.
306* RemilitarizedZone: The airship levels that serve as the end-of-world challenges. World 8 also features tank and battleship levels along with the airships.
307* RetCon: Bowser's castle varies in appearance considerably between the original game and {{updated re|release}}makes. In the original, color palette limitations gave the castle a pink color that could be mistaken for flesh tone. ''VideoGame/SuperMarioAllStars'' "corrected" this thanks to the improved color palette and resolution, making the castle appear to have ochre-tones and a recreation of the top half of Bowser's skull adorning top-center. ''Super Mario Advance 4'', however portrays the castle as made of silver metal.
308* RougeAnglesOfSatin: In one of the bonus games, the Mushroom Person says "Miss twice and ''your'' out." It was later changed to "You can only miss twice," because there wasn't any room in the text box for an apostrophe. The ''All-Stars'' version brought back the original message, and ''Advance 4'' corrected it.
309* SaveGameLimits: Even though this game is exceptionally long by prior games' standards (90 levels compared to the original game's 32), ''there is no save feature''. ''All-Stars'' allows saving at any time, with the consequence of having to restart at the beginning of the current World. ''Advance 4'' also features a SuspendSave feature, along with a more permanent saving feature upon clearing any fortress or airship. NES players who weren't willing or able to leave the game on for as long as it took them to complete it just had to gather Warp Whistles to get back to where they left off.
310* SaveThePrincess: The main plot of the game is to rescue the Mushroom World kings. For most of the game, the Princess is safe at home in the Mushroom Kingdom, sending you letters with advice and gifts. It isn't until you beat World 7 where your usual letter is instead from Bowser proudly claiming that he has kidnapped the Princess while you were away (which was his plan all along). Only the ''Advance 4'' version decides to fill you in on this plot development if you skipped to World 8 by warping.
311* SchrodingersGun: There are two slightly different {{Boss Room}}s in World 8, with both having a holding cell behind them. No matter which one you go to, you'll always face Bowser there and find the Princess in the room behind.
312* ScreechingStop: Mario produces that noise whenever trying to change the running direction quickly.
313* SeeTheInvisible: One of the e-Reader levels in the GBA version features invisible blocks that can only be seen when Mario or Luigi transforms into a statue while using the Tanooki power-up. This proves essential to collect all the Advance Coins in the level.
314* SelfDamagingAttackBackfire: Bowser tries to use his GroundPound to defeat Mario. This backfires if Mario can trick him into destroying the floor, which sends him into a {{Bottomless Pit|s}}.
315* SetBonus: Using two warp whistles at once (that is, using a warp whistle while already in the Warp Zone) is the quickest ticket to World 8.
316* ShiftingSandLand: World 2, Desert Land/Desert Hill. Some levels do have oasis with water where Mario and Luigi can swim in, while others have pyramids (and one of them can be explored from the interior). Fire Snakes, Chain Chomps, Fire Bros. (only present in a hidden part of the map) and the Angry Sun are first seen here as well. A few levels in World 7 are also desert-themed.
317* ShipLevel: The airship stages at the end of every world.
318* ShooOutTheClowns: World 8 is the only world in the game in which Toad doesn't appear at all. No bonus games, no items, no nothing. Even in the two outdoor field levels, the color scheme is dark and the cave music is used.
319* ShoutOut:
320** Use the game's WarpWhistle, and you'll hear the warp tune from ''[[VideoGame/TheLegendOfZeldaI The Legend of Zelda]]''. Mario will also be swept away in a whirlwind, much like Link in the same game. In the Japanese versions, they even share the same name.
321** All Koopalings except Larry are named after musicians.
322* ShowWithinAShow: In an unusual example, the game itself, which is presented as a stage play.
323* SinisterSentientSun: This game introduces the Angry Sun, a small sun with a furious, menacing face that regularly swoops down on Mario in order to harm the poor plumber.
324* SlideLevel: The player can slide down slopes to knock out enemies or launch themselves.
