Super Mario Brothers 3
Change forms:
Press Select while playing a normal game to
change into different Marios or Luigis (Mushroom, Fire Flower,
Super Leaf, Frog, Tannokie, and Hammer Brother).
Information in this section was contributed by Caleb Sutton.
28 P-Wings:
Complete the game, then press Start at the ending
screen. The next game will begin with 28 P-Wings per brother.
Continue game play:
Use two controllers and start the game in two player
mode. After Mario loses all lives, the game can be continued as
Luigi using the other controller.
Information in this section was contributed by Paul.
Hint: Card game:
After you score 80,000 points, a card game will appear
on the board. Match up the symbols, but you only have two chances.
After you miss twice, you have to wait until you score another
80,000 points to try again. There are only eight patterns, as
follows:
Information in this section was contributed by Tweak.
Pattern 1
Flower-Star-1-Up-Flower-1-Up-Mushroom
10 Coins-Mushroom-Flower-Star-Mushroom-10 Coins
Star-20 Coins-20 Coins-Mushroom-Flower-Star
Pattern 2
1-Up-Mushroom-10 Coins-Mushroom-Flower-Star
Mushroom-10 Coins-Star-20 Coins-20 Coins-Flower
Star-1-Up-Flower-Mushroom-Flower-Star
Pattern 3
Mushroom-Flower-20 Coins-Mushroom-10 Coins-Star
Flower-1-Up-Mushroom-10 Coins-1-Up-20 Coins
Star-Flower-Star-Mushroom-Flower-Star
Pattern 4
Mushroom-Flower-1-Up-Flower-Star-Star
20 Coins-Star-Mushroom-10 Coins-1-Up-Flower
20 Coins-Mushroom-10 Coins-Mushroom-Flower-Star
Pattern 5
Flower-20 Coins-Mushroom-Star-1-Up-Flower
1-Up-Flower-10 Coins-Mushroom-20 Coins-Star
Mushroom-10 Coins-Star-Mushroom-Flower-Star
Pattern 6
Flower-10 Coins-1-Up-Flower--1-Up-Mushroom
Star-Mushroom-20 Coins-Star-Mushroom-10 Coins
Star-Flower-20 Coins-Mushroom-Flower-Star
Pattern 7
Flower-Star-1-Up-Flower-20 Coins-Mushroom
10 Coins-Mushroom-20 Coins-1-Up-Mushroom-10 Coins
Star-Flower-Star-Mushroom-Flower-Star
Pattern 8
Mushroom-Flower-20 Coins-Flower-10 Coins-Star
20 Coins-1-Up-Mushroom-10 Coins-1-Up-Flower
Star-Mushroom-Star-Mushroom-Flower-Star
Hint: Items:
Information in this section was contributed
by Jason Hogan.
Super Mushroom: Mario is bigger and can smash bricks. (Super Mario).
Fire Flower: Mario is orange and can throw fire balls. (Fire Mario)
Super Leaf: Mario has a raccoon tail and can fly. (Raccoon Mario)
Frog Suit: Mario wears a frog suit and can swim very fast underwater,
but difficult to walk on land. (Frog Mario)
Tanooki Suit: Mario wears a teddy bear-type suit with raccoon
tail. Able to fly, but can also turn into a statue for a limited
time by holding Down + A. (Tanooki Mario)
Sledgehammer Suit: Makes you look like a Hammer Brother, and can
throw hammers. If you duck, you can block fire balls with your
back. (Sledgehammer Mario)
Jugem's Cloud: On the map screen, you can use this to skip a stage.
Magic Wing: Turns Mario into Raccoon Mario except with a "P"
on his chest. Mario has unlimited flying power(no need to run).
Starman: Mario invincible for a limited amount of time.
Hammer: On the map screen, you can break boulders that are in
your way.
Music Box: On the map screen, you can make the Hammer Brothers
fall asleep for a limited amount of time.
Magic Whistle: On the map screen, you can warp to another world.
Different whistles give you a different choice of worlds as follows.
Whistle 1 (World 1 to 3) World 2 to 4; Whistle 2 (World 1 Fortress)
World 5 to 7; Whistle 3 (World 2 Fire Brothers) World 8.
Anchor: Using this item will cause a moving doom ship to halt.
