level maps


Below, we have maps of the levels with item and enemy positions, along with short descriptions. Map key appears below the last description.

Screen shot01
With the Kuribo Shoes, Spinies, and the two floors connected by pipes, this one reminds me of World 5-3. But, 5-3 started you out on the right, and only had one connecting pipe.

Screen shot02
Another level reminiscent of 5-3. The end is really interesting, due to the unfinished nature of the level. The pipe I've marked with a "*" takes you to a Coin Heaven with a treasure chest containing a Jugem's cloud at the end. When you collect it, you are taken back to the map screen. To find the real goal, you have to fly over the wall behind the pipe.

Screen shot03
This one is like 7-3 with the hills, Continuous Starmen, and Lakitu. Perhaps this was scrapped in favor of 7-3. What's with that one Coin in the middle of nowhere?

Screen shot04
A lot like 1-5, sans a Coin Heaven. Big doors at the beginning are actually two doors side-by-side.

Screen shot05
This one has a bunch of unused Tanooki Suit bonus rooms. Game Genie code YLLLLI is great for walking through the walls to check out all the rooms. Counting the pipes on the ground, numbers 4, 5, 7, and 8 take you to empty space where you eventually fall to your doom. If these were part of the real game, the pipes would take you back to the level.

Screen shot06
In the original game, this level is also accessible with Game Genie code AOZULT because the START panel on World 1's map screen had a pointer to it, and the code forces level entry. However, with the code, the colors are a bit off because other pointers are incorrect.

Inside this possible World 6 reject, annoying jumping Cheep-Cheeps and Fire Chomps show up at the most inconvenient times. The blocks dip up and down like Worlds 3-3 and 3-8.

There is actually a weird bug you can do here: As "big" Mario, jump on the middle of the moving platform. Don't move, and as you pass directly under the wood block, Mario's feet will stomp the Cheep Cheep, and then the Fire Chomp, which will force Mario off the moving platform. But wait, now Mario's standing in mid-air! The game thinks you're still on the platform, except what you're now standing on is an invisible platform about one block long, so there's nothing more you can do except walk off and fall in the water.

The goal area at the end actually goes up higher than what I've mapped, but there's nothing but the pipe up there so you're not missing anything.

Screen shot07
Argh, another auto-scrolling water level with Jelectros (7-4). The auto-scroll basically follows the Jelectro groups. Near the end, the scroll will let you get out of the water onto a small stretch of land (of mostly Munchers), then back into the water to the exit pipe.

New enemy: Gold Cheep Cheeps! They act like their green brethren, except they swim faster, and in groups. I think they were supposed to be in groups of threes; the second time they appear, they start out too close to the water surface and only two appear.

Screen shot08
Of all the "lost levels," this one is my favorite. To get to the top, you must swim up the waterfalls. Small area, no enemies.

Screen shot09
As in Worlds 3-3 and 3-8, the blocks steadily move up and down.

New enemy: Green Parabeetles! They act like the normal red ones, but move faster.

Screen shot10
Another moving-block stage like 3-3 and 3-8. More Green Parabeetles. A possible enemy-infested Coin Heaven, because the end pipe would lead back to the level.

Screen shot11
A lot of things here can be found in 1-6.

12
A different take on #11, but a lot shorter. No exit here, except the deadly pits.

13
Same as #12.
ROM offset: 230D4
Enemy offset: CB54

Screen shot14
No enemies, no exit. The black stuff at the top of the screen is interesting; it's possible the background is supposed to be black, and those are the stars.

Screen shot15
No exit in this level either, nor any enemies to speak of except an inactive Bullet Bill cannon. Interesting stacked cloud platforms here didn't appear in the final game.

