[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/Main_cast_scene_SMB3.jpg]]
->''"So I give you... SUPER! MARIO BROTHERS! '''THREE!!!'''"''
--> --'''The Video Armageddon announcer''', ''Film/TheWizard''

'''''Super Mario Bros. 3''''' is the third installment in the ''Franchise/SuperMarioBros'' series by Nintendo. Having saved the Mushroom Kingdom, Mario must now liberate the surrounding kingdoms from Bowser, who, in the vein of Bonaparte, has divvied them up between his seven kreepy Koopa kids. Mario must first trounce the Koopalings, steal back the scepters they stole from the rightful rulers, and [[BalefulPolymorph restore the Kings to human form]] before he's allowed to tackle Bowser.

The final installment in the [[The8bitEraOfConsoleVideoGames 8-bit]] trilogy, it featured several new [[PowerUp power-ups]] and features, in addition to a much larger selection of levels, enemies, and so forth. It was a huge commercial success, rivaling the original ''VideoGame/SuperMarioBros1'' game. ''Super Mario Bros. 3'' was also the first ''Mario'' game to have a specific cartoon SpinOff, in the form of ''WesternAnimation/TheAdventuresOfSuperMarioBros3''. It also received [[EarlyBirdCameo advance publicity]] from an otherwise non-notable movie called ''Film/TheWizard''.

A remake of ''Super Mario Bros. 3'' was later included in the ''VideoGame/SuperMarioAllStars'' CompilationRerelease, and that remake was updated again as a standalone game with e-Reader support as ''Super Mario Advance 4''.

Notable [[GameMod ROM hacks]] include:
* ''VideoGame/MarioAdventure''
* ''VideoGame/SuperMarioBros3Mix''
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!!Tropes present:
* AdaptationExpansion: The GBA remake has an intro cutscene explaining how the Koopalings transformed the Kings and took over the Kingdom.
* AirborneMook: In addition to the paratroopers, now there are paragoombas, parabeetles, and boos.
* AnimatedAdaptation: ''[[WesternAnimation/TheAdventuresOfSuperMarioBros3 The Adventures of Super Mario Bros. 3]]''.
* AutoScrollingLevel: Several. Many of them are [[ThatOneLevel notoriously difficult]] due to the many obstacles that must be traversed while keeping up with the screen.
* BalefulPolymorph: The seven kings who get changed into animals (or, in the remake, enemies from other Mario games).
* BigBad: Bowser.
* BilingualBonus: The treasure ships have "treasure" written on their masts in kanji.
* BootstrappedTheme: Underground levels use a remix of the underground theme from the first ''VideoGame/SuperMarioBros1'' game.
** Also, the melody to make the Wandering Hammer Bros. fall asleep is the ''Super Mario Bros.'' theme.
* BossArenaIdiocy: 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 falls to his death.
* BubblyClouds: The second half of World 5, Sky Land/The Sky.
* TheCameo: In the SNES remakes, instead of animals, the Kings of the different worlds are changed by the Koopalings into different enemies from past games. Here are the changes:
** World 1: Grass Land: Dog -> Cobrat
** World 2: Desert Hill: Spider -> Hoopster
** World 3: Sea Side: Kappa -> Dino Rhino
** World 4: Big Island: Dinosaur -> Donkey Kong Jr.
** World 5: The Sky: Vulture -> Albatoss
** World 6: Iced Land: Sea lion -> Monty Mole
** World 7: Pipe Maze: Piranha Plant -> Yoshi
*** The last transformation example also serves as an EarlyBirdCameo as well, since the sprite for that transformation would later become Yoshi's main sprite in ''VideoGame/YoshisIsland''.
* {{Cap}}: Mario and Luigi can only have 99 lives. The GBA remake bumps this up to 999.
* CheckPointStarvation: None of the levels in this game have checkpoints, a rarity for a Mario game. This may be because the stages are shorter than ones in most other Mario games.
* 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 most well known way to defeat Bowser is to trick him into smashing his way through these same bricks and down into a BottomlessPit.
* ChildrenInTow: The Blooper Nanny.
* ColorCodedMultiplayer: Played straight in the original (where Luigi is just a PaletteSwap), but [[AvertedTrope averted]] in the remakes (where he's a separate sprite).