Hint: Getting the whistles:
In World 1, Level 3, go to the white block toward the
end. Jump in and hold Down until your character falls.
Then, run to the end and you should end up behind the black wall
object. Move back as far as you can and press Up. You will
appear in a room with a chest like object in mushrooms. Open the
chest and collect the whistle.
Information in this section was contributed by Mitch3A
and bmwgamer4eva.
Alternately, in World 1, Level 3, go to the end of the level and
find a white block with a Koopa Troopa on it. Kill the Koopa,
then stand on the white block for about a minute or two. You will
fall through the block. Keep running to the right to enter a mushroom
house. Open the chest to get the whistle. Use it on the map screen
to advance to world four.
Information in this section was contributed by Weirdalrooler123.
Another whistle can be found in the first semi-castle. Go to the
location where you can go through the door to get to the room
with the "up-down" ceiling, but do not go through the
door. Fly over where the screen ends. Then, keep running and press
Up. Your character will end up in a room with a chest.
Open the chest to get another whistle.
Information in this section was contributed by Mitch3A.
Go to the small castle in World 1 with the Racoon Tail. Go toward
the end of the first screen where the Skeleton Koopa is next to
the door. Kill the Koopa and fly up to your left to the ceiling.
Then, fly toward the wall above the Koopa. Keep flying up against
the wall and you will be on top of the ceiling. Go all the way
to the right until you cannot go any further. Hold Down
+ B for approximately minute and you will fall through
into a room with a small chest. Run into the chest to get the
second level select whistle that can advance you to the World
7 if you are in the World 4.
Information in this section was contributed by Weirdalrooler123.
Another whistle can be found in World 2. Defeat one of the camels
to get a hammer. Then, go to the top right of the world to find
a rock. Break the rock to open a path. Go through the path and
defeat the camel to get the third whistle. There is also a frog
suit in the mushroom room. You can use the whistle to warp to
farther worlds.
Information in this section was contributed by Mitch3A.
Towards the end of World 4 is a white block. Step on it and press
Down for about six seconds. You will eventually fall down.
From there, finish the rest of the level and you will be behind
the large back wall. You can get a secret whistle.
Information in this section was contributed by Luis Munoz.
In World 1, go to level 3. Near the end is a floating white block.
Stand on it and hold Down for about five seconds until
you fall. Run to the end of the level and go behind the black
wall. You will get a whistle. Next, go to the semi-castle. Make
sure you are at least Super Mario (but you can go in with a Cape).
At the end of the first part of the level, hit the skeleton in
the head. If you do not already have a Raccoon Tail, hit the block
and get one. Obviously, you cannot get one if you are small Mario.
If you have a Raccoon Tail, run to the wall to the right of the
screen. Watch out for the skeleton, and do not go through the
door. Then, run left until you are able to fly. Fly up around
to the right of the ceiling, and keep going to the right until
you cannot go any further. When you get there, press Up,
get the box, and you will be done with that level. When you exit
the semi-castle, use your whistle to go to the warp screen (World
9). When you get to World 9, use the other whistle, which will
warp you to World 8.
Information in this section was contributed by CorbinatØr.
To get the first whistle, go to World 1-3. Near the end of the
level, you will see a white block with a red-shelled Koopa on
top. Defeat the Koopa, then stand in the center of the block and
hold Down for a few seconds. You will drop through and
be behind the background scenery. Move to the right and you will
go behind the black area into a secret house with a chest that
contains the whistle.
Information in this section was contributed by Christopher Acabanawatoppishon.
The second whistle is in the Mini-Fortress in World 1. When you
get the the area with a "?" block, a Dry Bones (skeleton
Koopa) and a door, do not go in the door. Go all the way right,
then run to the left and fly upward. Then, go to the right. You
will not be able to see your character, but keep going right as
far as possible. Then, press Up to enter a secret room
to get the second whistle.
Information in this section was contributed by Christopher Acabanawatoppishon.
The third whistle is in World 2. There is a Boomerang Brother
that usually stays near the Pyramid. Defeat him to get a Hammer.
Then, go to the northeast corner of the map and use the hammer
to break the stone to the right. You will enter a secret section
of map. There will be a Mushroom House and a pair of Fire Brothers.
