Card Game Cheat Super Mario 3

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  1. This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Super Mario Bros. 3 for NES.If you've discovered a cheat you'd like to add to the page, or have a correction.
  2. Retro game cheats for Super Mario Bros. Freeola has over 100,000 cheat codes for 12,348 games.
  3. Super Mario Bros. 3 – Game Genie Codes The following are known Game Genie Codes for Super Mario Bros. 3 on Nintendo Entertainment System (NES). SLXPLOVSInfinite lives for Mario and Luigi AEKPTZGA1 life for Mario and Luigi after using a continue AEKPTZGE9 lives for Mario and Luigi after using a continue ELKZYVEKPower Jumps EZKZYVEKSuper Power.

Super Mario Brothers 3 - Memory Match Labeled Map. Home Super Mario Brothers 3 Map Select Prev Map Next Map.

< Super Mario Bros. 3

Super Mario Bros. 3 | Table of Contents | Walkthrough

Table of Contents

World 2
World 4
World 6
World 8
Select controller:
NES, SNES, GameCube, Wii, Wii (classic)

World Maps[edit]

The map of World 1.

Each of the eight worlds in Super Mario Bros. 3 consists of a set of tiles which are connected via paths. The primary feature of each world are the regular stages, which are marked with a level number. While you are not required to complete each and every level in the game, you may not pass any tiles unless you have conquered that space on the map. For example, after you complete stage 2 in the first world, you may skip stages 3 and 4 entirely, but if you wish to visit the Mushroom House beyond them, you must complete at least one of those stages. Locks will exist on the map when you first arrive, but you can remove them by clearing one of the fortresses one the map. Although completed stages will need to be cleared again if you continue your game, the locks will remain open, providing you with a shortcut to the end of that world.

Along your journey, you will obtain power-up items which can be stored and utilized at a time of your choosing. These items can be retrieved by pressing while you are on the map screen. You will be presented with the first row of your inventory. Each row holds seven items, and you can fill up to four rows, for a total of 28 items. Any item that you collect beyond 28 will simply replace the 28th item, so be careful. After highlighting an item that you wish to use, press to activate the item before you enter a stage.

The following is a list of the most common map tiles that you are likely to encounter throughout the game, though you will find countless others as you explore each world.

TileDescription
This is one example of a typical stage tile. The number on the tile indicates which stage you are about to enter, and the number can be as high as 10 in some worlds. While you're often not required to complete every stage in a world, it's not a bad idea to at least explore each of them and get an idea of what they contain. You cannot pass a stage tile until it has been completed.
A completed tile on the map is signified by a large letter, representing the player who completed it. If player 1 completed a tile, it is replaced by a large red 'M' for Mario. On the other hand, if player 2 completes the tile, it is replaced by a large green 'L' for Luigi.
Fortresses are a special kind of stage. In addition to exploring an indoor space, you may typically encounter enemies which are unique to fortresses. These stages always end in a confrontation with the mini-boss known as Boom-Boom. Each fortress is associated with a lock somewhere on the map.
Locks prevent you from accessing sections of the map that can typically be used to bypass certain stages. Once a fortress has been conquered, the lock associated with that fortress will be removed. If you are ever lose all of your lives and are required to continue your game, any completed stages will be restored, but locks do not return, so you won't be forced to repeat every level.
Unlike stages and fortress, Hammer Brothers are not confined to a single tile on the map. Rather, they roam about the map between levels. If Mario or Luigi bump into them on the map, you are forced to do battle with them; you won't have the option of skipping this encounter unless you use the Music Box item to put them to sleep. An encounter with a Hammer Brother takes place in a single-screen location, and only concludes when one side has been defeated; you or the brothers. If you win, you will receive an item as a prize and the brother will be removed from the map. If you lose, you will return to the last stage you completed, and the brother will continue to roam around the map. Not all worlds have hammer brothers; some have fireball brothers, or boomerang brothers. You might even transform one of the brothers into a treasure ship if you know the secret.
Pipes on the map become increasingly common as you reach new worlds. By entering one, you will be transported into a tunnel that takes you to another location on the map. However, you can't always take advantage of these shortcuts until you have defeated a fortress, or possibly destroyed a rock with a hammer.
On very rare occasions, you may spot a rock right in the middle of a path. There's very little that you can do about it unless you happen to have a Hammer in your inventory. Then you can use the Hammer and smash the rock out of your way. Be selective, however, as Hammers are rare items. You may even be able to smash rocks that don't appear to be in the way of anything at all, only to reveal secrets that you weren't even aware of.
In the Mushroom Houses, you will encounter a Toad who offers you the chance to select one of three treasure chests. You will get to keep the contents of the chest, although the other two chests will disappear. Each house has a specific set of items to offer, but their distribution in the chests is entirely random.
The White Mushroom House is a special house that you must reveal by performing particularly well on one stage. Each world, except for the 8th, has one stage where you must collect as many coins as possible. If you gather or exceed the required number of coins on that stage, the white house will appear. Inside you can obtain one particular item; P-Wings in odd worlds, and Anchors in even worlds.
The Spade tile represents the location of a bonus life mini-game. Upon entering, Toad will explain the rules of the game. Symbols are divided into three sections, and fly across the screen. You must press at the right time to stop the top, then middle, and then bottom layers of the image. If you successfully reconstruct one of the power-ups, you will receive a number of extra lives; 2 for the Mushroom, 3 for the Fire Flower, and 5 for the Star.
An N-Spade tile is a special mini-game which only appears under a certain condition. Every time your score exceeds a multiple of 80,000 points, an N-Spade tile will appear in the last location that you completed in the world (or the Start tile). This mini-game is a game of concentration, with nine pairs of item cards placed face down. You can select two cards at a time. If they match, the cards are permanently flipped over, and you receive the item represented by the cards. If they don't match, the cards are returned face-down, and you lose one turn. If you fail to make a match twice, the game is over. Note that when you next make the N-Spade appear, the cards will retain the same order they were in previously unless you succeed in completely clearing the table. The arrangement of the cards is not entirely random; check the secrets page for more information.

