Super Mario Bros. 3

Super Mario Bros. 3 is a platform action-adventure game for the Famicom and NES and is officially the third installment in the Super Mario series. It was released in Japan on October 23, 1988; in North America on February 9, 1990; and in Europe and Australia on August 29, 1991. It was later released in the US on the Wii's Virtual Console on November 5, 2007 and the 3DS and Wii U Virtual Console on April 17, 2014. It was also remade for the 1993 SNES compilation game Super Mario All-Stars, and for the Game Boy Advance in 2003 as Super Mario Advance 4: Super Mario Bros. 3, the final installment of the Super Mario Advance series. It was also released as a reward that Club Nintendo users could purchase with their coins for the Wii Virtual Console on June 3, 2013.

Super Mario Bros. 3 has been considered as one of the greatest games of all time. Its complexity and challenging levels made it a huge success. In addition to new power ups, it features new moves, items and enemies. It also features special non-level parts of each world, including Toad Houses, where items can be obtained, and Spade Panels, where lives can be obtained, as well as some secret parts, such as the White Mushroom House and the Treasure Ship. The game introduces six new power-ups, the Super Leaf, the Tanooki Suit, the P-Wing, the Frog Suit, the Hammer Suit, and Goomba's Shoe.

Shortly after the release of the game, a cartoon named The Adventures of Super Mario Bros. 3 was made. The cartoon was based on the game, but with a different plot. In the cartoons, King Koopa and the Koopalings tried to take over the real world as well as the Mushroom Kingdom. The cartoon series was produced by DIC Entertainment Productions in association with Nintendo.

Story
Peace has returned to the Mushroom Kingdom thanks to the efforts of Mario and Luigi; however, Bowser sent his own seven children (Larry, Morton, Wendy, Iggy, Roy, Lemmy, and Ludwig) to the other countries of the Mushroom World. The Mushroom Kingdom forms a gateway to these lands, and the Koopalings have stolen the respective royal magic wands of the seven kings, using them to transform the kings into various helpless creatures. Mario and Luigi vow to go and stop the Koopalings' mischief, and change the kings back into their normal form. At the end of each world, Mario and Luigi fight one of the Koopalings, and after the match is over, retrieve the wand from the Koopaling to turn the king back to normal. While the brothers are out in their adventure, Bowser kidnaps Princess Toadstool and takes her to his lair in Dark Land. The brothers go to Dark Land and fight Bowser. After defeating Bowser, they save the princess and restore peace once again.

Worlds
Unlike Super Mario Bros. and Super Mario Bros. 2, this game has a world map, a feature that has been carried over into every subsequent title in the series. Like Super Mario Bros., the game features eight total worlds spread out across eight different maps, each one featuring a different name, theme, and boss; the inclusion of thematic worlds would also be carried over into future titles in the series. However, the world map was not interactive until the release of Super Mario Advance 4: Super Mario Bros. 3.

In a level

 * Move
 * Jump/Fly or Glide (as Raccoon or Tanooki Mario)/Swim
 * Dash/Pick up and throw items/shoot fireballs (as Fire Mario)/throw hammers (as Hammer Mario)
 * Pause

On the world map

 * Move Mario around the map
 * Select level/item
 * Open the item menu

Transformations
Another object is the Goomba's Shoe, only obtainable in World 5-3 of the game. This object allows Mario to safely hop across dangerous objects and jump on spiky enemies, such as Piranha Plants and Spinies. It is obtained from attacking a Goomba hopping in the shoe from below. It is only found in this game and its remakes. However, since it is not a power-up it does not overtake any previous powers the player may have had. For example, if Fire Mario went in a Goomba's Shoe, then lost it, he would still retain his fire-throwing ability, similar to Yoshi in the SNES game Super Mario World.

In international releases of this game, after players obtain a power-up that is greater than a Super Mushroom, any injury will turn them back to their Super form, like in every 2D Super Mario game after Super Mario World. In the original Japanese Famicom release, any hit reduces the player back to Small form, like in Super Mario Bros., Super Mario Bros: The Lost Levels and Super Mario World. Also, getting hit while in the Goomba's Shoe in the Japanese Famicom release changes Mario into Small form regardless of what power-up he had while in the Goomba's Shoe.