325* SlippySlideyIceWorld: World 6 is the domain of Ice Land, and is also the longest in the entire game (ten regular levels, three Fortresses, and the Airship finale). Features include Ptooies (Piranha Plants that maneuver with spiky spheres), rotating platforms and ice blocks that can be melted with fireballs.
326* SmashMook: Thwomps, which make their debut here. Their whole strategy consists of nothing more but staying still and trying to smash Mario or Luigi when they walk past from below. They're pretty much treated more as glorified hazards than actual enemies.
327* SoProudOfYou: When you finally save Princess Peach in the Japanese and ''Advance 4'' versions, she says:
328-->"Thank you! Peace has finally returned to the Mushroom World. THE END!"
329* SphereFactor: This is the signature weapon of Lemmy Koopa, who moves by maneuvering a circus ball and throws others at Mario and Luigi. He retains this motif in all subsequent games except ''VideoGame/SuperMarioWorld''.
330* SpikesOfDoom: The game introduces spiked ceilings and platforms that rise and lower in fortresses. The only way Mario can avoid demise is by ducking in narrow spots where the spikes don't reach, and wait until the ceiling rises again. Spiky floors are less dangerous (if you have a power-up you'll just revert to Small Mario like if you hit an enemy).
331* TheSpiny:
332** Not just the trope-naming type, but also a second, bouncing type. Neither can be stomped on, but both can be killed with fireballs or tail-whips.
333** The game introduces the Nippers (small carnivorous plants with upwards-facing mouths) and Munchers (black, stationary plants); both are stomp-proof and harmful upon contact.
334** The Battle Mode (a remake of the original arcade ''VideoGame/MarioBros'') also replaces the Shellcreepers (green turtle enemies that were the forebears of Koopa Troopas) with Spinies, to communicate that enemies cannot be jumped on. This would carry over to other ''Mario Bros.'' remakes, such as ''Mario Clash'' and the ''Super Mario Advance'' series.
335* SpringJump: The game marks the debut of note blocks, which provide a bouncy jump to Mario and Luigi. A higher jump is possible by pressing the jump button at the exact moment they land on the block, but the timing is strict. If the higher jump is done with a pink note block, they will skyrocket into a Coin Heaven area.
336* StoneWall: The Tanooki suit has a mode that turns Mario to stone. You can't be hurt, but you can't jump on enemies [[note]]you can land on them, though, which will kill a few otherwise invincible obstacles[[/note]] or use the tail-swat attack.
337* TacticalSuicideBoss:
338** The Koopalings would be invincible if they simply resorted to jumping around after getting hit instead of coming out of their shells.
339** Bowser will keep ground pounding at Mario, even if it means his [[RingOutBoss death.]]
340* {{Tanuki}}: The Tanooki Suit allows Mario or Luigi to temporarily turn into a statue.
341* TeleportersVisualizationClause: {{Inverted|Trope}} with the WarpWhistle system in this game, which is primarily used to go ''forward'' in the game rather than going back, although returning to previously-visited worlds is a possibility (to a limited extent) if one so desires.
342* TemptingFate: After Ludwig's defeat at the end of World 7, Bowser oh-so-considerably sends you a taunting letter admitting that he has kidnapped Princess Peach again and dares you to come rescue her.
343* TimedMission: As per ''Super Mario Bros.'' standards, every action stage is on a time limit, including underground pipe tunnels and fights against the wandering Hammer Brothers.
344* TotallyRadical: Bowser opens his letter to Mario with "Yo!"
345* TooAwesomeToUse:
346** The Tanooki Suit and the Hammer Suit. You can waste other powerups willy-nilly even if you die, because Mushrooms, Fire Flowers, and Super Leaves are a dime a dozen. But Tanooki Suits and Hammer Suits can be counted on one hand each... (The Frog Suit is similar in terms of rarity, but only useful in underwater areas, so you might as well use them if you have them.)
347** The Hammer. Do you use it in World 2 to grab an early Frog Suit and the third warp whistle? Or do you perhaps save it for later, such as World 3's lengthy series of Toad Houses and Spade Panels to accumulate items and extra lives?
