Prima Games eGuides Nintendo Playing with Power eGuide

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

Nintendo Playing with Power eGuide Super Mario Bros. 3

Being Mario

There are plenty of features in Super Mario Bros. 3 that you need to know before getting started. This section covers them all.

Mario’s Basic Moves

Super Mario Bros. 3 gives Mario more moves to use than all of his past adventures put together! Some you may know already, some are brand new, but all will help you conquer Bowser and his Koopalings and save the Mushroom Worlds.

Walk

You might walk when you first enter a world and are unfamiliar with the terrain, but once you gain knowledge of your surroundings, it’s easier to run!

Jump

The A Button controls Mario’s famed leaping abilities. If you tap A, Mario makes a short jump; if you press and hold it, Mario will make a higher jump.

Jump Out Of The Water

When you’re at the water’s surface, jump and press Up on the Control Pad to leap out of the water. This move is great for getting on top of floating Blocks.

Squat

Press Down on the Control Pad to duck. You can get through tight gaps using this technique, or collect items from low “?” Blocks.

Stomp

This offensive technique is Mario’s trademark. Jumping and landing squarely on top of an enemy will usually defeat it, but be careful: some enemies can’t be stomped.

Tail Attack

Mario’s Raccoon Tail is stylish and functional. To attack an enemy or hit a “?” Block with your tail, face your target and press the B Button.

Smash It Up

Hitting a Block where an enemy is standing defeats him. Hitting Blocks from below also reveals items they contain.

Climbing the Vines

Some “?” Blocks contain magic vines that Mario can climb to reach bonus stages or secret rooms in the clouds. In difficult stages, these vines also become important safe spots. Just jump and hold Up on the Directional Pad to climb up a vine.

Running and Flying

By holding down the B Button and running, Mario can build up a lot of steam. Not only can he jump farther, but when his P-Meter is charged, he can take-off as Raccoon Mario!

Super Jump

Jump on an enemy and hold down the A Button after you stomp him. Your momentum will carry you extra high. This is useful for reaching out-of-the-way places.

Float

Whether you’re falling from the clouds or coming down from a jump off an enemy, by wagging your tail as Raccoon or Tanooki Mario, you can slow your descent to the ground.

Sliding

Press Down on the Control Pad when you’re on a slope to slide down and wipe out enemies in the way.

Pick Up and Kick

Approach a stomped Koopa from the side while holding down the B Button to pick him up and carry him wherever you like. Release B to kick him away.

Swim

Rapidly press the A Button to swim, using the Control Pad to change direction. Frog Mario can swim using the Control Pad alone; pressing the A Button gives him extra speed.

Pipes

You probably already know how to get into normal pipes—just press Down on the Control Pad. To get into upside down pipes, jump directly under them and press Up.

Doors

Press Up on the Control Pad when you’re in the doorway to open the various doors you encounter. Some doors are always visible; others are revealed by a P-Switch.

Mario’s Advanced Moves

Learn these advanced moves to explore new areas of the Mushroom Kingdom’s Worlds and survive in dangerous situations.

Diagonal Jumping

Some Blocks are in difficult-to-reach places. Invisible Blocks that are diagonal to a visible Block appear only if you stand on the corner of the visible Block and jump up.

Jump Around Corners

To get on top of a Block from one that’s directly below, stand on the corner of the lower Block, then jump up and bend your jump around (using the Control Pad), so you come out on top.

Jump And Squat

To get into narrow passages, get a running start and then press Down at the last second before you jump. You’ll squat and jump into the passage. You can also fly while squatting if you time it right.

Free Fall Jump

When you’re on an overhang and need to get under, jump up and then use the Control Pad to change your trajectory mid-fall.

Slide Under

While running, press diagonally Down and Left or Right (depending on the direction you’re moving) on the Control Pad to slide through small gaps. In the Ice World, you need only press Down.

Jet Coaster Jump

On slopes with small ramps at the bottom, you can slide down and make a last-second leap at the bottom for an extra high jump.

Dash Over Small Gaps

If you accelerate (run while holding the B Button) over small pits and holes, you can make it over them without jumping. This can sometimes be faster and safer than jumping.

Koopas Can Clear Blocks

When you have a lot of Blocks that need to be cleared quickly, sometimes a well-placed Koopa will do the trick. In any event, kicked Koopas make excellent Block removers.