[Go to top]← Regional differences | Walkthrough | World 1 →

Table of Contents

World 2
World 4
World 6
World 8
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Super Mario Bros. 3

Developer: Nintendo
Publisher: Nintendo
Platform: NES
Released in JP: October 23, 1988
Released in US: February 12, 1990
Released in EU: August 29, 1991
Released in AU: 1991

This game has unused areas.
This game has unused code.
This game has unused enemies.
This game has unused objects.
This game has unused modes / minigames.
This game has unused graphics.
This game has unused text.
This game has debugging material.
This game has a hidden level select.
This game has regional differences.
This game has revisional differences.

This game has a prerelease article
This page or section has one or more broken YouTube links.
Please find an archived version of a video or a suitable replacement.

Super Mario Bros. 3 is one of the best-selling games of all time, and with good reason. It was a huge improvement over SMB1, with new powerups, more levels, toad houses, new mechanics, and so much more.

  • 2Developer Debug Leftovers
  • 4Unused Objects
  • 5Unused Level Palettes
  • 7Oddities

Sub-Pages

Unused levels
17 levels only accessible by hacking.
Unused graphics
Quite a bit packed in here.
Unfinished bonus games
Bonus game data left in the ROM.
Version differences
'Miss twice and your out.'
Mario

Developer Debug Leftovers

There are some leftover debug routines in the game, but none can be accessed without cheat devices or hacking.

Level Select and Debug Menu/Mode

On Japanese, US and European versions, Game Genie code KKKZSPIU activates a level select and debug mode.

On the title screen:

  • Press Up or Down to select a world to start on.
  • Press A to increase the number of lives by 5 (a tile will change each time you press the button).
  • A + B + Down on Controller 2 warps you to the Princess' chamber at the end of the game.
  • A + B + Right warps you straight to the final curtain.

When you start a game, your item box will be filled with one of every item plus an extra Warp Whistle, and the remaining slots will be filled with P-Wings. During gameplay:

  • Press Select on Controller 1 to cycle through all of Mario's forms.
  • A / B + Select gives Mario a Goomba's Shoe (it may look messed-up in some levels, but will otherwise work fine).

Additionally, you'll have infinite time – it will still tick, but Mario won't die once it runs out.

The menu shown in the picture was found elsewhere in the ROM and hacked into the title screen; it doesn't appear if you use the Game Genie code by itself. Apply this IPS patch to a Super Mario Bros. 3 ROM to see it for yourself.

