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Contents

  • Playing with Power
    • Foreword
    • Introduction
    • The Inside Story of the NES
    • The Launch of the Nintendo Entertainment System
    • First-Party NES Titles: Launch Day
    • The Early Period (1986)
    • An Inside Look at Game Paks
    • The Middle Period (1987-1989)
    • Classified Information
    • Behind the Scenes with Shigeru Miyamoto
    • The Late Period (1990-1994)
    • Counselors’ Corner
    • NES Peripherals
  • Excitebike
    • Summary
    • How To
    • Tracks
  • Ice Climber
    • Summary
    • How to Play
    • Characters and Objects
    • Terrain
    • Scoring
    • Tips and Tricks
  • Super Mario Bros.
    • Summary
    • Levels
      • World 7
      • World 3
      • World 5
      • World 4
      • World 6
      • World 8
      • World 1
      • World 2
  • Balloon Fight
    • Summary
    • How-To
  • Donkey Kong
    • Summary
    • Playing Donkey Kong
    • Characters and Collectibles
  • Donkey Kong Jr.
    • Summary
    • How to Play
    • Cast & Items
    • Scoring
    • Recommended Tactics
  • Mario Bros.
    • Summary
    • How to Play
    • Characters and Items
    • Tips and Tricks
  • Kid Icarus
    • The Tale of Kid Icarus
    • Getting Started
    • How to Play
    • Exploring Angel Land
    • Powering Up
    • Items
    • Enemies
    • Completing Kid Icarus
    • Stages
      • Underworld
      • Overworld
      • Skyworld
      • Palace in the Sky
  • Metroid
    • The Metroid Story
    • Summary
    • Getting Started
    • How to Play
    • Power Items
    • Enemies
    • Completing Metroid
  • The Legend of Zelda
    • Summary
    • The Legend of Hyrule
    • Hero Training
    • Items
    • Characters
    • The Overworld
    • The Underworld
      • Labyrinth 1: Eagle
      • Labyrinth 2: Moon
      • Labyrinth 3: Manji
      • Labyrinth 4: Snake
      • Labyrinth 5: Lizard
      • Labyrinth 6: Dragon
      • Labyrinth 7: Demon
      • Labyrinth 8: Lion
      • Labyrinth 9: Death Mountain
    • The Second Quest
      • The Second Quest
      • Story
      • Conquering the Underworld
  • Punch-Out!!
    • Summary
    • Story
    • Roadwork
    • Minor Circuit
    • Major Circuit
    • World Circuit
    • The Dream Fight
  • Super Mario Bros. 2
    • Story
    • Characters
    • Welcome to Subcon
    • Know Your Enemies
    • Worlds
      • World 1
      • World 2
      • World 3
      • World 4
      • World 5
      • World 6
      • World 7
  • Zelda II: The Adventure of Link
    • Summary
    • The Story of the Adventure of Link
    • Hyrule
  • Super Mario Bros. 3
    • A Message From Mario
    • Story
    • Being Mario
    • Worlds
      • World 1: Grass Land
      • World 2: Desert Land
      • World 3: Water Land
      • World 4: Giant Land
      • World 5: Sky Land
      • World 6: Ice Land
      • World 7: Pipe Land
      • World 8: Castle of Koopa
  • StarTropics
    • Summary
    • A Letter From Uncle Steve
    • Chapters
      • Chapter 1: Prelude
      • Chapter 2: Dolphins
      • Chapter 3: Storm and Calm
      • Chapter 4: Confession
      • Chapter 5: Captain Bell
      • Chapter 6: Reunion
  • Dr. Mario
    • Summary
    • Dr. Mario’s Diagnosis
    • Dr. Mario’s Med School
  • Kirby’s Adventure
    • Summary
    • A Crisis in Dream Land!
    • Copy Abilities
    • Levels
      • Level 1: Vegetable Valley
      • Level 2: Ice Cream Island
      • Level 3: Butter Building
      • Level 4: Grape Garden
      • Level 5: Yogurt Yard
      • Level 6: Orange Ocean
      • Level 7: Rainbow Resort
      • Level 8: Fountain of Dreams

Nintendo Playing with Power Guide › Super Mario Bros. 3 › Worlds

World 1: Grass Land

World 1-1

A great refresher course for veteran Mario players and a great practice course for those of you who are new.

Kick this Crazy Koopa

Boot this Koopa so it hits the Block, then get the item. If you’re still Super Mario, you’ll find a Super Leaf inside this box.

Up, Up and Away

After you defeat the Goombas, get a running start as Raccoon Mario so you can fly, then follow the coins in the sky.

This Sky Pipe Leads to a Secret Coin Room!

Use the P-Switch to turn the Blocks into coins. Collect all the coins and you’ll have runway room to fly to the sky pipe.

The Physics of Falling Mushrooms…

A Mushroom may appear if you hit a “?” Block from below. If you hit it on the bottom-left side, the Mushroom will move to the right, and vice versa. This helps in tricky stages where a Mushroom could mean the difference between success and defeat.

World 1-2

Your first chance to get 99 lives!

Score Points and 1-Ups if You Stomp Without Landing!