Mario’s Magical Items

Unlike Power-Ups, which can be obtained in many different places, some of these items can be found only in White Mushroom Houses or other secret locations!

Starman

Grants temporary invincibility, and is usually found in “?” Blocks.

P-Wing

This high-powered

Raccoon Suit lets Mario fly at will for an entire stage, or until he gets hit.

Jugem’s Cloud

Allows Mario to skip one stage

of a world; it’s useful for passing problem levels.

Magic Whistle

The three Magic Whistles take Mario to World 9, the Warp Zone. They are well hidden, but we’ll point out each one during your adventures.

Hammer

Use this to break boulders on the Map Screen and travel to remote stages of a world.

Music Box

The beautiful music of this magic tune box puts wandering Hammer Bros. to sleep.

Anchor

Using the Anchor, Mario can keep the Koopaling Airships from escaping.

1-Up Mushroom

The key to success in Super Mario Bros. 3 is collecting these valuable Mushrooms. And they are everywhere!

The Enemies

Some are new and some are old, but all the bad guys in this game spell trouble for Mario. Fortunately, there are usually multiple ways to defeat each enemy, but some are totally invulnerable or susceptible to only a few attacks. Enemies are worth various numbers of points—the tougher the enemy, the more points you get.

Green Koopa Troopas

Single-minded reptiles that charge forward, even into a pit.

Red Koopa Troopas

These red Koopas have a bit more self-preservation than their green counterparts. They walk forward until reaching a pit or an obstacle, then reverse and repeat.

Green Koopa Paratroopas

Similar to their wingless cousins, these Paratroopas charge directly at Mario.

Red Koopa Paratroopas

Like Red Troopas, these winged Koopas go back and forth in a given area.

Green Gargantua Koopa Troopas

Bigger heads don’t mean bigger brains for the giant Koopas. They’re still easy to defeat.

Red Giant Koopa Troopas

Identical in action to normal Red Koopas, this variety can be dealt with in a similar fashion.

Colossal Koopa Paratroopas

Creatures this big shouldn’t be able to fly, but anything goes in the Mushroom Kingdom!

Dry Bones

A mummified zombie Koopa that comes back to life after you stomp it.

Buzzy Beetle

This fireproof beetle from the original Super Mario Bros. returns with some new tricks.

Para-Beetles

Flying members of the Beetle family, these aviators can be used as stepping stones.

Buster Beetle

He’s not fireproof—he likes the cold and attacks by tossing Ice Blocks.

Blooper

Another familiar foe from the past, Blooper is a squid that appears underwater.

Blooper Nanny

Talk about adventures in babysitting! Watch out for this Blooper’s stinging kids!

Spiny

Lakitu’s pet is a familiar sight to Mario veterans. Don’t try to stomp him!

Piranha Plant

Those dangerous carnivorous plants are really making a comeback! They’re everywhere!

Venus Fire Trap

A hot tempered variety of the visually laid-back Piranha Plants.

Hanging Piranha Plant

Piranha Plants have truly overgrown some areas in Super Mario Bros. 3, including upside-down pipes!

Piranhacus Giganticus

In the Land of the Giants, giant Piranhas grow to their own beat, and ignore Mario.

Ptooie

A mobile species of Piranha Plant, it juggles a deadly spiked ball with its over-sized lips.

Nipper Plant

This walking Piranha bulb is hungry for Mario, and will even jump to get at him!

Fire Nipper Plant

A fire-juggling Nipper that loves burning unsuspecting trespassers.

Munchers

Indestructible Piranha Plants that are often found in huge clusters. Starman, help!

Goomba

The traitorous mushroom tribe from Mario’s original adventure comes back for more!

Para-Goomba

Bowser’s magic has given these rascals wings. Watch the skies!

Para-Goomba With Micro-Goombas

Look out for this flying pest. Avoid him and his kid brothers entirely.

Mugger Micro-Goomba

If one of these gets close, you won’t be able to jump high or run fast. Jump repeatedly to get away.

Pile Driver Micro-Goomba

These tiny terrors try to trounce you with a Block. Get the jump on them!

Grand Goomba

Larger than life and twice as ugly, Grand Goombas are otherwise like regular Goombas.