Bosses

 * Boom Boom (as miniboss)
 * Bowser
 * Koopalings
 * Larry Koopa
 * Morton Koopa Jr.
 * Wendy O. Koopa
 * Iggy Koopa
 * Roy Koopa
 * Lemmy Koopa
 * Ludwig von Koopa

2 Player Game
In 2 Player Game, Mario (player one), and Luigi (player two) taking turns to complete the level, just like Super Mario Bros. After one brother completes a level/loses a life, the other brother plays. Also, if one brother picks a level that the other brother completed, they enter Battle Mode in their small forms.

Some Battle Mode stages are similar to Mario Bros. The player that defeats three of five enemies or survives wins. Enemies to defeat are Spinies, Sidesteppers, and Fighter Flies, but defeating a Fireball does not count. Players can indirectly kill each other by forcing the rival to collide with an enemy to gain victory. Players can also steal goal cards from each other by bumping from below. One stage involves grabbing three of five coins.

There is also a stage that has a vertical pipe that shoots out Fireballs and coins. The player that collects three coins or survive wins. Another stage has the players climbing ladders to retrieve coins under boxes, some of which are empty. The first to obtain three wins.

Any deaths incurred in the Battle Mode will not affect the player's lives in the main game. Super Mario All-Stars also includes an expanded Battle Game in the main menu for Super Mario Bros. 3.

Development
The hard part of creating a video game with old characters is making the old characters seem fresh and new. In many ways, Super Mario Bros. 3 revived the series and brought many new young and old fans back to the adventures of the Mario Bros. The game was first shown in North America in the 1989 movie The Wizard as a way to advertise it; this also marked the first time that a Mario game was advertised in a movie.

Remakes and ports
Super Mario Bros. 3 was later remade and included in Super Mario All-Stars, with updated graphics and sound for the Super Nintendo Entertainment System, and with further minor upgrades in the re-issue, Super Mario All-Stars + Super Mario World, and the game's eventual port to the Wii as Super Mario All-Stars Limited Edition. A notable addition to the All-Stars version of Super Mario Bros. 3 was a save feature which allow players to save the progress and continue the world where they left off. Additionally, there's a Battle Game feature in the title screen that works differently from the ones featured from the maps in the 2-Player Game Mode. Other than that, retaining some localization changes and certain glitches fixed, gameplay was not altered.

The original game is also one of the 30 titles included in the NES Classic Edition and Nintendo Classic Mini: Family Computer.

Super Mario Advance 4: Super Mario Bros. 3
Super Mario Bros. 3 was ported to the Game Boy Advance handheld system as the fourth and final installation in the Super Mario Advance series, Super Mario Advance 4: Super Mario Bros. 3. It used the same graphics and sounds as the Super Mario All-Stars version, and also incorporated the use of the e-Reader: by scanning in certain cards, players could unlock new items and levels, including content originally from the other classic Mario platformers.

Reception
The game has received critical acclaim, and the game is considered to be one of the greatest games of all time. IGN placed it at the number one spot of their top 100 NES games of all time list. .

id Software's attempted PC port
PC developer id Software sent to Nintendo a demo of a PC port of the game, with the intent being to gain authorization to make an official port. The demo reached the Nintendo of Japan management (including Shigeru Miyamoto), who were impressed by the port's quality. However, Nintendo declined to greenlight an official PC version of the game as the company had no plan to release its products outside their own platform.

The pitch followed a tech demo named Dangerous Dave in "Copyright Infringement", which was a playable recreation of World 1-1 with Mario's sprite being replaced with that of the titular character. Dangerous Dave was notable for featuring smooth scrolling, something unheard for PC games of the time. With a distribution deal with Scott Miller of Apogee Software, Ltd., "Copyright Infringement" id developers John Romero and John Carmack along with Tom Hall (who originally had the idea) later used the engine they had developed to create the Commander Keen series, a series of shareware platform games for MS-DOS.

On December 14, 2015, John Romero uploaded gameplay footage of the port on video-sharing website Vimeo.

References to other games

 * Mario Bros. - The Battle Mode is very similar to the multiplayer in this game.
 * Super Mario Bros. - When Princess Toadstool is saved from Bowser (in English versions except Super Mario Advance 4), she says "Thank you. But our princess is in another castle!...Just kidding! Ha ha ha! Bye bye." This is a reference to the mushroom retainers' line "Thank you Mario! But our princess is in another castle!" from this game.
 * Super Mario Bros.: The Lost Levels - The "burning rubber" sound effect returns.
 * Super Mario Bros. 2 - Princess Toadstool's appearance is almost identical to how she appeared in this game. Bob-ombs, as well as desert, sky and ice-themed levels/worlds also return.
 * The Legend of Zelda series - The "Magic Whistle" item is the Recorder from The Legend of Zelda; it summons a whirlwind to warp the player character to another location and plays the same tune when used, which has become a reoccurring melody in the original series.
 *  - The Raccoon Mario transformation sound effect originated from this game.