The Fire Brothers have the whistle. Also, this Mushroom House
contains a Frog Suit no matter which chest you pick.
Information in this section was contributed by Christopher Acabanawatoppishon.
Hint: Defeating Bosses:
Usually after the Boss fires magic (from the magic
wand), you then can jump on his head. Repeat this process until
the Boss is defeated.
Information in this section was contributed by Ryan.
To defeating the level 5 and 7 Bosses, when both of them jump
in the air, also jump into the air to avoid the shock. They will
vibrate the ground when they land. Hit them afterward. Repeat
this two more times to win.
Information in this section was contributed by Chriss4525.
Hint: Defeating Bowser:
Wear a Hammer Suit and do not get hit throughout his
level. With the Hammer Suit, hit Bowser four times. When you hit
him, a strange buzzer like sound will be made.
Information in this section was contributed by Brenton.
Hint: Never lose to Bowser:
In Bowser's Castle, there is an extra life located
at the top of the right side of the brick staircase. It is an
invisible box. If you get this life every time you try to kill
him, you will never have a game over.
Information in this section was contributed by Brenton.
Hint: Get behind the water:
On level 3-9, use the tail to break the bricks on the
underside near the bullets. Go back and jump onto the white platform.
Hold Down until you fall through. Quickly run to move down
the pipe to get behind the water become invincible. Note: This
will only work on the original game, not on Mario All-Stars.
Information in this section was contributed by Anthony Simon.
Hint: Extra P-wing:
Get every coin on World 1, Level 4, including the ones
in the boxes. Finish the level to find a black and white mushroom
that moves back and forth. Go to the mushroom to get a P-Wing.
Information in this section was contributed by David Josephson.
Hint: Warp from level 2 to level 8:
Normally, to warp to level 8 you have to be in level
7. However, you can warp earlier if after you collect two warp
whistles. Use the first one to get to the warp screen, but do
not enter a level. Use your other whistle at the warp zone and
you will be moved to the bottom row that leads to level 8.
Information in this section was contributed by lynlegge.
Hint: Warp from World 1 to World 8:
On World 1-3, after the second boomerang punk, kill
the Koopa on the white block. Then, stand on it and hold Down
until you fall behind it. Next, run behind the place where you
can get an extra life. The mushroom character will say something,
and you will have a whistle. Go directly to the castle and get
a Feather where the skelepunk is located. Fly up and right. Keep
going right, then hit the box to get another whistle. Use one
whistle to get to a map. Then, use the other whistle to get to
World 8.
Information in this section was contributed by JOSIAH BARTON.
Hint: Finishing the next to last level:
On the level just before the final castle and a lock,
make sure to have the leaf. There will be moving platforms with
canons on them. Run back and forth in front of the first platform
to build up your speed until you can fly. Fly above everything
and land on the topmost level. When you can see the next platform,
run and jump, and "float" until you land on it. The
next time you will not be able to see any platform -- run and
build up speed and fly holding Right. You should land right
around the tube.
Information in this section was contributed by KLoWNPuKE.
Hint: Extra lives:
Start a game and go to the second level (with the grass).
Make sure you have a leaf and go to where the flying red Goomba
is located. Wait for four yellow Goombas to appear. The game should
start to slow down. Jump on one of the Goombas and hold A.
Then press A to slowly fly down fall on another Goomba,
and hold A. More Goombas will appear when you kill them.
Keep doing this to accumulate points. Once you start getting a
life every time you hit a Goomba, you will get another. However,
do not forget to watch keep track of your time.
Information in this section was contributed by Iggy114.
Go to the second world and to the level that has a pyramid. Go
to a pyramid and wait for a turtle to appear. Jump on the turtle
so it will not come out of its shell. Then, keep jumping for points
and extra lives.
Information in this section was contributed by An P Nguyen.
When you go to any pink note, enter with a super leaf -- if you
wait and then fly up after the third group of coins you should
be able to find coins in a circle around a block. Hit the block
and an extra life will appear.
Information in this section was contributed by dabomb.
Hit a note, then bounce up onto a block in World 5-2. Then, go
into the tube a bit farther up to find another tube. Enter it
after defeating the Goombas to find a huge block with at least
three extra lives inside.