Kuribo’s Goomba

Found only in stage 5-3, he wears Kuribo’s Shoe—a high-stepping item that Mario can use.

Cheep-Cheeps

Flying fish that make the aquatic adventures more than just a day at the beach.

Boss Bass

Even if Mario is Super, Boss Bass, the terror of the high seas, can swallow him whole.

Spiny Cheep

Swift swimming and spiny, look out for these in later water worlds!

Big Bertha

This giant fish is a mouth breeder, so it spits babies at Mario.

Baby Cheep

They may be small, but their touch is as deadly as that of their giant mother!

Hammer Bros.

These roving bandits from the original Super Mario Bros. game have brought along the family!

Boomerang Bros.

G’day Mario! It’s the Hammer Bros. from “Down Under,” the Boomerang Bros.!

Fire Bros.

These Twin Toasters want to start a Mario inferno. Give them a taste of their own medicine.

Sledge Bros.

Tubby turtles that really throw around their weight. Heavy stuff, man!

Spiny Egg

Lakitu tosses these around, trying to hit Mario. They turn into Spinies.

Lakitu

Mario’s high flying antagonist from the original Super Mario Bros. returns for more fun!

Thwomp

A nasty Block of blue stone that will try to mash Mario in the Fortresses.

Podoboo

Living bubbles of magma that leap out of lava lakes and drop off the ceilings.

Jelectro

Avoid a shocking encounter with this unmoving and unbeatable aquatic enemy!

Fire Snake

This flaming serpent inhabits desert locales. A tail attack or Koopa will defeat it.

Fire Chomp

Floating in the sky above the Mushroom Worlds, these fire-spitting orbs attack at inopportune moments.

Chain Chomp

One of the most frustrated villains in video games, this foe bites if you get too close.

Bob-omb

The only enemy from Super Mario Bros. 2 to appear in the adventure, Bob-omb explodes after being stomped.

Spike

Spike attacks by throwing a magical spiked ball at Mario. Duck and cover!

Roto-Disc

Unbreakable whirling traps that often block the direct path through Fortresses.

Rocky Wrench

These turtles often serve as crew of Koopaling Airships and military vehicles.

Lava Lotus

An aquatic relative of the Piranha Plants, the Lotus spits fiery lava bits.

Angry Sun

It’s quite a shock when the Sun comes down in the Desert World. Don’t get sunburned!

Tweester

The tornadoes that will gladly either help or hinder Mario’s progress.

Boo Diddly

Don’t turn your back on this ghost. Face up to him until you’re ready to run away!

Hot Foot

Hot Foot haunts Fortresses and behaves like Boo Diddly, chasing you if you turn away.

Stretch

Another spooky inhabitant of Fortresses, Stretch lives inside weird white Blocks.

Bullet Bill

Turtle Cannons relentlessly fire this living, deadly projectile at Mario.

Missile Bill

Bullet Bills with a red hue travel back and forth in search of their target.

Rocket Engine

The flames from these powerful rockets propel the Airships and burn intruders.

Boom-Boom

This Koopa boss controls the Fortresses in each Mushroom World.

Larry Koopa

Bowser’s youngest Koopaling, Larry has taken over the Grass Land.

Morton O. Koopa

Grouchy old Morton waits for Mario in his Airship over the Desert Land.

Wendy O. Koopa

The only girl Koopaling, Wendy has conquered the Island World. She’s tough!

Iggy Koopa

Iggy’s fast, but not too tough. He now controls the Land of the Giants.

Roy Koopa

Big and burly, Roy is the master of the Sky World. He’s a big boy!

Lemmy Koopa

Also known as the Clown Prince of Koopas, Lemmy would rather join the circus.

Ludwig von Koopa

Bowser’s oldest Koopaling and second-in-command, he’s a real monster!

Bowser

Bowser is back and at the bottom of Mario’s troubles. Can Mario defeat him again?

Mario’s Matching Game

The Match Game Panel appears on the Map Screen every time you score 80,000 points. If you clear the board, you get lots of items and coins! Turn over two cards. If they match, you get the item. If not, they turn back over. Miss again and you’re out!

Use these charts to determine the location of each item. To use them, pick a card in the Match Game and match it to the charts on this page.