Key
Coin=Coin
Brick Block=Brick Block
Brick Block w/ Coin=Brick Block w/ Coin
10-Coin=10-Coin Block (in Brick Block)
Question Block=Question Block (contains one Coin)
Question Block w/ Fire Flower=Question Block w/ Fire Flower
(Super Mushroom if "small" Mario)
Question Block w/ Super Leaf=Question Block w/ Super Leaf
(Super Mushroom if "small" Mario)
Giant Question Block w/ Tanooki Suit=Giant Question Block w/ Tanooki Suit
Question Block w/ Starman=Question Block w/ Starman
Question Block w/ Continuous Starman=Question Block w/ Continuous Starman
(will contain a Coin if Mario is not invincible)
Note Block=Note Block
Note Block (invisible)=Invisible Note Block (leads to Coin Heaven)
Invisible Block=Invisible Block

^Top

Special thanks:

Unused bonus games

Here we see Hammer Brother and Koopa Troopa sprites next to Toad, who hosts the bonus games.

Lost hosts

It looks like these two traditional Mario enemies hosted dice games for keys and coins, and another game of chance for cards. This IPS patch, made for the Japanese ROM by BMF54123, replaces World 1's map screen with spade panels allowing access to the two partially working games. Since the games are unfinished, the graphics are not 100% correct.

This Japanese text, found with the other bonus game text, would be spoken by the hosts.

Unused textTranslation
If "1" appears, 1 (?)
If "2" appears, I'll give you a key
Otherwise, I'll give you coins.
If an odd number appears,
I'll let you play the Roulette Game.
If an even number appears,
I'll let you play the Card Game.
2, return (?)
Give something?
Play three times!
Chance to twice
Set aside two identical cards
2, return (?)

The Japanese text above exists in both the US and Japanese ROM.

Found with other bonus game and map screen sprites, these additional question mark graphics may have appeared in the unused bonus games. (Picture on the right shows all the graphics.)

Bonus game info and sprites found by BMF54123.

More unused sprites

This skull was ready for the map screen, while the "P-ball" and Toad sprites may have been made for the lost bonus games.

An unused propeller found with underwater sprites.

Propeller

Some unused background graphics: spikes and a wheel.

CORRECTION: Though it looks like a Toad Suit, the sprite below is actually the Hammer Suit that pops out of the big Question Block in Worlds 6-10 and 7-8.

Toad Suit?

Unused sprites above found by BMF54123.

Debug mode

The debug mode in SMB3 is unlockable via Game Genie code KKKZSPIU. (The code does not unlock the special menu screen the game testers saw, but it still works if you pay attention to the title screen.) The debug mode has five features:

  • Start at any level - Press Up and Down to select from Worlds 1 through 8, then press Start and you're there! Or, on controller 2, press B + A + Down to rescue Princess Toadstool or B + A + Right to go straight to the credits.
  • Start with 99 lives - Each time you press A before starting the game, five lives are added to Mario's extra-lives total. The maximum is 99 lives.
  • Start with every item - On the map screen, your inventory has one of each item, with P-Wings filling in the final two boards.
  • Anytime-power-ups - In a level, pressing Select upgrades Mario's power. (When Mario has the Hammer Brother Suit, pressing Select takes him back down to "small" Mario.) The best part: Hold A or B and press Select to enable/disable Kuribo's Shoe! The shoe might look a bit weird in levels it was never supposed to appear in, however (as seen in the third screen shot below).
  • Unlimited time - Nothing happens when the timer runs out, and Mario can continue on.

Everything works the same for Luigi as well.



mariocity


Yoshi Click and Go

Yoshi Click and Go

Click to Download

Yoshi Click and Go is a small and funny game where Yoshi is the main character. Use the mouse to throw eggs into enemies and triggers. Click on the Yoshi to jump, and shoot to enemies if you want to survive! Game have only one but big level. More levels will be available soon on Mario City site.

Download Yoshi

mariocity


Wyspa Gier

Wyspa Gier

Wyspa Gier

Click to Download

Wyspa Gier is another fangame created by Edenburg the Mario City game creator. This free fangame is basing on Super Mario Bros realm, you mission is to complete eight magic doors. In start of the game you will be placed in the dark room with lights and magic doors, by entering ony of the door you will be transported to level - if you will complete the stage you will gain magic key to another magic door. The idea as always is simple if you have played Super Mario Bros game you will know how to play.