* ContinuingIsPainful: [[ZigzaggedTrope Zigzagged]]. Getting a game over and continuing results being thrown back to the start of the world's map plus all action levels that you cleared get reset and have to be completed again. However, mini-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.
* 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 the remakes, all Hand Trap levels have the bottom half of the background glowing red.
* CoOpMultiplayer: The "Progress in Turns" variation. In the GBA version, 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 SNES version included a battle mode completely dedicated to this minigame.
* CoversAlwaysLie: A screenshot from one of the DummiedOut levels is pictured on the back of the NES game box.
* CraniumRide: Parabeetles.
* DemBones: Dry Bones, which are actually Koopa skeletons.
* TheDevTeamThinksOfEverything: Stomping on chains of enemies without touching the ground nets increasing points, and then 1-Ups. However, you can't do this with the P-Wing.
* DidYouJustPunchOutCthulhu: You can kill ''the sun''. And it's just as awesome as it sounds.
* DifficultyByRegion: In the original Famicom version, Mario reverts all the way back to small Mario when hit even if he's fully powered-up (Fire, Raccoon, etc). In the international versions, he reverts back to Super Mario, meaning he's able to take an extra hit. This revision would also apply to ALL subsequent remakes of the game, both in Japan and internationally. (The GBA version was planned to include an e-Reader switch that would bring back the original damage behavior, but it was never made, not even in Japan.)
* DifficultySpike: World 3 is significantly harder than either of the two previous worlds, partially because water levels tend to be harder to begin with, and also due to Boss Bass. The difficulty evens out somewhat in World 4, but then starts rising again in World 5 and never really lets up.
* DisneyVillainDeath: Happens to Bowser if he is defeated the normal way by tricking him into smashing through the floor. Even if he is defeated by the Fire Flower or Hammer Suit, he falls off the screen anyway.
* TheDragon: Ludwig is [[AllThereInTheManual described in the North American instruction booklet]] as being Bowser's second-in-command.
** Contrast with ''{{VideoGame/Super Mario World}}'', in which Larry apparently assumes this role. Ludwig is still important there as he guards the castle at the end of the bridge that connects the western and eastern continents.
* DroughtLevelOfDoom: In World 6 and 7, Mushroom 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'' Mushroom Houses at all.
** You can save a P-Wing to use for those levels. That is, unless you deem them TooAwesomeToUse or just run out of the rare things.
* DubInducedPlothole: 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 subsequent versions. One is Kuribo's Shoe, the other is Jugem's Cloud.
** Even funnier is that the Magazine/NintendoPower Strategy Guide called the Goombas wearing the Kuribo's Shoe [[DepartmentOfRedundancyDepartment "Kuribo's Goomba."]]
* DungeonBypass: You can complete a level normally or you can say screw it and use Jugem's Cloud to skip a level or mini-fortress. However, if you lose a life after skipping a level, you'll be thrown back and you'll have to beat the level you skipped (assuming you didn't clear another level after skipping the level before it).
* 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 Japanese version involving the original exit led to the US version 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 Parabeetles, both of which move faster than their red brethren.
** Two whole sets of E-Reader cards didn't make it to the U.S., and perhaps as a result, all of the e-Reader content was DummiedOut in the PAL releases for ''[[EnhancedRemake Super Mario Advance 4]]''.
** There are only 3 Warp Whistles in the whole game. There was apparently a 4th one, too, but only in the Japanese version of the game.
* EasterEgg: Complete the airships as Tanooki, Hammer, or Frog Mario/Luigi and the king will give a different message.
** 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.
** Selecting a previously finished level in 2-player will allow both to play an updated version of the ''VideoGame/MarioBros'' arcade game.
** 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.
* ElectricJellyfish / InvincibleMinorMinion: Jelectros, which can't be killed even with Starman. Or even the Hammer suit, which can kill almost ''any''thing else.
* EvilOverlord: Bowser. He has it all here; a vast army of Mooks, airships, and a kingdom that resembles Hell itself.
* ExpansionPack: Literally "pack" - The ''Super Mario Advance 4'' remake 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.
