Super Mario Bros. 3 is the third installment in the Super Mario Bros. 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 restore the Kings to human form before he's allowed to tackle Bowser.The final installment in the 8-bit trilogy, it featured several new 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 Super Mario game. SMB 3 was also the first Mario game to have a specific cartoon Spin-Off, in the form of The Adventures of Super Mario Bros. 3. It also received advance publicity from an otherwise non-notable movie called The Wizard.A remake of Super Mario Bros. 3 was later included in the Super Mario All-StarsCompilation Re-release, and that remake was updated again as a standalone game with e-Reader support as Super Mario Advance 4.Notable ROM hacks include:
Convection Schmonvection: 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.
Co-Op Multiplayer: The "Progress in Turns" variation. In the GBA version, you can exchange extra lives between Mario and Luigi when they occupy the same space, while in the other versions, they enter a minigame styled afterMario Bros.. 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.
Difficulty By Region: 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.)
Difficulty Spike: 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.
Contrast with 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.
Drought Level of Doom: 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 game over 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 Too Awesome to Use or just run out of the rare things.
Dub Induced Plothole: 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.
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.
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 Bubbly Clouds 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.
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.
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 Unstable Equilibrium. This gimmick is re-used several times in New Super Mario Bros. Wii.
Hey You: 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.
Hoist by His Own Petard: 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.
I Fell for Hours: 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.
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, 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.
Knight of Cerebus: Bowser. While not as extreme as Super Mario 64 and the Galaxy games, his letter with him gloating about kidnapping Peach again causes a Mood Whiplash 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..
Law of 100: Gathering 100 coins still nets you a 1-up, just like in the first SMB.
Levels Take Flight: 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.
Lighter and Softer: 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.
Meaningless Lives: The GBA remake plays with this trope; it allows you to donate some of your lives to the other player, and vice versa.
Mini Dungeon: 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 satge whose completion merely opens locked gates to create shortcuts that help the player skip levels if all lives are lost.
Mission Control: 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.
The semi-exception is Morton Koopa, Jr., named after Morton Downey, Jr., who had little success as a musician but much more as a obnoxious talk show host,.
The Boo enemy, which debuted in this game, is here called Boo Diddley.
New Game+: Clearing the game loads your inventory with P-Wings, but the feature was not carried over to the updated ports.
Nintendo Hard: Not as unforgivably difficult as The Lost Levels, but still rather hard. The difficulty really peaks in World 7. (World 8, by contrast, tends to look harder than it is.)
No Name Given: 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.
Nothing Is Scarier: 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 no obvious way out.
One-Hit Kill: 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, you instantly lose a life, even if you were powered-up. This results in 3-3 and 3-8 being That One Level to many players.
1-Up: 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.
Palette Swap: 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.
Player Tic: One of the most well known ones. Players tend to jump to grab the wand in mid-air after defeating a Koopaling.
Power-Up: 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 Super Mario World, 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.
Rouge Angles of Satin: 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.
Save Game Limits: 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 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.
Too Awesome to Use: 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.)
Turtle Power: Koopas and Bowser yet again, along with the introduction of the Koopalings.
Unique Enemy: 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.
Unlockable Content: Super Mario Advance 4 enters full-on New Game+ 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 Modes, to making the game harder.