Download Wyspa Gier

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Super Mario Kart Maps
Super Mario Kart Game Levels

Mushroom CupMario Circuit 1
Mushroom CupDonut Plains 1
Mushroom CupGhost Valley 1
Mushroom CupBowser Castle 1
Mushroom CupMario Circuit 2
Flower CupChoco Island 1
Flower CupGhost Valley 2
Flower CupDonut Plains 2
Flower CupBowser Castle 2
Flower CupMario Circuit 3
Star CupKoopa Beach 1
Star CupChoco Island 2
Star CupVanilla Lake 1
Star CupBowser Castle 3
Star CupMario Circuit 4
Special CupDonut Plains 3
Special CupKoopa Beach 2
Special CupGhost Valley 3
Special CupVanilla Lake 2
Special CupRainbow Road
Battle ModeBattle Course 1
Battle ModeBattle Course 2
Battle ModeBattle Course 3
Battle ModeBattle Course 4

cenas das fases de super mario bros 3


Super Mario Bros 3 game Maps
Super Mario Bros 3 Game Levels

Match GameMatch Game
Treasure ShipTreasure Ship
World 1Area 1
World 1Area 2
World 1Area 3
World 1Area 4
World 1Fortress
World 1Area 5
World 1Area 6
World 1Airship
World 1Castle
World 2Area 1
World 2Area 2
World 2Fortress
World 2Area 3
World 2Quicksand
World 2Area 4
World 2Area 5
World 2Pyramid
World 2Airship
World 2Castle
World 3Area 1
World 3Area 2
World 3Area 3
World 3Fortress 1
World 3Area 4
World 3Area 5
World 3Area 6
World 3Area 7
World 3Fortress 2
World 3Area 8
World 3Area 9
World 3Airship
World 3Castle
World 4Area 1
World 4Area 2
World 4Area 3
World 4Fortress 1
World 4Area 4
World 4Area 5
World 4Area 6
World 4Fortress 2
World 4Airship
World 4Castle
World 5Area 1
World 5Area 2
World 5Area 3
World 5Fortress 1
World 5Tower
World 5Pipe
World 5Area 4
World 5Area 5
World 5Area 6
World 5Area 7
World 5Fortress 2
World 5Area 8
World 5Area 9
World 5Airship
World 5Castle
World 6Area 1
World 6Area 2
World 6Area 3
World 6Fortress 1
World 6Area 4
World 6Area 5
World 6Area 6
World 6Area 7
World 6Fortress 2
World 6Area 8
World 6Area 9
World 6Area 10
World 6Fortress 3
World 6Airship
World 6Castle
World 7Area 1
World 7Area 2
World 7Area 3
World 7Area 4
World 7Area 5
World 7Piranha Plant 1
World 7Fortress 1
World 7Area 6
World 7Area 7
World 7Area 8
World 7Area 9
World 7Fortress 2
World 7Piranha Plant 2
World 7Airship
World 7Castle
World 8Tank Brigade 1
World 8Navy
World 8Hand Trap 1
World 8Hand Trap 2
World 8Hand Trap 3
World 8Air Force
World 8Area 1
World 8Area 2
World 8Fortress
World 8Tank Brigade 2
World 8Bowser's Castle

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Super Mario Bros 2 game Maps
Super Mario Bros 2 Game Levels

World 1Area 1
World 1Area 2
World 1Area 3
World 2Area 1
World 2Area 2
World 2Area 3
World 3Area 1
World 3Area 2
World 3Area 3
World 4Area 1
World 4Area 2
World 4Area 3
World 5Area 1
World 5Area 2
World 5Area 3
World 6Area 1
World 6Area 2
World 6Area 3
World 7Area 1
World 7Area 2

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Super Mario Bros game Maps
Super Mario Bros Game Levels