348* TowerOfBabel: Mario and Luigi must ascend a spiral-shaped tower to reach the sky of World 5. There is speculative debate as to whether the familiar looking Tower was inspired by the Tower of Babel or Mount Purgatorio.
349* {{Transplant}}: This game begins the trend of adopting enemies that debuted in ''VideoGame/SuperMarioBros2'' into the general ''Mario'' universe, which are technically native to the game ''2'' is a DolledUpInstallment of, ''VideoGame/DokiDokiPanic'', starting with [[ActionBomb Bob-ombs]]. Other DDP enemies soon followed in subsequent games.
350* TremorTrampoline: If Mario or Luigi is stunned by a GroundPound from a Sledge Bro or from some of the Koopalings, they'll bounce up and down in place for a few moments. After defeating Bowser, the resulting impact from down below will also bounce Mario or Luigi high into the air if they're standing on the ground.
351* TrialAndErrorGameplay: In the pyramid level in World 2, there is a hill you can slide down and take out a few Buzzy Beetles along the way, only to fall directly into a pit that happens to be at the bottom. There is absolutely no way to know this is there the first time you play the game.
352* TrickBoss: In "Koopaling Confusion", one of the e-Reader levels in the GBA version, you can fight Ludwig, but he only takes one hit to defeat. It turns out that this is a fake Ludwig- to find the real one, you have to find a hidden path in the level, which also leads to the remaining two A-Coins and the e-Coin of the level.
353* {{Troll}}: Princess Peach of all characters. She shows off her playful side in the ending.
354-->'''Peach:''' Thank You, but our Princess is in another castle... Just Kidding! Ha ha ha!
355* UnderTheSea: These levels begin to appear in World 3, but they occasionally appear in worlds after that. Their overall design is more complex than that of the water levels in the first ''Super Mario Bros.'', which is why this game introduced a swimming power-up (the Frog Suit) so Mario and Luigi can move more freely.
356* UndesirablePrize:
357** There are a couple of Toad Houses late in the game that have a chance of giving you either a Tanooki suit, a Hammer Suit, or a Frog Suit. Particularly as these houses appear well after World 3 (the only place players generally want to have the Frog Suit's improved underwater maneuverability), getting the Frog Suit is seen as a huge letdown. However, it does remain somewhat useful even outside of World 3, with a few underwater passages and secret rooms that are difficult or impossible to navigate without it.
358** The Anchor and the Music Box as mentioned earlier.
359* UnendingEndCard: The Japanese version hangs on the ending screen until you reset or turn off the Famicom. {{Averted}} by the English release and later releases, which let you go back to the title — and, in the NES version's case, with [[NewGamePlus a full inventory of P-Wings]] to boot.
360* UnintentionallyUnwinnable:
361** Several levels in Worlds 6 and 7 require ducking through a one-block-high hole to pass, something that can't be done if you're in the Frog suit. And in at least one of them, you can't even commit suicide by way of {{Bottomless Pit|s}}. Considering how difficult it is to maneuver on land with the Frog suit, why would you use it prior to entering a level with no water? If there are no enemies nearby to run in to, you have to wait for the timer to run out.
362** If you bring a P-Wing into a fight with a flying Boom Boom and fly near the ceiling while the Boom Boom is flying, there's a chance the Boom Boom will fly right through the ceiling, rendering the fight unwinnable and forcing you to wait until the time runs out.
363** It's impossible to do without cheats, but using the Goomba's Shoe in a water level will cause the player to sink to the bottom instantly, rendering some levels completely impassible. If you're using an emulator which can disable cheat codes it's not so bad, but if you're using actual hardware with a UsefulNotes/GameGenie, you're screwed unless you can somehow bypass the water stages.