Originally, it appears that this menu would have been accessible from the '1 PLAYER' / '2 PLAYER' selection menu if player 2 was holding A + B. It is also possible that this served some other purpose, but the above menu would be the most likely candidate. See Disassembly source for PRG bank #24, search for 'Title_Do1P2PMenu:' Interestingly, the button check is still there but the action it was supposed to perform was overwritten with a series of NOP (no operation) instructions, likely done just before release.

(Source: menu found by BMF54123; code created by David Wonn; disassembly by Southbird)

Disconnected Debug Leftovers

Even if you enable the debug mode above, there are a couple of leftover routines that remain inaccessible. These routines do not seem to pay attention to the aforementioned debug flag, so either the check is simply lost to time or these routines were hardwired to always work. The latter would make sense why they are disconnected from the source.

  • Free Movement Mode - Unclear how this would be accessed, but would allow you to use the D-Pad to move around the level (see disassembly source for PRG bank #0, search for '$C3EA').
  • Toggled Invincibility - Pressing Select would toggle whether you were completely invulnerable (see disassembly source for PRG bank #0, search for '$C91B'; this behavior could be easily restored by retargeting the JMP instruction or moving the Objects_HandleScrollAndUpdate label since this method would fall through into normal game code).

Unused 2P Respawn Feature

In a 2P Vs. match, there is unused game code which causes a player to respawn when they die. They will respawn flashing and invincible until the player moves them. This behavior can be restored using Game Genie code ATUZPKOZ...which as a side effect also breaks logic for exiting after enough points have been earned.

Unused Objects

Object 00

Bank ID: ??
Object ID: 00
It has code that makes it move (up to a certain speed) based on player input when the player is 'touching' it. What purpose this may have ever served is unclear. It may have just been used to test out collision.

Object 02

Bank ID: ??
Object ID: 02
This one is destroyed by its initialization routine if the player is not standing on two of the same tile, otherwise it starts at a vertical height matching the player +32 (roughly at the player's feet) and moves upward at some changing speed by peculiar logic.

Object 04

Bank ID: 00
Object ID: 04


Note: This is not how the object actually appears in-game. Image is for reference only.

A very odd object. The tiles that actually make up this object are no longer in the ROM, but it was supposed to use tiles B0-BF. It faces the player upon initialization. If Mario/Luigi collides with this object, it will stick to him like a Micro-Goomba and will never come off, but it doesn't hinder his movement. It can be killed with a Koopa shell or Hammer.

Object 05

Bank ID: 00
Object ID: 05


Note: This is not how the object actually appears in-game. Image is for reference only.

Another weird sprite. The tiles that actually make up this object are no longer in the ROM, but it was supposed to use tiles A0-A7. This object walks around like a normal enemy. At a certain point in its walk cycle, it will jump up to Mario/Luigi's Y position and then fall back down.

Interestingly, walking into it will bounce Mario/Luigi in the opposite direction. The only way to get damaged by this object is to let it fall on you. It can be destroyed with a Koopa shell or Hammer.

Object 0A

Bank ID: 00
Object ID: 0A
Note: This is the best fit for this object's graphics, but it may not be correct; the graphics depicted here are those of the Bolt Lift object.

A simple stationary object that can be 'pushed' by Mario/Luigi. Its collision detection doesn't seem to be complete, though, since it can be pushed into walls.

Object 1C

Bank ID: ??
Object ID: 1C
Probably the most perplexing object, this causes something to fly off towards the player, out into the sky, leaving a mushroom gliding along where it spawned. This might have been like the bushes in Super Mario World where you run by them and a mushroom pops out, though the functionality is not nearly complete enough to be used that way.

Card Objects

Bank ID: 00
Object ID: 21 (Mushroom), 22 (Fire Flower), 23 (Star)
Stationary object versions of the cards found at the end of each level! Collecting them will add the appropriate card to your inventory, but there's nothing in this object's code to handle when the card collected is the third card.

Getting to the goal with three of the same card won't trigger the 1-Up bonus. You still have to get the appropriate third card from the goal.

Peculiarly, this object calls a subroutine coined 'Object_MoveAndReboundOffWall' (which would be a great function for just about every ground troop in the game, but only this object actually calls it), even though the object never moves.