World 1Area 1
World 1Area 2
World 1Area 3
World 1Area 4
World 2Area 1
World 2Area 2
World 2Area 3
World 2Area 4
World 3Area 1
World 3Area 2
World 3Area 3
World 3Area 4
World 4Area 1
World 4Area 2
World 4Area 3
World 4Area 4
World 5Area 1
World 5Area 2
World 5Area 3
World 5Area 4
World 6Area 1
World 6Area 2
World 6Area 3
World 6Area 4
World 7Area 1
World 7Area 2
World 7Area 3
World 7Area 4
World 8Area 1
World 8Area 2
World 8Area 3
World 8Area 4
World -1How to get to World -1
World -1Area

super mario bros 3


smb3title
SMB 3's playful title screen has Mario & Luigi messing around with a bunch of enemies and powerups. The sequence is fun to watch, but it also serves as a great preview of numerous game mechanics.

I suspect that the majority of people who replay the game are familiar with the secret and use it to skip to the last world. This also means zooming past a plethora of well designed levels. It's been my habit as well, but this time I resolved to experience SMB 3 in its entirety.

A lot of small, geometric stages later, here's an overview of what I found to be the most notable points in the first world:


1). World 1-1

Super Mario All-StarsSuper Mario All-Stars

As with the original Super Mario Bros., the "?" Blocks are encountered as soon as the game begins. Since they utilize a fairly universal symbol for a question, they inherently invite the player to investigate.

In addition to being positioned over Mario's head, a slowly approaching Goomba encourages the player to jump up and discover that hitting the blocks from below can yield rewards (in this case, some Coins and a Super Mushroom).

The red Venus Fire Trap is also introduced here and -- in typical Mario fashion -- doesn't respawn if killed and only comes out if Mario isn't standing next to its pipe (or on top of it). Although the player can't go down this particular pipe, the fact that an enemy emerges from it hints at the possibility of Mario being able to do the same.

2). World 1-1

Super Mario All-StarsSuper Mario All-Stars

Immediately after collecting the mushroom powerup, the player is presented with a red Koopa Troopa, an enemy that hides in its shell after a successful jump attack.

If the Koopa Troopa is touched while in this state, it quickly slides away from Mario. Although the big white block is a bit in the way, the player can still accomplish this feat fairly easily. If he does, he'll learn that shells can be used to activate "?" blocks (which is the only way to do it in this case as the block cannot be hit from below) while discovering the game's new powerup: the Super Leaf.

Immediately to the right, a strip of flat land with three enemies -- one of them a red Paragoomba -- lets the player experiment with Raccoon Mario's glide and spin-attack mechanics.

3). World 1-1

Super Mario All-StarsSuper Mario All-Stars

Following the three Goombas (which don't respawn if killed, leaving the strip clean of enemies), a diagonal trail of coins leads up into the sky. The player must jump over a bottomless pit at the end of this runway and is encouraged to collect the coins, so it makes sense for him to get a running start and jump as high and far as possible.

When the player starts running, a HUD meter fills up, the running animation changes, and an urgent sound effect begins looping in the background. All these events signify that something important is happening, and when the player jumps and soars into the sky, the screen -- for the first time in a Mario game -- begins to scroll horizontally and vertically at the same time.

4). World 1-1

Super Mario All-StarsSuper Mario All-StarsSuper Mario All-StarsSuper Mario All-Stars

As soon as Mario lands on a series of clouds, he finds an isolated Brick Block that floats in the air much like the "?" blocks. This similarity encourages the player to interact with it in much the same way, i.e., by hitting it, which yields the first 1-Up Mushroom.

The clouds continue to the right creating another clear runway that ends with a trail of coins. In a dare of sorts, the coins ask the player to throw caution to the wind and make a blind leap into the unknown. The newly acquired flying ability is quite thrilling and liberating, and having just earned an extra life, it stands to reason that most players would want to pursue the extra treasure. Doing so takes Mario off-screen and gradually lowers him by a tall pipe.