Information in this section was contributed by dabomb.
In World 4 on the second castle, activate the P Switch that is
gray (there is a shiny block that you have to hit). You will see
an outline of coins around darkness. Collect the coins and move
into the center of them then press Up . Exit again and
the coins outlining the darkness will be there again. Collect
them and make sure you do not get the yellow coin -- that is the
P Switch block. Collect the gray coins only and repeat this to
earn lives.
Information in this section was contributed by mr. bomb.
In World 6-9, use a P-wing to fly over the wall in the beginning.
You can go directly to the end. When you get there, you can fly
backwards and get a free life.
Information in this section was contributed by Jdog534.
In World 6-9 as Frog Mario, swim underwater until you arrive at
a giant fish and a pipe that sprays a constant current upwards.
When the fish starts to swim towards the left, sneak under him
and ''power-swim'' (holding A) against the pipe's current,
and into a small area with an upside down pipe and a normal pipe.
Swim towards the normal pipe and enter it. You will find a giant
box with three 1-Up mushrooms, along with lots of coins in the
air.
Information in this section was contributed by Springview.
Go to World 8-1 as Raccoon Mario. On the second platform beside
the pipe with the Piranha Plant in it, build speed and fly vertically
towards your right. If you are not too high in the sky, you will
notice a pipe. Enter the pipe, and you will end up in a small
room with a giant box containing three 1-Up Mushrooms.
Information in this section was contributed by kool_gino_12.
After getting to the whistle in World 1-3, blow it in World 2.
Then, go to World 7. Make your way to the first castle. There,
you will find a lot of bricks. Go through to two rooms to a room
with lava in it. Hit the question marks and get the mushroom.
Once you are big, go back to the brick room. In there, you should
find Power 4 bricks in a lower than normal area. Hit the Power
and you will see a door appear that will lead you to the rest
of the level. However, do not do that. Instead, get all the coins
around you that used to be bricks. Then, exit at the bottom door
and make your way back to the brick room. Keep repeating the process.
You will end up gaining thirteen lives before the time runs out;
for every 100 coins you gain an extra life. You will have to start
the process over many times, but it is well worth your time for
99 lives.
Information in this section was contributed by J-ROD.
Go to World 1-2 (grass-looking level) and jump the second pipe.
Use or obtain a Leaf/Raccoon Mario and jump from one Goomba to
the next. Continue to jump until you reach 10,000 points. After
that, every Goomba you land on will give you an extra life.
Information in this section was contributed by Sullivan Matlock.
Go to World 7, the first castle. Knock out the block that is four
away from the platform. Jump on the "P" and get all
the coins. Then, go in the door. It will lead to the door goes
to the same room. Repeat this process as many times as desired.
Information in this section was contributed by Nicksweeper.
In World 3-8, there is a part in the middle of the level where
there is a turtle walking on top of some bricks. Below are two
Bullet Bill shooters. Hit the turtle so that it turns into a shell.
Pick up the shell by holding B and bring it to the left
side of the first Bullet Bill shooter. You must throw the shell
over the Bullet Bill shooter so that it starts moving towards
the other one. Then, jump on top of the bricks. If done correctly,
the turtle shell will continuously bounce back and forth from
one Bullet Bill shooter to the next. Stand on top of the brick
to where you can see both shooters and you will gain lives. The
shell will keep hitting the Bullet Bills when they come out and
eventually begin giving you 1-Ups. You can do this until time
runs out, but you will not have 99 lives yet. Play the level again
and do the same thing until you do have 99 lives.
Information in this section was contributed by JImmyDaFish.
Hint: Extra coins:
On World 2-4, fly up the bricks at the upper left-hand
corner to skip through the level and collect hundreds of coins.
Information in this section was contributed by dabomb
and Gailoverworked.
Hint: Coin ship:
Get every single coin in level 4. A coin ship will
appear on the map. Go to it to find a ship containing nothing
but coins.
Information in this section was contributed by BlingBlingJV34.
In World 1-1, collect coins until your total is a multiple of
11 and have the second to last number in your score the same as
the last number in your amount of coins. For example, get a score
that ends in "60" with 66 coins. Collect the ending
card when your timer is on an even number and the Hammer Brothers
on the map will turn into a coin ship.