Tan Cheep-Cheep

Bank ID: 00
Object ID: 88 (Single), D2 (Trio)
This Cheep-Cheep variant only appears in the seventh unused level. In that level, they always show up in groups of three (though sprite overload often keeps at least one from appearing), but a single enemy version is in the code.

It swims across the screen in a strange wavy pattern and is considerably faster than the standard red or green varieties.

Green Para-Beetle

Object ID: N/A
This can only be spawned with the Para-Beetle Swarm object (see below). It flies faster than the Red Para-Beetle, but otherwise there's no difference between the two.

Bouncing Object

Bank ID: ??
Object ID: B3
A peculiar object that basically behaves similar to a Spiny Egg, but has glitched graphics. It can also curiously be 'bounced' by a bounce block to turn around. Purpose unknown, maybe it was a rolling spike ball or something of that sort?

Mario 3 Secrets

Para-Beetle Swarm

Bank ID: 00
Object ID: B7
A control object that will spawn Green and Red Para-Beetles on the left and right sides of the screen. It's used in the ninth and tenth unused levels.

Cheat

Unused Level Palettes

Super Mario Brothers 3 Card Game Cheat

Some level types have unused palettes. Not many, though.

Fortress

Fortress palette #2 is a green version of the standard fortress color scheme.

Giant

Giant stage palette #2 uses shades of gray with blue water.

Plains

Plains palette #1, featuring a sky with a pinkish hue.

Palette 2 (Used)
Palette 6 (Unused)

Palette #6 is nearly identical to the used Palette #2. The only difference is that the blue rectangles are blue-green.

Hidden Objects

There are a few stages with objects or scenery hidden behind other objects, possible remnants of older level designs.

Card Game Cheat Super Mario 3d

Hidden Tile
In-Game

A single brick is hidden behind the waterfall in World 4-1.

Hidden Tile
In-Game

A cloud appears behind the first slope in World 5-2.

Oddities

Super Mario 3 Nes Cheats

Toad Suit

For some reason, the Hammer Suit item that pops out of large ? Blocks appears to actually be... a Toad Suit? The other items stored next to it, the Frog and Tanooki Suits, actually match their inventory sprites, so why this one is different is a complete mystery. This discrepancy was fixed in the SNES and GBA ports.

Jelectro Coins

Hitting a P-Switch in a level with Jelectros will cause them to turn into silver coins. However, the effect is purely visual, and Mario/Luigi will still get hurt if he tries to collect one. The Jelectros do not change if this is done in the SNES or GBA ports.

