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YMMV: Super Mario Bros. 3

  • Anti-Climax Boss: Your final fight with Bowser. You can exploit the fact that you can touch Bowser's lower part of the body and not take damage. (If you're in Super form, just crouch.) Add to the fact that the floor crumbles every time bowser stomps on you, and you just have to wait until when you have to dodge on the very moment Bowser slams through the final layer of the floor and falls to his doom. This is Boss Arena Idiocy at its best.
  • Awesome: Video Game Levels: World 5-3. Kuribo's Shoe. An entire generation of gamers can bond over how awesome that level was.
    • Although not quite as awesome as 5-3, 4-6 contains doors that change the size of the enemies between the giant size typical of world 4 and the standard sizes found elsewhere — kind of a 2D precursor to Tiny Huge Island from Super Mario 64.
    • The treasure ship, which shows up if your score and coins meet a certain criterion. When you go to it, it's kind of like a Doom Ship, except covered in hundreds of coins. It is glorious.
  • Breather Boss: Lemmy Koopa is a lot easier than Wendy O. Koopa, the only real difficulty coming from the fact that his boss room has an uneven floor, which makes it tricky to use fireballs against him.
  • Breather Level: Level 6-8, aside from the fortress levels, has absolutely no ice gimmicks at all and it is the only level whose design looks like it belongs in World 1 being made up of grass. The level itself is straightforward and contain a lot of chuckable blocks.
    • Actually, most worlds have at least one level that has little (if anything) to do with the main theme of the world (and not just the castles and doom ships).
  • Demonic Spiders: Boss Bass, who can be found hanging around most of the stages in World 3, and has an annoying habit of swallowing Mario whole irrespective of what power-up you're using, instantly costing you a life.
  • Ensemble Darkhorse: The Koopalings went on to become an entire Darkhorse Ensemble.
    • However, the TRUE ensemble darkhorse is Kuribo's Shoe. Despite appearing in only one stage, of one world, of one game, it is enormously popular, so much so that some fan-made hacks, such as Mario Adventure, made sure to let it carry over to every level.
  • Game Breaker: The series has its own page.
  • Good Bad Bugs: The "extended 1-up" glitch that occurs when the tail-wag sound and 1-up sound are merged.
    • There are numerous places in World 7 (often allowing full-stage skipping), Bowser's Castle, and elsewhere where you can walk through a wall. See this video for a sampling (example: 35:00).
  • One-Scene Wonder: The best power-up ever, Kuribo's Shoe. It only appears in one level, and has yet to appear in any subsequent games in the series; the closest it has gotten to reappearing has been in a Continuity Nod in Mario & Luigi: Bowser's Inside Story, a somewhat similar "Goomba's Shoe" item in Paper Mario: Sticker Star, and an ice skate power-up in Super Mario 3D World that you can get by knocking out the Goomba in the skate.
  • That One Level: The airship in World 8. This is not like the Koopaling airships, this one scrolls faster, and consists mostly of small platforms with lots of space between them.
    • The tank level just before Bowser's Castle, which is loaded with cannon ball and bob-omb launchers.
    • The latter third of World 7 will usually be enough to drive all but the most dedicated players to use their warp whistles and go to World 8.
    • The World 5 stage with the pera-beetles. But at least it's optional.
  • Unwinnable by Insanity:
    • Several levels in worlds 6 and 7 require ducking through a one-block-high passage to continue, which cannot be done if the player is in the Frog Suit. On the other hand, why a player would be using the Frog Suit in levels that don't have water…
    • It's impossible to do without cheats, but using the Kuribo's Shoe in a water level will cause the player to sink to the bottom instantly, rendering some levels completely impassible.
  • Woolseyism: The Koopalings weren't actually named in the Japanese version of the game. Their individual names were added in by the English localization, which explains why the DIC cartoon adaptation gave the Koopalings vastly different names.

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