References in later games

 * Super Metroid - The sound effect for when Crocomire fully dies is taken from the Dry Bones in this game.
 * Super Mario RPG: Legend of the Seven Stars - The music heard in Grate Guy's Casino is a rendition of music from the minigames of Super Mario Bros. 3, the theme heard during the battle with Bowser in Super Mario RPG is a cover of that from Super Mario Bros. 3, and the music heard from Mario's Pad sounds identical to the Grass Land map theme heard in Super Mario Bros. 3.
 * Super Mario 64 - Many levels in Giant Land resemble Tiny-Huge Island in Super Mario 64 and its remake. Changing sizes by using doors also resembles using pipes to go from tiny to huge in Tiny-Huge Island.
 * Mario Party - The music heard in Ghost Guess and Pedal Power appears to be a cover of the Ice Land theme.
 * Paper Mario - The jingle that plays when Mario rescues a Star Spirit is a cover of the theme that plays when Mario recovers a king's magic wand.
 * Super Smash Bros. Melee - The main overworld theme has a cover version in both Mushroom Kingdom and Princess Peach's Castle. One of Bowser's specials, Bowser Bomb, is based on his attack pattern in this game. Raccoon Mario also appears as a trophy.
 * Paper Mario: The Thousand-Year Door - The theme of Ice Land plays when Jolene calls Mario. In addition, Peach also provides vital clues to Mario via (e-)mail, similar to in this game, and like in this game, her last message ends up being intercepted by the main villain (Grodus, in that case).
 * Tetris DS- Levels 4, 5 and 6 in Marathon mode uses Super Mario Bros. 3 gameplay on the top screen, along with the Raccoon, Frog and Tanooki Mario sprites on the touch screen. Also, a cover of the overworld theme plays.
 * Dance Dance Revolution: Mario Mix - Music from Super Mario Bros. 3 is a cover version in this game.
 * WarioWare: Twisted! - The Super Mario Bros. 3 microgame, along with the Super Mario Bros. 3-Lift microgame, are based on Super Mario Bros. 3.
 * Super Mario 64 DS - The Rec Room theme is a cover of the Grass Land theme. The Wanted minigame uses the minigame music.
 * Mario Party Advance - The music played after Mario beats a Boom Boom/Koopaling is heard after the player completes a quest. Also, in the minigame Drop 'em, the background has a similar design to the levels from Super Mario Bros. 3.
 * New Super Mario Bros. - Many concepts started in here are features in this game, such as Toad Houses. A lot of the worlds have similar themes. Plus, the fortress theme is a cover. The fortress boss battle music returns as a cover version.
 * Super Paper Mario - The theme that plays when Big Blooper appears is a cover of the underwater theme from Super Mario Bros. 3.
 * Super Smash Bros. Brawl - The main overworld theme from Super Smash Bros. Melee is re-used in this game. Peach's Final Smash, Peach Blossom, uses a sped-up remix of the Coin Heaven/The Sky theme.
 * Mario Kart Wii - A license plate which reads "SMB3" can be found on one of the trucks on Moonview Highway.
 * Super Mario Galaxy - The airship and athletic music is a cover version in this game.
 * New Super Mario Bros. Wii - The Penguin Suit is based on the suits of Super Mario Bros. 3. The Koopalings' battle theme is a cover twice and once again played when fighting against them. The airship theme is a cover, and can be heard on airship levels. The design on the fortresses are based on the fortress sprites of Super Mario Bros. 3. The Enemy Courses are similar to the levels when fighting against a Hammer Bro, Fire Bro, Boomerang Bro, or Sledge Bro, and even use a cover of the song. Also, players can use reserve power-ups like in Super Mario Bros. 3.
 * Super Mario Galaxy 2 - Supermassive Galaxy is similar to Giant Land. Portions of the Water Land map theme can be heard in the World 6 map theme within 55 seconds.
 * Mario & Sonic at the London 2012 Olympic Games - The Athletic Theme heard in Super Mario Bros. 3 is available in this game as one of the optional music tracks.
 * Fortune Street - the Pipe Land theme is used as the stocks. Also, the Toad's House theme is used as auctions.
 * Super Mario 3D Land - Many Super Mario Bros. 3 elements, like Boom Boom, Tanooki Mario, Jump Blocks, and the Super Leaf appear in this game. The Airships and Boom Boom battles return, and remixes of the Athletic and Airship themes play in certain stages.
 * New Super Mario Bros. 2 - Some levels in this game contain the same colorful blocks as Super Mario Bros. 3. Also, Raccoon Mario and the Power Meter returns.
 * New Super Mario Bros. U - The P-Acorn sounds and acts like the P-Wing. Also, the first part of the Soda Jungle is based on Giant Land. Some elements were referred to "New Super Mario Bros. Wii."
 * Super Mario 3D World - The death jingle is remixed in this game.
 * NES Remix 2: Super Mario Bros. 3 is one of the games that appear in this game.
 * Mario Kart 8 / Mario Kart 8 Deluxe: - Tanooki Mario is a playable character in the downloadable content pack The Legend of Zelda × Mario Kart 8, but is available from the start in Mario Kart 8 Deluxe.
 * Super Smash Bros. for Wii U: - Music was used in this game as a medley of the athletic, stage clear theme, Giant Land, Hammer Bros. battle theme, and the player miss theme. The Super Leaf is also a usable item, turning fighters into the Raccoon form and allowing them to glide for a while.
 * Super Mario Maker / Super Mario Maker for Nintendo 3DS - Super Mario Bros. 3 is one of the game styles for these games. The Course World menu music and 100 Mario Challenge map music are both cover versions of the Grass Land map theme.
 * Paper Mario: Color Splash - The 8-bit Recorder returns in the Super Mario Bros. 3-themed course in Green Energy Plant and can be squeezed into a realistic Thing Card; when used, the original notes are played by the flute itself, and it has the same effect of summoning a whirlwind, while three other flutes play the "Coin Heaven" theme in the background. Additionally, to board an airship carrying a giant bucket of paint, Mario hangs on the Anchor, like he does in Super Mario Bros. 3. Larry also, like in the Japanese manual for the game, states before fighting Mario, that he is doing his actions specifically to avoid upsetting Bowser.