* FakeUltimateMook: The {{Giant Mook}}s in World 4 are no harder to kill than their normal-sized counterparts, despite their towering over Mario.
* FloatingPlatforms: Many levels. Notably, some of them are hanging from wires.
* 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.
* FrickinLaserBeams: Emerging from the statues of Bowser that litter his castle.
* GameBreakingBug:
** 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.
** World 5 consists of two separate halves: the ground and a BubblyClouds upper half. It's possible for the airship to fly down from the clouds to the ground, but once you go back down to the ground, it's gone. Hope you have a warp whistle. This glitch was fixed in remakes.
** 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.
* GiantMook: Almost every enemy in [[MacroZone World 4]].
* GracefulInTheirElement: The Frog Suit underwater.
* GreenHillZone: World 1, Grass Land, and the first half of World 5.
* GuideDangIt:
** The coin ship and white mushroom house. The former requires the tens digit of the player's score to match both digits of his or her coin count, and 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 was by word of mouth. In the case of the white mushroom houses, the coin collection requirements basically boil down to "all the coins in the autoscrolling levels" which made getting them considerably easier once you figured it out.
** Also, several stages have numerous Starman power-ups hidden in blocks, and can allow the player to be invincible through the entire stage. However, you have to find the actual Starman at the beginning of the level, or use one from your inventory before entering the stage, or else no Starmen will appear at all. Qualifies as a bit of UnstableEquilibrium. This gimmick is re-used several times in ''VideoGame/NewSuperMarioBrosWii''.
* HeyYou: Due 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 refering and talking to Mario or Luigi will not address them by name.
* HoistByHisOwnPetard: 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.
* 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.
* InfiniteOneUps:
** Any level with a long chain of respawning enemies (such as the pipe in 1-2 which spits out Goombas), several Bullet Bill cannons near each other (e.g., World 4-5), three Dry Bones in the same vicinity, or a Koopa close to a Bullet Bill cannon (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 on GBA) lives.
** While not necessarily infinite, the Fortress in the Pipe Maze area involves a room with a P-Block, and positively massive amounts of bricks. In one punch of the P Block, you can get a large amount of 1 Ups in the time taken, and even more if you have a leaf equipped. Die, rinse, repeat.
* InfinityPlusOneSword: The Hammer Suit. Not only it can already kill anything that the fireballs from the Fire Flower can, the hammers can also eliminate Boos and Thwomps, which normally can't be killed unless you use a Starman. Ducking in the Hammer Suit makes Mario curl up and grant him immunity to fireballs as well. Naturally, the Hammer Suit is extremely rare and for many players, it's just TooAwesomeToUse.
* KaizoTrap: 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... on the other hand, this trope is averted if you defeated him with the Fire Flower or Hammer Suit as there's no hole to fall into in those cases.
** 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.
* KidAppealCharacter: Toad isn't the only one here. The Koopalings, introduced in the game, bring some kid-of-heel technicality to the Mario franchise. Of course, [[KidsAreCruel Koopalings are cruel]].
* KillItWithFire: Unlike in ''VideoGame/SuperMarioWorld'', the Fire Flower is still a primo power-up, and works against many otherwise intimidating baddies.
* KnightOfCerebus: Bowser. While not as extreme as ''VideoGame/SuperMario64'' and the ''VideoGame/SuperMarioGalaxy'' games, his letter with him gloating about kidnapping Peach again causes a MoodWhiplash and after reading it it instantly cuts to Mario arriving in Bowser's kingdom, which resembles {{Hell}}. You don't see Bowser himself until the very end of his castle, in which he just jumps right into the final battle.
* LawOfOneHundred: Gathering 100 coins still nets you a [[OneUp 1-up]], just like in the first SMB.
* 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.
* LighterAndSofter: A relatively mild example, but the 16-bit versions of World 8 had a considerably lighter color palette. The 8-bit version by comparison had a much darker palette and a bleaker overall feel.
* MarathonLevel: World 6 has ''ten'' levels, along with three mini-fortress levels. Luckily, you don't have to complete all the normal levels to beat the world, but if you want OneHundredPercentCompletion in the GBA remake, you'll have to do it all.