With no other obvious place to go, the game stresses the significance of the pipe. If the player figures out how to enter it, its path leads him to a neat little Easter Egg: a room filled with coins that are arranged to form the number 3.

5). World 1-1

Super Mario All-StarsSuper Mario All-Stars

If the player misses the opportunity to fly up to the cloud passage, the next two sections serve to introduce some new enemies. The first contains a green Koopa Troopa and three green Koopa Paratroopas that drop from the sky (hinting that there's something up above). The Paratroopas demonstrate their ability to jump onto and fall down from platforms, while the two pits to the sides serve as an opening to show that enemies can also fall to their deaths.

The second area contains a Piranha Plant and a green Venus Fire Trap. Their proximity makes it more likely that the player will have to stop by one of them on his route to the level's end. If he does, he'll have another opportunity to discover that the plants can't come out of pipes if Mario is standing near them. The immobile version of Super Mario will also encourage the discovery of crouching in order to dodge the fireballs, and a Raccoon Mario will get a chance to dispatch the plants with his spin-attack.

6). World 1-1

Super Mario All-StarsSuper Mario All-StarsSuper Mario All-StarsSuper Mario All-Stars

Right before the level's end, the player encounters two grounded piles of Brick Blocks. Since the player had two previous chances to pick up a Super Leaf, he's likely to try the spin-attack on these glowing objects as there's no way to hit them from below.

In addition to this lesson, there's also a solitary red Koopa Troopa pacing atop the second group of blocks. Since the player already had a few chances to learn that Koopa Troopa shells can take out other enemies and activate powerups, he might try to do the same here. If he does, the shell will break through a bunch of Brick Blocks and leave one of them unobstructed. If Mario hits this block from below (or spin-attacks it from the side), it will reveal a P-Switch.

The P-Switch functionality immediately turns all the remaining bricks into coins and plays a jaunty countdown theme. When the countdown ends, the remaining coins turn back into Brick Blocks, teaching the player that the transformation is only temporary. The music change is important as there are no other visual cues to indicate if and when the blocks will return to their original form.

7). World 1-1

Super Mario All-StarsSuper Mario All-Stars

The final part of the stage is segmented by a jagged black line that spans the height of the map. This clearly denotes the end of the level while keeping with Super Mario Bros. 3's stage motif -- crossing this boundary is almost like stepping behind a curtain.

The only object in this area is an animating Goal Panel that instantly draws the player's attention and ends the stage when touched. Since the floor leading up to it is flat, it encourages the player to run in at full speed and jump into the panel. More often than not, this rewards the player with a star, the best possible Goal Panel prize.

8). World 1-2

Super Mario All-StarsSuper Mario All-Stars

As soon as the second level begins, the player is introduced to slopes and gets to experiment with how they affect Mario's movement. Once Mario reaches the first peak, he can also dispatch a Goomba with the slide-attack while being pursued by more Goombas spawning out of a horizontal pipe.

9). World 1-2

Super Mario All-StarsSuper Mario All-StarsSuper Mario All-StarsSuper Mario All-Stars

The second major area in the level shows an almost unreachable series of coins, a floating pipe with a Venus Fire Trap, and some Brick Blocks located just above the ground. The player is likely to collect most of the coins and then attempt to break through the Brick Blocks, and perhaps learn the run-then-duck-to-slide maneuver.

If the first block is hit, it reveals a P-Switch. Unlike the P-Switch in the first level, this one turns coins into other Brick Blocks. This results in the coins (or at least what's left of them) being transformed into a path that leads up to the pipe. This clearly labels the pipe as a destination and allows Mario to use it to get to another bonus room.

10). World 1-2

Super Mario All-StarsSuper Mario All-Stars

The final new object introduced in level 2 is the Jump Block. Much like the other types of blocks, it's uniquely (if a bit abstractly) decorated, naturally drawing the player's attention.