Version differences
There are four known versions of Super Mario Bros. 3 released for Famicom and Nintendo Entertainment System: the original Japanese version, the North American PRG0 and PRG1 versions, and the PAL version. During the two year release gap between the Japanese version and the worldwide release of Super Mario Bros. 3, many changes were made while localizing the game for the international market. Many of the gameplay and level design changes for the international release were kept in the future remakes, while other changes were reverted to make the game closer to the original Japanese version.

Gameplay changes

 * In the Japanese version, getting hit while powered-up causes the player to automatically shrink to Small Mario like in Super Mario Bros. In the international versions, powered-up Mario is reverted to Super Mario when hit, then shrinks to Small Mario when hit again. This also applies for the Goomba's Shoe. In the Japanese version, the shoe is red as it flies offscreen, and the player is also reverted to Small Mario; the shoe retains its green color as it is removed for the international versions, and the player keeps any power-ups they had before entering the shoe.
 * In Toad Houses, the player can move while Toad is speaking in the Japanese version. In the international versions, the player must wait until the message is completely displayed.
 * The timing for the credits sequence was altered for the international versions.
 * After the credits end in the international versions, the player can press any button to return to the title screen and start another game in which the inventory is filled with 28 P-Wings. In the Japanese version, the player cannot do this as the game remains on the ending screen indefinitely and must be restarted. This is one of the few international gameplay changes not retained in the later remakes.

Level design changes

 * In the second room of in the international versions, the door to Boom Boom is at the very end of the room, with the spikes above the door slightly above the rest. Comparatively in the Japanese version, the room is two blocks wider to the right, and the door is one block to the left of the gap in ceiling spikes.
 * The castle interiors when entering and finishing an airship stage were redesigned for the international versions. Mario is standing in the center of the room rather than on the very left, a third pillar next to the very left one was removed, the column on the right is in front of the stairs rather than behind, the throne and stairs are colored golden rather than being blue like the background wall, the stairs are made slightly longer, and the shadow shading was put on the right of each pillar rather than on the left.
 * In, a block was removed off the end of the final ship, allowing players to more easily jump onto the ship should they swim under the fleet.
 * The end of World 5-1 was moved to the end of the main area of the level rather than having a Warp Pipe that takes the player to the end of the stage. A Buster Beetle at that part was also removed for the international versions. This was likely done to remove a glitch allowing the chest that appears in the secret area in this level to appear at the end of the level.