The Mario series
NES/FDSSuper Mario Bros. • Super Mario Bros. 2 (FDS) • Super Mario Bros. 2 (NES) (Prototype; Doki Doki Panic) • Super Mario Bros. 3
SNESSuper Mario World • Super Mario All-Stars • Super Mario World 2: Yoshi's Island (Prototypes)
SatellaviewBS Super Mario USA • BS Super Mario Collection
Nintendo 64Super Mario 64 (64DD Version)
GameCubeSuper Mario Sunshine (Demo)
WiiSuper Mario Galaxy • Super Mario Galaxy 2 • New Super Mario Bros. Wii • Super Mario All-Stars: 25th Anniversary Edition
Wii UNew Super Mario Bros. U • New Super Luigi U • Super Mario 3D World • Super Mario Maker
Game Boy (Color)Super Mario Land • Super Mario Land 2: 6 Golden Coins • Wario Land: Super Mario Land 3 • Super Mario Bros. Deluxe
Game Boy AdvanceSuper Mario Advance • Super Mario Advance 2 • Super Mario Advance 3 • Super Mario Advance 4
Nintendo DSNew Super Mario Bros. • Super Mario 64 DS
Nintendo 3DSSuper Mario 3D Land (Demo) • New Super Mario Bros. 2 • Super Mario Maker for Nintendo 3DS
Nintendo SwitchSuper Mario Odyssey • New Super Mario Bros. U Deluxe • Super Mario Maker 2 • Super Mario 3D All-Stars
iOS/AndroidSuper Mario Run
Mario Kart
Console GamesSuper Mario Kart (Prototypes) • Mario Kart 64 • Mario Kart: Double Dash!! (Demos) • Mario Kart Wii (Channel) • Mario Kart 8 (Deluxe)
Handheld GamesMario Kart: Super Circuit • Mario Kart DS (Demos) • Mario Kart 7
Arcade GamesMario Kart Arcade GP • Mario Kart Arcade GP 2 • Mario Kart Arcade GP DX
Mario RPGs
Super Mario RPGLegend of the Seven Stars
Paper MarioPaper Mario • The Thousand-Year Door (Paper Mario 2 Demo) • Super Paper Mario • Sticker Star • Color Splash • The Origami King
Mario & LuigiSuperstar Saga (+ Bowser's Minions) • Partners in Time • Bowser's Inside Story (+ Bowser Jr.'s Journey) • Dream Team • Paper Jam
Mario Party
Console GamesMario Party • Mario Party 2 • Mario Party 3 • Mario Party 4 (Demo) • Mario Party 5 (Demo) • Mario Party 6 (Demo) • Mario Party 7 • Mario Party 8 • Mario Party 9 • Mario Party 10 • Super Mario Party
Handheld GamesMario Party Advance • Mario Party DS
Mario Sports
Console GamesBS Excitebike Bunbun Mario Battle Stadium • Mario Golf • Mario Tennis • Mario Golf: Toadstool Tour • Mario Power Tennis • Mario Superstar Baseball (Mario Baseball Demo) • Super Mario Strikers (Demo) • Mario Strikers Charged • Mario & Sonic at the Olympic Games (Beijing 2008, London 2012) • Mario Sports Mix • Mario Tennis Aces
Handheld GamesMario's Tennis (Virtual Boy) • Mario Golf • Mario Tennis (GBC) • Mario Tennis: Power Tour • Mario Golf: Advance Tour • Mobile Golf • Mario & Sonic at the Olympic Games (Beijing 2008)
Web GamesMario Tennis: Power Tour - Bicep Pump
Other
Arcade GamesDonkey Kong • Donkey Kong Jr. • Mario Bros. • Donkey Kong, Donkey Kong Jr., Mario Bros. • Mario Roulette • Luigi's Mansion Arcade
Computer GamesDonkey Kong (Atari 8-bit family) • Mario is Missing! (DOS) • Mario Teaches Typing (DOS) • Mario's Early Years (DOS) • Mario's Game Gallery (Mac OS Classic)
Console GamesDonkey Kong (NES) • Donkey Kong Jr. (NES) • Mario Bros. (NES) • Wrecking Crew • Dr. Mario (NES) (Prototypes) • Mario Paint (Prototype) • Mario & Wario • Tetris & Dr. Mario • Undake 30: Same Game Mario Version • Mario's Super Picross • Wrecking Crew '98 • Mario is Missing! (NES, SNES) • Mario's Time Machine (NES, SNES) • Mario's Early Years: Fun With Letters • Yoshi's Safari • Hotel Mario • Super Mario's Wacky Worlds • Mario no Photopi • Mario Artist Paint Studio (Prototype) • Mario Artist Talent Studio • Mario Artist Communication Kit • Dr. Mario 64 • Luigi's Mansion • Dance Dance Revolution Mario Mix • Fortune Street • Captain Toad: Treasure Tracker (Wii U, Switch) • Mini Mario & Friends amiibo Challenge • Dr. Luigi • Mario + Rabbids Kingdom Battle • Luigi's Mansion 3
Handheld GamesDr. Mario • Donkey Kong • Mario's Picross • Picross 2 • Jaguar Mishin Sashi Senyou Soft: Mario Family • Mario Pinball Land • Mario vs. Donkey Kong (Demo) • Mario vs. Donkey Kong 2: March of the Minis (Demo) • Mario vs. Donkey Kong: Minis March Again! • Super Princess Peach • Dr. Mario & Puzzle League • Mario Bros. Classic • Luigi's Mansion (Nintendo 3DS) • Luigi's Mansion: Dark Moon • Captain Toad: Treasure Tracker (Nintendo 3DS) • Photos with Mario • Dr. Mario World
Web GamesDr. Mario: Vitamin Toss
See also
Yoshi • Donkey Kong • Wario

Mario Games For Android Tablet

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