Hint: Easy finish for boat:
In World 8 on the boat level, jump down the first opening
in the boat. Get underneath the boat, hold Left and repeatedly
press A. Go to the end of the boat, and go down the pipe
to finish the level.
Information in this section was contributed by William Colbert.
Hint: Easy finish for World 1-3:
Go to the location with several bricks, two notes,
and a Koopa on top. Jump on the Koopa and push the shell toward
the brick to the left. It should break the brick, causing a reaction,
breaking enough bricks for you to go in. To the left, jump into
mid-air until you find a pink note. Jump on it until you fly into
the air, into a cloud place. Keep walking until you find the tube,
go in it, and you will find yourself by the black wall.
Information in this section was contributed by Fyrepiro.
Hint: Easy finish for World 8-1:
Get a flying "P" before you get to World
8. Before you go to the level, press B and select a flying
"P". Go to the level. Then, repeatedly press A
and hold Right to stay high in the air so that no cannon
balls can hit you to lose the "P". When you get to the
end, release A and go down the pipe to defeat the Boss
and finish the level.
Information in this section was contributed by AZMatt1.
Use a Leaf, and at the beginning of the level, run back and forth
quickly to fly. Fly as far as you can to the right, enter the
tall pipe, and go inside to find three extra lives. Also try getting
enough speed just before exiting. Tap Jump to activate
flying power, exit through the pipe and fly yourself near the
end of the level.
Information in this section was contributed by Stephen Gravitt II.
Hint: Always get a star:
When you nearly complete the level you will get to
a screen where a mushroom, flower, and star can be selected. You
need to get three of a kind to get more then one life. To get
the star run very fast and jump so you hit the bottom-left of
the box. Do this for every level and you should get a 5 -up.
Information in this section was contributed by An P Nguyen.
To get a star at the end of each level, go the same speed before
you hit the flashing thing at the end. This means you can walk
into it, or you can run. Try stopping slightly before it, then
just walk over, jumping towards the bottom of it. This should
give you a star every time. This is useful when there is not enough
room to run, or if you have to start above a tunnel.
Information in this section was contributed by Doug Malcore.
To get a star almost every time at the end of the level, you have
to charge run when you start to see the black screen at the end.
Jump when you are directly under the box. Note: You must be fully
charged when jumping.
Information in this section was contributed by GREGARNOLD.
Hint: Stars:
In the goal box at the end of each stage, you can almost
always get a Star card if you run and jump face-first into it.
Information in this section was contributed by Jason Hogan.
When at the end of any level with a roulette, you can always get
a Star by running as fast as you can and jumping at it once you
see it.
Information in this section was contributed by mr. ritz.
Hint: Fly through stage:
Whenever you get a "P" (on most levels),
just keep pressing A and you will fly through the stage.
This works well on most of the World 8 levels.
Information in this section was contributed by MelloProto.
Hint: Getting more jump height:
During certain levels in the game you can jump on pink
musical-note blocks to access secret cloud bonus-coin areas to
collect more coins and another extra life. When you jump on these
blocks to access these areas, it is possible to modify how high
you jump into the air. If you really get a good enough running
start and get the P-Meter flashing at full power when you jump
onto these blocks, you can jump even higher. Note: this trick
can only be done with certain pink musical-note block in certain
levels. Also, to do this trick with Frog Mario you then need to
be holding a turtle shell to run to get the P-Meter up to full
power.
Information in this section was contributed by Daniel.
Hint: Slow motion Mario:
Enter World 1-2 and go to the T-shaped pipe. When the
Goombas come out, do not kill them. Once five or more of them
appear on-screen, everything will be in slow motion. This will
remain as such until you walk away or any of the Goombas go out
of range.
Information in this section was contributed by Nicholas Chesterton.
Hint: Weapons:
Collect all the coins in World 2-2 or World 3-6. After
you have exited the world, there will be a black and white mushroom
house with a weapon inside. Note: This includes getting all coins,
then going back and hitting the "P" that changes blocks
to coins to get those as well.
Information in this section was contributed by Heartbreak323
and Puma Hunter.
Hint: Items:
In World 8-2, jump into the first quicksand trap and
land underground. Once there, you will be able to choose between
two pipes that will lead to surprises.