* MacroZone: World 4, Giant Land/Big Island
* MeaninglessLives: The GBA remake plays with this trope; it allows you to donate some of your lives to the other player, and vice versa.
* MiniDungeon: This is the first ''Mario'' game to introduce the Fortresses, who 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.
* MissionControl: Princess Peach sends you telegrams at the end of each World, along with an item. The final letter is from Bowser, gloating about kidnapping the Princess again.
* {{Mordor}}: World 8, Dark Land/Bowser's Castle
* MusicalThemeNaming: Most of the Koopalings are all named after famous musicians: [[Music/LudwigVanBeethoven Ludwig von]] Koopa, [[Music/{{Motorhead}} Lemmy]] Koopa, [[Music/RoyOrbison Roy]] Koopa, [[Music/IggyPop Iggy]] Koopa, [[Music/{{U2}} Larry]] Koopa, and [[Music/WendyOWilliams Wendy O.]] Koopa.
** The semi-exception is Morton Koopa, Jr., named after Morton Downey, Jr., who had little success as a musician but much more as a [[JerkAss obnoxious]] talk show host.
*** The Boo enemy, which debuted in this game, is here called [[BoDiddley Boo Diddley]].
* NewGamePlus: Clearing the game loads your inventory with P-Wings, but the feature was not carried over to the updated ports.
* 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.)
* NoNameGiven: The Koopalings in the Famicom version. Their names were established during the U.S. localization of the game, and were named after talk show hosts and musicians.
* NothingIsScarier: The first fortress in World 7 has ''no'' enemies except for the boss; in their place are the empty holders for Rotodiscs and Hot Foots. It also has [[GuideDangIt no obvious way out]].
* OneHitKill: Aside from the usual (lava, pits, etc.), there is also Boss Bass. Appearing in two levels in World 3, it jumps out of the water trying to engulf you, and if he does, [[EatenAlive you instantly lose a life]], even if you were powered-up. This results in 3-3 and 3-8 being ThatOneLevel to many players.
* OneUp: Just like in the first ''Super Mario'' game, green mushrooms give 1-ups, and one is awarded every 100 coins. 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 games offers 2-, 3-, or 5-ups for matching up a picture.
** The Game Boy Advance version kicks those spade games up a notch by giving you a heart game once you clear the spade, in which the Star is replaced with a Leaf that'll give you seven lives. Clear that, and you get to play a club game where the 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.
* PaletteSwap: Mario and Luigi in the NES version, and most of the enemies in all versions. Also, Larry and Iggy are head swaps of each other in this game, as are Morton and Roy.
* PalmtreePanic: World 3, Water Land/Sea Side; overlaps with UnderTheSea.
* PipeMaze: World 7, Pipe Land/[[TropeNamer Pipe Maze]].
* PlayerTic: One of the most well known ones. Players tend to jump to grab the wand in mid-air after defeating a Koopaling.
* PowerUp: This game has several powerups unique to itself, including the Hammer Suit and Tanooki Suit, the latter of which is like a souped-up raccoon tail. There's also the Frog Suit, which allows for easier control underwater but lessened control on land, and Kuribo's shoe, available only in world 5-3. The Fire Flower and Mushroom from the first SMB are present as well, and the Raccoon leaf was introduced with the game.
** The GBA version 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.
* QuirkyMinibossSquad: The Koopalings debut here.
* RemilitarisedZone: The airship levels, and half of World 8
* RougeAnglesOfSatin: In one of the bonus games, Toad 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 Super NES version brought back the original message, and the GBA version corrected it.
* SaveGameLimits: Even though this game is exceptionally long by prior games' standards, ''there is no save feature.'' The remakes thankfully correct this by allowing you to save at any time (though you have to start over from the beginning of the current world when you reload). Also, the Wii Virtual Console rerelease can suspend the game at any point if you return to the Wii menu and then reload the exact same state when you load up the game again. The Wii U and 3DS Virtual Console versions even allows you to save an actual save state that can be reloaded at any time.
** SuspendSave: Included in the GBA version.
* SaveThePrincess: A DoubleSubversion. The main plot of the game is to rescue the kings of the various kingdoms. For most of the game, the princess is [[StayInTheKitchen safe at home in the Mushroom Kingdom]], sending you letters 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 ([[XanatosGambit which was his plan all along, kings or Peach.]]). Only the Game Boy Advance version decides to fill you in on this plot development even if you skipped World 7 by warping.