The first two Jump Blocks are spotted in a valley with a Paragoomba, increasing the chance that the player will bump into them while dodging/attacking the enemy. The bouncincess of the blocks is quite intuitive as it's reminiscent of a trampoline -- or a really springy bed, which most anyone will immediately understand -- encouraging the player to jump off of them as they dip to their lowest point.

The second block also spits out a powerup, and it's possible to initiate this by bumping it from below or landing on top of it. In case the player misses this point, the next area contains a pit and a stairway of Jump Blocks. In order to safely traverse the pit, the player is likely to use the Jump Blocks above it (instead of risking bumping into them from below), the last of which drops a Starman.

11). World 1-2

Super Mario All-StarsSuper Mario All-Stars

The level end introduces a new enemy, a flying Paragoomba that bombards Mario with Micro-Goombas. Since there are no other enemies or obstacles in sight, it's a safe place to demonstrate the mechanic of Micro-Goombas slowing down Mario if they attach themselves to him.

If the player lets the Paragoomba follow Mario, he might also learn that any enemies on screen will instantly perish when Mario touches the Goal Panel.

12). World 1-3

Super Mario All-StarsSuper Mario All-Stars

As the third level begins, the player is greeted with a few large blocks and a Koopa Troopa. Both of these elements seem to be an aid in dispatching the Boomerang Bro. that stands behind 'em, i.e., the Koopa Troopa's shell can be rocketed into him, while the higher vantage points makes it easier to dodge his boomerangs and squash him from above.

13). World 1-3

Super Mario All-StarsSuper Mario All-StarsSuper Mario All-StarsSuper Mario All-Stars

Following the Boomerang Bro., another Brick Block pile is presented where a red Koopa Troopa can be used to set off a chain reaction that destroys many of the bricks. This time around, the pinballing turtle shell shows how Jump Blocks react to its touch (simply deflect it like other blocks) while rewarding the player with some extra coins.

When the turtle shell leaves the screen, the player is encouraged to jump down into the cavity it created and investigate the leftover blocks. One of them yields a powerup, while another proves to be a Coin Block. The newly formed brick configuration leads the player to jump back out once he's done, at which point he has a chance to encounter an invisible Jump Block. This pink block can only be hit from below, and when activated, it sends Mario into the Coin Heaven bonus section.

14). World 1-3

Super Mario All-StarsSuper Mario All-Stars

Although Level 3 is mostly flat, it doesn't hold any rewards up in the sky. The Cloud Heaven, though, contains a bunch of extra coins and a 1-Up if the player uses it as a runway.

15). World 1-3

Super Mario All-StarsSuper Mario All-Stars

Past the pile of Brick Blocks, the player encounters a series of stacked Wooden Blocks. The reason they're grouped this way is to encourage the player to press against them as he jumps forward, giving him a chance to discover that Wooden Blocks can yield powerups if hit from the side.

16). World 1-4

Super Mario All-StarsSuper Mario All-Stars

Although level 4 is not incredibly challenging, it's much more difficult than the previous three stages. It's almost completely devoid of solid ground, and its auto-scrolling nature makes it a much more intense experience. This is perhaps the reason why it's skipable on the overworld map.

In addition to the automatic scrolling that can push Mario to his death, the stage also introduces moving platforms. The platforms only move horizontally, and drop as soon as Mario lands on them. This is a pretty intuitive mechanic as it's easy to imagine Mario's weight overpowering the ethereal strings that hold up the platforms.

Once the player learns this, he can use it to his advantage in an area where a vertical stack of coins is positioned next to a wall. With some quick thinking, the player can figure out that if he jumps on the incoming platform, it'll drop and he'll collect all the coins, and then still be able to jump off of it and through a gap in the wall. This is a great example of rewarding the player for proper environmental analysis and making him feel like he's mastering its traversal.