Information in this section was contributed by Msf1219.
Go to World 5-1 and fly (with Raccoon Tail, or Tanookie Suit)
to the sky at the beginning of the level (directly above the first
enemy, the bricks and the Chain-Chomp). You should find an upside
down pipe hanging from the top. Enter the pipe. Next, work your
way down until you find the exiting pipe, but do not go in it.
On that ground level, build your running power to accelerate and
fly. When Mario spreads his arms out, before leaping into the
air, duck and control Mario so that you can ascend in a crouching
position. Fly between one of the long narrow gaps, and move right
between the longer horizontal path. Let Mario slide through the
small path to end up in a small room with a chest on the floor.
Open the chest to find a Music Box, and the level will be complete.
Information in this section was contributed by Springview.
On World 3-7, there is a bonus stage in the sky with coins and
a box containing an item. To get there, find the beanstalk located
above the turtle and the other enemies (roughly in the middle
of the level) and climb it. When you reach the top, jump to your
right. You should land on a platform of seven clouds. Stand on
the fourth cloud and jump up to find a pink-colored music note
box. Enter that bonus stage. When you arrive at the end, you will
receive a box that encloses a Jugem's Cloud item.
Information in this section was contributed by Springview.
Hint: Kidnap note:
After defeating the level 7 Boss and returning the
king to his normal self, instead of getting the usual thank-you
note and a gift from the princess, you will receive a note from
Bowser telling you that he kidnapped her.
Information in this section was contributed by Chriss4525.
Hint: Koopa without fireballs:
At Koopa's castle you must keep a P-Wing through the
level. Normally, Koopa shoots fire during the battle. When you
enter the place where you face Koopa, stop. Fly up and go on the
wall. Go all the way until you see the other side of the wall.
Do not go all the way to the other side. Fly back to the normal
side from which you came then face Koopa without fire.
Information in this section was contributed by Lisa gillim.
Hint: Green fireballs:
Enter a Mushroom House as Fiery Mario. When you shoot
fireballs, they will be green.
Information in this section was contributed by Tri1josh.
Hint: Soccer move:
Go to any level where there are turtles. Play as Raccoon
or Tanooki Mario and press B for the tail whack. Keep pressing
B before the shell falls to the ground so that it looks
like you are juggling the shell with your tail. Note: You must
time your hits.
Information in this section was contributed by st.johnj.
Glitch: Walk in air:
This trick can be done in any level with quicksand.
It also requires having "leaf power". Start to fly,
and make sure that you are near quicksand. As you just start to
fly, fall into the quicksand and fly out very quickly. Then fly
either to the left or right and you will be walking on air.
Information in this section was contributed by Nicholas Chesterton.
Glitch: Upside down "?" item:
In the first World 6 fortress, get the Starman as small
Mario and race to Boom Boom's room. Touch him (still with Starman
active) and he will explode. The "?" icon will now be
upside down.
Information in this section was contributed by Kyle Haight.
Glitch: Roulette prize wheel:
When the wheel thing starts, quickly press A(3)
to get extra lives every time.
Information in this section was contributed by NinjaWarlord811.
Glitch: Fly and flip simultaneously:
Get a Feather and a Star. Jump and keep pressing Jump
to float. You will fly and do a flip at the same time.
Information in this section was contributed by Chicobuddy250.
Glitch: Crooked wand:
Whenever you go to any of the ship stages, there is
a Boss at the end of each ship. When you defeat the Boss of the
ship, there is a wand that falls from the sky and it is usually
straight. Very rarely, the wand falls on one of the cracks in
the floor and it turns sideways.
Information in this section was contributed by MelloProto.
Glitch: Avoid damage from Bowser:
When you are fighting Bowser, he tries to stomp on
you. Simply duck (if you are small, you do not have to do anything).
You will not get injured or die. Note: Make sure you are in the
middle of where Bowser stomps. If you are too far to the left
or right, he will hit you with his fireballs.
Information in this section was contributed by Peter D.
Strategy: by Joshua Harring
Strategy: by Kyle Haight
Strategy: by Steve Rusher
Game Genie codes
Copyright © 1998-2006
Al Amaloo. All rights reserved.
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