364** In the original NES version, a highly specific one involved grabbing a Hammer Suit in the middle of a level (which happens once in the entire game; the others are Toad House prizes) while wearing a Tanooki Suit and activating the statue form. This meant it was impossible to go through pipes, and as said suit was in an area accessible only via pipe, it was one loss of a life for anyone who tried. Thankfully, this was corrected in the re-releases.
365* UniqueEnemy: Shoe Goombas, Para-Beetles, Spiny Cheep-Cheeps, and homing Missile/Bull's-Eye Bills all turn up in exactly one level apiece. Also, a single fire-breathing Walking Piranha/Nipper Plant appears in World 7-8. Lastly, Bowser's castle has unique SlowLaser sentry statues to defend the entryway and final approaches towards Bowser's personal chambers.
366* UnlockableContent: ''Super Mario Advance 4'' enters full-on NewGamePlus mode once a perfect clear is achieved in each world. Additionally, there are certain game features that only come to effect if certain e-Reader cards were swiped. These range from gameplay features from other ''Mario'' games, to different kinds of {{Mercy Mode}}s, to making the game harder.
367* TheVeryDefinitelyFinalDungeon: Bowser's Castle is reached at the end of an eerily desolate straight path in the final section of World 8's map (the only other level present there is the last RemilitarizedZone level). The level itself also has a unique castle design (plus a new hazard in the form of laser-shooting statues), not seen anywhere else in the game.
368* VideoGameRemake: Two of them; ''Super Mario All-Stars'' for the SNES included the game with a 16-bit graphical overhaul, along with remixed music, and a revamped Battle Mode. This was later updated and released as ''Super Mario Advance 4: Super Mario Bros. 3'' for the Game Boy Advance, which added e-Reader support, and voice acting.
369* VideoGameSliding: Starting with this game, Mario can slide down almost any hill or inclined surface, taking out whatever enemy happens to be in the way. In some areas, he can even use his slide momentum to rocket through the air with a Slide Jump. This move has persisted through all future 2D Mario platformers.
370* VillainBall: Bowser takes it and runs with it at the end of World 7. His master plan to distract the Mario brothers while he kidnapped the Princess worked great. Too bad he had to send Mario a letter taunting him, and telling him exactly where to find her.
371* WakeUpCallBoss: While Larry and Morton aren't really any more difficult than any Boom Boom (save for adding some easily avoidable projectile attacks), Wendy ramps up the difficulty by throwing rings which bounce around the room. Combined with her very high jump height, it becomes much harder to safely hit her if you do not have a Fire Flower. All of the subsequent bosses do something to make the battle that little bit trickier.
372* WarpWhistle: There are three of them which take you to a WarpZone. In the NES version, this is the only way to quickly jump to whatever world you left off at, due to [[SaveGameLimits the lack of a save feature.]]
373* WaterloggedWarzone: In Water Land, the Hammer Brothers move back and forth from dry land to water; if Mario fights them in water he'll be knee-deep in it, slowing him and giving the Hammer Bros. the advantage.
374* WeaponizedOffspring: Yellow Para-Goombas attack by releasing Micro-Goombas from the air. If one of these grabs hold of Mario, it'll keep him from jumping very high until he shakes it off. In underwater stages, Blooper Nannies send their Blooper Babies to swarm Mario, and Big Bertha spits her kid ahead of herself to attack.
375* WhamEpisode: The Princess is actually just fine up until around the end of World 7, at which point Bowser announces he has come back to kidnap her!
376* WhamLine: When you get the last letter: "Yo! I kidnapped the Princess while you were running around. She's here in my castle, if you dare to try and rescue her. Ha ha ha..." -- King of the Koopa
377* WhenAllElseFailsGoRight: A universal rule, with the exception of World 5-3.
378* WrapAround: There are certain vertically oriented levels (mostly in World 7) that have left / right wraparound, and are only one screen wide.
379* YourPrincessIsInAnotherCastle: Jokingly referenced by the Princess in the NES and ''All-Stars'' versions of the game:
380-->"Thank you. But our princess is in another castle!...Just kidding! Ha ha ha! Bye bye."
381[[/folder]]

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