17). World 1-4

Super Mario All-StarsSuper Mario All-Stars

Unlike the previous stages, level 4's main area ends with a solid wall and a pipe. Since there's nowhere else to go, the player -- for the first time -- must learn to travel through a pipe in order to finish the level. On the other side, he'll be ambushed by a Boomerang Bro. and find the standard Goal Panel.

Somewhat emphasizing the level's optional-challenge nature, if the player collects all the coins in the map, Toad's Blue House will also open up in the overworld area.

18). World 1 Fortress

Super Mario All-StarsSuper Mario All-Stars

Podoboos and Roto-Discs are first introduced in spaces where it's easy to avoid them. Once the player gets used to their functionality, the difficulty is ramped up: multiple Podoboos emerge from lava (with different timing), while Roto-Discs occupy platforms that Mario must jump on in order to proceed through the level.

19). World 1 Fortress

Super Mario All-StarsSuper Mario All-Stars

The Fortress marks the first in-level appearance of the Fire Flower. This is significant as there are no regular enemies in the Fortress that can be defeated with Fire Mario's fireballs. This is a tactic that's used multiple times in the game, but because powerups carry over from level to level and it's always adventagous to be in "big" Mario mode, it never feels like a handicap.

20). World 1 Fortress

Super Mario All-StarsSuper Mario All-Stars

If the player chooses to trade in the Fire Flower for a Super Leaf, he can discover another secret in the sky. This is hinted at by the open ceiling and -- if the Dry Bones is temporarily dispatched with a stomp -- a runway right next to it. This particular secret leads to a Warp Whistle, and is much more intuitive than the obscure duck-on-a-white-block-for-an-extended-period-of-time maneuver required to get the first whistle.

21). World 1 Fortress

Super Mario All-StarsSuper Mario All-Stars

The first door the player encounters leads him to a room with a spiked ceiling. The ceiling starts to descend as soon as the player enters the area, but he is also shown a gap that might keep Mario safe. With no other options in sight, it's natural for most players to strive to reach it before the ceiling crushes them.

When the ceiling drops down all the way, it begins to recede and Mario is forced to jump over a bottomless pit. There is no second hiding spot in sight, so the player has to trust the game to provide one for him. This creates tension and forces the player to perform a leap-of-faith, but he's ultimately saved by a final tiny gap (much smaller in width and height than the first one) at the end of the area. The gap is located next to a wall so it's fairly easy to get into it, but its small size makes the whole sequence feel like a nail-biting escape.

22). World 1 Fortress

Super Mario All-StarsSuper Mario All-Stars

The Fotress level ends with a boss battle against Boom Boom, an enemy that needs to be stomped three times before being defeated. If the player still possesses the Fire Flower, he can also dispatch him with its fireballs.

When Boom Boom perishes, he drops a "?" Ball that ends the level when touched, adding to the "specialness" of the Fortress level.

23). World 1-5

Super Mario All-StarsSuper Mario All-Stars

In case the player never discovered that he could slide down slopes to take out enemies back in World 1-2, this level does it for him.

Unlike all the other stages, it begins with Mario on a slope already in a butt-scoop position. He then proceeds to barrel through some Buzzy Beetles that just happen to be climbing up the hill.

This not only shows the mechanic, but also displays its usefulness. In addition, sliding is pretty much a universally fun activity, and its presence is another incentive for the player to experiment with the moveset.

24). World 1-5

Super Mario All-StarsSuper Mario All-Stars

The level contains another Fire Flower that allows the player to test out the enemies, but it's only accessible after the section pictured above. This is notable due to the pipe that hosts a Piranha Plant located close to the ground, making it likely that the player will stop and wait for the plant to recede. During this interval, an approaching Buzzy Beetle will prevent Mario from running through the opening.

When the Buzzy Bettle finally reaches Mario, the player will likely jump on top of it, learning that the beetles' shells act much like those of the turtles. At this point, the careening shell will have a high chance of taking out the Piranha Plant as it comes out of the pipe, teaching the player another useful combat mechanic.