* SchrodingersGun: There's two slightly different {{Boss Room}}s in Bowser's Castle, with both having a holding cell behind them. No matter which one you go to, you'll always face Bowser there and find Princess Peach in the room behind.
* SequelDifficultyDrop: Compared to ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]''. Granted, this game [[NintendoHard isn't very easy either]].
* ShiftingSandLand: World 2, Desert Land/Desert Hill. A few levels in World 7 are also desert-themed.
* ShooOutTheClowns: World 8 is the only world in the game in which neither Toad Houses nor Toad Casinos appear. Also, in the two outdoor field levels, the game's cave music is used.
* ShoutOut:
** Use the game's WarpWhistle, and you'll hear the warp tune from ''VideoGame/TheLegendOfZeldaI''. Mario will also be swept away in a tornado, much like Link in the same game.
** The Koopalings are named after famous musicians & talk show hosts.
*** Larry Koopa = Larry Mullen, Jr.
*** Morton Koopa, Jr. = Morton Downey, Jr.
*** Wendy O. Koopa = Wendy O. Williams
*** Iggy Koopa = Music/IggyPop
*** Roy Koopa = Music/RoyOrbison
*** Lemmy Koopa = Lemmy Kilmister of Music/{{Motorhead}}
*** Ludwig van Koopa = Music/LudwigVanBeethoven
* SlippySlideyIceWorld: World 6, Ice/Iced Land.
* SpeedRun: [[http://www.youtube.com/watch?v=wz3BuYYhnn0 This legendary 11-minute speedrun]] of the game, probably the most famous tool-assisted speedrun on the Internet, though it has since been surpassed... while controlling ''three'' other ''Super Mario Bros.'' [[https://www.youtube.com/watch?v=0x9Pwy8C_6s games with the same "controller" simultaneously]].
* TheSpiny: Not just the TropeNamer type, but also a second, bouncing type. Neither can be stomped on, but both can be killed with fireballs or tail-whips.
* {{Spiritual Successor}}s: [[VideoGame/SuperMario3DLand There's two]] [[VideoGame/NewSuperMarioBros2 of them.]]
* SprintMeter: Inverted with the game's P-Meter, in which you run at full speed whenever it's full.
* {{Tanuki}}: The Tanooki suit allows Mario or Luigi to temporarily turn into a statue.
* TimedMission
* TotallyRadical: Bowser opens his letter to Mario with "Yo!"
* TooAwesomeToUse: The Tanooki suit and the Hammer Brothers suit. You can waste other powerups willy-nilly even if you die, because mushrooms, fire flowers, and 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.)
* TremorTrampoline: If Mario or Luigi is stunned by a GroundPound from a Sledge Bros. 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.
* TurtlePower: Koopas and Bowser yet again, along with the introduction of the Koopalings.
* UniqueEnemy: Goombas in their shoes, Para-Beetles, Spiny Cheep-Cheeps, and homing Missile Bills all turn up in exactly one level apiece. Also, a single fire-breathing Nipper appears in World 7-8.
* 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.
* WakeUpCallBoss: While Larry Koopa and Morton Koopa, Jr. aren't really any more difficult than the Boom-Booms (save for adding some easily avoidable projectile attacks), Wendy O. Koopa ramps up the difficulty by throwing rings which bounce around the room and make it much harder to safely hit her. All of the subsequent bosses do something to make the battle that little bit trickier.
* WarpWhistle: TropeNamer; 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]].
* WeaponizedOffspring: Yellow Paragoombas attack by releasing Microgoombas from the air.
* WhamEpisode: Peach is just fine up until the end of World 7, at which point Bowser comes back and kidnaps her!
* WhenAllElseFailsGoRight: Averted in World 5-3, but otherwise played straight.
* WrapAround: There are certain vertically-oriented levels (mostly in world 7) that have left/right wraparound and are only one screen wide.
* YourPrincessIsInAnotherCastle: Referenced by the princess herself, except in the Japanese and GBA versions.
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