Graphical changes

 * When the player is hit as Tanooki, Hammer, or Frog Mario, the costume comes off and a sound effect plays in the Japanese version. In the international versions, the costume disappears in a puff of smoke.
 * In the Japanese version, when entering a stage, it wipes in to black, then wipes out the stage. In the international versions, it wipes in, then the stage fades in slightly more quickly.

Textual changes

 * In the PRG0 version, Castle of Kuppa was changed to Castle of Koopa in the game's ending.
 * In the PRG1 version, the names of each world as shown in-game minus Grass Land were further altered; Desert Hill became Desert Land, Ocean Side became Water Land, Big Island became Giant Land, The Sky became Sky Land, Iced Land became simply Ice Land, Pipe Maze became Pipe Land, and Castle of Koopa became Dark Land. This actually makes it closer to how they were originally written in the instruction manuals, including the Japanese one. The Super Nintendo and Game Boy Advance ports, however, reverted back to the original pre-revision names.
 * In the PRG0 version, Toad says "Miss twice and your out!" in the N-Mark Spade Panels. The US PRG1 version changes Toad's line to "You can only miss twice!" to get rid of the typo in the PRG0 version.
 * Princess Peach mentions in her letter recieved in World 2 "Kuribo's shoe" in the PRG0 version and "Goomba's shoe" in PRG1 version.

PAL version changes

 * The PAL version is based on the US PRG1 version, featuring most of its changes. It was optimized for PAL NES to have its gameplay and music match the Japanese and US versions. Some of the music sounds different as the result, such as the Airship music, where the percussion in the first part isn't cut off.
 * Bowser's letter is signed "Koopa Troopa" instead of "King of the Koopa" from the US versions.

Directors

 * Shigeru Miyamoto
 * Takashi Tezuka

Game Designers

 * Shigeru Miyamoto
 * Takashi Tezuka

Main Programmer

 * Toshihiko Nakago

Sound Composer

 * Koji Kondo

Producer

 * Shigeru Miyamoto

Pre-release and unused content
One of the early ideas was a power-up to turn Mario into a Centaur (half-man, half-horse), although this was rejected before being implemented into the game. (Tilden 1990, 21)

Additionally, Cheep Cheeps and Para-Beetles respectively have unused golden and green variations, which would have moved faster than their ordinary counterparts.

Quotes

 * "The Tanooki Suit turns into a statue! Even though I knew it wouldn't make sense to some non-Japanese players...I was so excited about it that I left it in." - Shigeru Miyamoto, Super Mario History 1985-2010 booklet
 * "We were helped by many people when developing this game. But even with a larger team, I was still the worst gamer of the bunch." - Takashi Tezuka, Super Mario History 1985-2010 booklet
 * "This time around, I added a lot of percussion and was able to create tracks that sounded like there were three or more sounds playing at once, resulting in much richer-sounding music." - Koji Kondo, Super Mario History 1985-2010 booklet

Trivia

 * According to the Guinness Book of World Records 2008, Super Mario Bros. 3 was the world's best-selling video game, which is false.
 * The image used in the book was of Super Mario Advance 4: Super Mario Bros. 3, the remake, which made the same mistake on the back of its box.
 * This is the last game until Super Mario Galaxy in which all Koopa Troopas are quadrupeds and Lakitus fall off the screen with their clouds still with them if they are defeated. The next game, Super Mario World, is the first game to portray all Koopas as bipeds, which is now their standard look for them, and where Lakitus either leave their cloud behind if killed, or their cloud simply puffs away.
 * Despite their artwork showing their current color scheme otherwise, NES palette limitations caused Mario's and Luigi's player sprites to have black overalls with no gloves and red/green hat, shirt and shoes (although corrected in the larger Spade sprite), some of the Koopalings' hair and shell colors to be slightly different, and Princess Toadstool to have brown hair, resembling her sprite from Super Mario Bros. 2 and Toad wearing a black vest and red pants. Most of the character's palettes were corrected in later versions.
 * Super Mario Bros. 3 is Takashi Tezuka's favorite game in the series, as he feels that it's his first masterpiece.
 * In September 2015, Shigeru Miyamoto jokingly confirmed a fan theory that the NES version of the game was, in fact, a stage play put on by the Mario cast.