25). World 1-5

Super Mario All-StarsSuper Mario All-Stars

And in case the player missed the pink Jump Block in World 1-3, he gets another chance to discover it here.

Walking up slopes is never fun so the player is encouraged to jump through the area, and in the process possibly bump into the invisible Jump Block. As usual, the pink Jump Block leads to a Coin Heaven area where -- once again -- he can discover extra coins and a 1-Up if he uses it as a runway.

26). World 1-6

Super Mario All-StarsSuper Mario All-Stars

Although this level is not autoscrolling like World 1-4, it's similarly devoid of a floor. This creates some interesting airborne hijinks with the red Koopa Troopas that do not walk off of platforms by themselves.

As shown in the above example, it's very easy to start off the level by stomping a Koopa Troopa and sending its shell flying to the right. In turn, the shell will fall off the platform, travel through empty space, land on another platform, and eventually take out another Koopa Troopa that patrols it.

27). World 1-6

Super Mario All-StarsSuper Mario All-Stars

Unlike the floating platforms in World 1-4, these ones are attached to a thin path and are buffeted by end pieces. This allows the player to easily guage the platform's movement and plan his jumps accordingly.

The first platform is introduced with no enemies in sight, but the second one runs head-first into a Koopa Paratroopa. Also, its path doesn't contain an end piece, forcing it to eventually fall off the path itself. This in turn forces the player to quickly jump to a nearby platform.

28). World 1-6

Super Mario All-StarsSuper Mario All-Stars

More opportunities for mid-air stunts are presented via the flying red Koopa Paratroopas. By the time the player encounters them, he's more than familiar with the mechanic of clipping the wings of enemies and sending them plummeting to the ground.

Since there's never any solid ground below these turtles, the stomped Koopa Paratroopas simply fall to their deaths. This creates some rather satisfying scenarios where the player can kill two birds with one stone: dispatch an enemy and make a piggy-back jump onto a new platform.

29). World 1-6

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The area above is a runway, but it's punctuated by a single gap that slightly drains the run meter. If the player jumps onto it while running from a previous platform, though, he retains part of the run-charge and is able to take off into the air.

A path of coins beyond the platform shadows Mario's flight arch, and when he finally floats down, he's safely deposited on a moving platform.

30). World 1 Airship

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The airship levels start off with a short cutscene of Toad pleading for help and Mario heroically leaping onto a moving airship in pursuit of Bowser's minions.

Like all "artillery" stages, the level auto-scrolls and is filled with unique enemies such as Cannonballs and Bullet Bills. This approach makes it feel almost like a shmup as the player is forced to concentrate on avoiding multiple projectiles while waiting for the end-segment to scroll into view.

However, unlike most shmups, Mario has to deal with gravity, the movement of the ship, and the cramped architecture. This makes avoiding bullets much harder, but also guides the player into making another discovery: not only can Mario kill the projectiles by jumping on them, they can also perish if they touch his feet (even while he's standing still). A single Fire Flower stresses this point as all the enemies in the level are invulnerable to its fireballs.

When the end-boss is defeated, the significance of the level is further accentuated by a series of events: Mario grabs the stolen Magic Scepter, jumps down to the ground, cures the king, receives a congratulatory message, and finally reads a letter from Princess Peach that comes packaged with a powerup.


Super Mario Bros. 3 contains many obvious design lessons that are also present in other games, e.g., the gradual layering of complexity that allows players to master a specific mechanic. What surprised me during my playthrough, though, was how some of these lessons were completely optional.

For example, it's possible to send a turtle shell skittering in the opposite direction of destructible bricks, or to take the cloud-route and skip certain powerups and interactive objects. Of course these same lessons are repeated multiple times, but they're not always as heavily hinted.

Personally, this hits a sweet spot for me. The game doesn't have any forced hand-holding, and it isn't afraid of the player simply exploring it at his own pace (even if it means circumventing chunks of the experience). This approach also serves to encourage multiple replays, and -- back during SMB 3's initial release -- it probably sparked many playground discussions.