Squash nine Goombas without touching the ground between stomps to earn more and more points for each one until the ninth, when you’ll get a 1-Up. Then, for each Goomba after the ninth, you get another 1-Up. Use the endless spill of Goombas here to score unlimited 1-Ups!

1-Up Mushroom

Above and slightly to the side of the pipe shown in these screenshots is a 1-Up Mushroom! Score it!

Going Down Pipes Resets “?” Blocks!

If you collect a Power-Up item from a “?” Block and then go down a pipe into a secret room, the item will be back in the “?” Block when you come back out. Get it again!

How to Make Treasure Ships Appear

Collect a number of coins in a multiple of 11. Make the tens digit in your score (the second number from the right) match the multiple of 11. Stop the timer at the end of the stage on an even number. One possible combination is: 11 coins, score of 9,310, timer at 104. Doing this turns one of the Hammer Bros. on the map into a Treasure Ship. (This only works in Worlds 1, 3, 5 and 6.)

World 1-3

This stage hides the first magic Warp Whistle! Each of the well-hidden Whistles takes Mario to World 9, the Warp Zone. The first is found in World 1-3, and it’s difficult to discover by chance. You must take advantage of the background scenery.

Send Mario to Coin Heaven!

Kick the Koopa (shown in these screenshots) to the left so he clears some of the Blocks. Then jump straight up while standing against the right side of the left set of Blocks to reveal a Magic Note Block. Jump on it and press Up to get to Coin Heaven. Once there, run back and forth to get the speed you need to fly. There’s a 1-Up in the sky, at the middle of the stage.

How to Find the First Whistle!

If you get on top of the Block shown in these screenshots and squat for five seconds, you fall “behind” the background scenery. Once there, proceed to the end of the stage and visit a secret Toad House where the first Whistle is kept!

Anchors and P-Wings

With some fancy footwork and quick coin collecting, you can cause Toad’s White Mushroom House to appear and earn two different kinds of items in the first seven Worlds. In odd numbered Worlds, you earn P-Wings. In the even numbered Worlds, you earn Anchors. P-Wings allow unlimited flight through an entire stage, while Anchors stop Airships from moving if you lose a life on one.

The following table shows the number of coins that you must collect and the Worlds where you must collect them to receive these valuable items.

WorldCoinsReward
1-4 44 P-Wing
2-2 30 Anchor
3-8 44 P-Wing
4-2 22 Anchor
5-5 28 P-Wing
6-7 78 Anchor
7-2 46 P-Wing

World 1-4

Automatic scrolling makes for a frantic stage! In this world, you have no choice but to move fast, so be sure to look before you leap! It requires skill!

Remember Your Physics

You can collect this 1-Up only if it falls toward the right, so hit the Block on the bottom-left.

Frenzied Hopping Pays Off!

The only way to get all 10 coins here is by jumping fast and furiously!

World 1 Fortress

The second Whistle is found here! Boom-Boom, a big Koopa bully, guards a danger filled fortress in the middle of this world.

A Well-Hidden Room Holds the Whistle

There’s enough room in the area shown in the first screenshot above to fly after you knock out the Dry Bones. Fly left and up off the screen, then fly right. The screen will scroll right. When you can’t go any further, stop flying and press Up! You’ll find the second Whistle inside this room and the stage is completed without you having to fight Boom-Boom. Pretty sweet deal!

World 1-5

This odd, grayish world offers another chance to go to Coin Heaven. It also gives you an opportunity to practice your Slide Attack.

Slide Attack!

Press Down while on a slope to eliminate nearby enemies.

Find a Magic Note Block

Jump around in this tunnel to reveal the Magic Note Block. It takes you to Coin Heaven.

Use a Koopa!

Wilt this Piranha Plant with a well-timed Koopa or a few fire balls.

World 1-6

This stage is full of perilous platforms. Rail Lifts with motors are safe to stay on, but those without them will fall off the screen upon reaching the end of the line.

This Rail Lift is Safe

You can stand on the Rail Lift shown in this screenshot and wait until the time is right before jumping.

A Tricky 1-Up

Stomp the Koopa and then toss him out of the way before you go for this 1-Up.

World 1 Airship

Bowser’s seven bratty kids, also known as the Koopalings, have each taken the magic wand from a King of a Mushroom World. Larry, the youngest Koopaling, turned the King of Grasslands into a dog. It’s Mario to the rescue!

Cannon Ball Capers!

If you stand on top of a cannon, the cannon balls will harmlessly hit your feet and give you 100 points a pop!

Point-Blank Range is Safe!

As long as you’re right next to Bullet Bill, he won’t fire at you. But watch out if you step away!

A Lone Power-Up Item!

The only “?” Block in the stage contains the only Power-Up. This is your solitary chance to Power-Up on the Airship, so be sure to grab it!

If At First You Don’t Succeed, Try Again!

If you don’t beat Larry the first time, you can try again. However, the airship flees to another spot on the Map Screen. It tries to take a position beyond unfinished sections of the world, but the Anchor item can prevent it from getting away. You won’t have access to an Anchor in this world, but keep this in mind for World 2!

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