The Basics

New Suits

  • Frog Suit - Gives Mario greater speed and control while swimming. Not very fast on dry land, however.
  • Tanooki Suit - Hold B while pressing Down to turn into a statue for up to 5 game seconds. During this time, Mario is invincible.
  • Hammer Brother Suit - Press B to throw hammers! The hammers are powerful enough to kill tougher enemies like Thwomps and Boos. Duck, and your shell will protect you from fireballs.

The ways of the Blocks
If you hit a Block that contains a Super Mushroom, 1-Up Mushroom, or Starman, the item will move to the side opposite where you hit the Block. For example, if you hit a Question Block on the lower-right corner, the item will go to the left.

Unlimited 1-Up Techniques

  1. The Shell Technique - Go to a spot where an endless number of enemies appear, such as Bullet Bills from a cannon or Spinies from Lakitu. Grab a shell and kick it to a place where it can ricochet back and forth between two obstacles, killing the enemies for points and eventually 1-Ups.
  2. The Goomba Stomp Technique - Stomp lots of enemies in a row without touching the ground. This works best when you are Raccoon/Tanooki Mario, in areas with endless supplies of enemies (such as Goomba-generating pipes) or where stomp-and-recover enemies (Dry Bones, Koopa Troopas) exist.
  3. The Vine Method - A variation of The Goomba Stomp Technique. Since landing on Vines or Rotary Lifts (the spinning red and green platforms) doesn't count as touching the ground, you can stomp enemies that can recover (Dry Bones, Koopa Troopas), land on a Vine or Rotary Lift, and wait for them to recover to stomp them again.
  4. Multiple 1-Up / 200+ Coin Stages - In stages that have more than 200 coins, or that have more than two 1-Ups, collect all the 1-Ups and/or coins and then kill Mario intentionally. Re-enter the stage and repeat.

White Mushroom Houses
Collecting certain amounts of coins in certain stages will make a White Mushroom House appear on the Map Screen. Go in it, and Toad will either give you a P-Wing or an Anchor. (P-Wings on odd-numbered worlds; Anchors on even-numbered worlds.) World 8 has no White Mushroom House.

Regular "Mushroom House" listings throughout this guide show the items available inside. Houses with three items listed (i.e. Super Mushroom / Fire Flower / Super Leaf) means that the treasure boxes contain a random item of the three listed.

World 1

Mushroom House #1: Super Mushroom / Fire Flower / Super Leaf
Mushroom House #2: Super Mushroom / Fire Flower / Super Leaf
Wandering Hammer Brother: Starman
White Mushroom House: P-Wing (World 1-4: 44 Coins)

1-1
Kick the first Koopa Troopa you see into the Question Block on the ground to release a power-up. If you got a Leaf, kill the next three Goombas, get a good running start and fly over the first pit, following the trail of coins upward. Jump over to the cloud platforms for a Question Block containing a 1-Up Mushroom. From the second cloud platform, you can fly all the way over to a pipe way up in the sky leading down to a secret coin room.

1-2
Unlimited 1-Ups
Raccoon Mario can get a lot of 1-Ups at the Goomba-generating pipe. Wait until a few Goombas are out, then stomp one and float down on another Goomba. You'll get more and more points for each Goomba you stomp without touching the ground, and eventually you'll start getting 1-Ups.

1-3
Warp Whistle #1
Squat on the white block for 5 seconds, and you will fall through the block and end up in the background. Keep running to the right as far as you can without getting hit by an enemy. Run behind the black screen at the end to find Toad's house, where he will give you the first Warp Whistle.
Coin Heaven
On the first batch of Brick Blocks, kick the Koopa Shell to the left into the second Note Block. When all the blocks are cleared out, stand next to the first Question Block and jump to reveal the Magic Note Block.

1-4
White Mushroom House - 44 Coins
At the part with the vertical line of eight coins, the very top Block contains a 10-Coins Block. Assuming you collected every coin up until that point, you're going to need at least seven or eight coins from that 10-Coins Block to unlock the White Mushroom House.

1-Fortress
Warp Whistle #2
Hit the first Question Block if you're small Mario, then hit the second Question Block for a Super Leaf. Stomp the Dry Bones, get a running start and fly up and right above the ceiling. At this point, you should be on the ceiling, but unable to see Mario. Keep walking to the right until you stop. Press Up to enter the hidden door, which leads to a secret room with the second Magic Whistle.

1-5
Coin Heaven
At the second pipe, take the upper path. Before you go back out into the light, jump around to reveal the Magic Note Block hidden up by the left wall.

1-6

1-Airship
Stomp Larry Koopa three times to get the Magic Wand. Princess Toadstool will reward you with a P-Wing.

World 2

You can get a Hammer from one of the Wandering Hammer Bros. on the map screen. Use it on the rock in the upper-right corner to reveal more areas, including a third Wandering Hammer Brother who guards the third Warp Whistle.

Mushroom House #1: Super Mushroom / Fire Flower / Super Leaf
Mushroom House #2: Super Mushroom / Fire Flower / Super Leaf
Mushroom House #3: Frog Suit
Wandering Hammer Brother #1: Music Box
Wandering Hammer Brother #2: Hammer
Wandering Hammer Brother #3: Warp Whistle #3
White Mushroom House: Anchor (World 2-2: 30 Coins)

2-1

2-2
White Mushroom House - 30 Coins
Ride the moving platform to the right, and duck when you get to the first set of blocks. Hit the second one to reveal a P-Switch. Jump on it and quickly jump back onto the moving platform. Make sure you get all the coins, then double back and collect the rest of the coins.

2-Fortress
Unlimited 1-Ups
In the start of the stage there should be three Dry Bones together. As Raccoon Mario you can stomp them repeatedly without touching the ground for points and eventually 1-Ups.

2-3
Jump off the left corner of the first Note Block to reveal a hidden block. Jump up from the left corner of that block to reveal another hidden block. Repeat. You now have a stairway to a bunch of blocks. The first one on the top has a P-Switch; jump on it, then immediately drop straight down to collect a bunch of coins.

2-Desert
Jump in the center of the tornado, and it will shoot you forward a long way. If you jump into the bottom part, it'll spin you back a little.

2-4
As Raccoon Mario, fly up to the upper-left corner and break through all the Blocks to find an area with lots of Coins.

2-5

2-Pyramid
If you can't procure a Super Leaf before this stage, you'll have to use Buzzy Beetle shells to break through a few Block walls.

2-Airship
Stomp on Morton Koopa Jr. three times to get the Magic Wand. Princess Toadstool will reward you with a Jugem's Cloud.

World 3

Use the Hammer you get from the first Wandering Hammer Brother on the rock that blocks the canoe. You can ride the canoe to three more Mushroom Houses and two more Matching Games.

Mushroom House #1: Frog Suit
Mushroom House #2: Fire Flower / Super Leaf / Frog Suit
Mushroom House #3: Fire Flower / Super Leaf / Frog Suit
Mushroom House #4: Fire Flower / Super Leaf / Frog Suit
Mushroom House #5: Super Mushroom / Fire Flower / Super Leaf
Wandering Hammer Brother #1: Hammer
Wandering Hammer Brother #2: Starman
White Mushroom House: P-Wing (World 3-8: 44 Coins)

3-1
Drop straight down at the beginning to find a power-up.

3-2

3-3

3-Fortress
The sixth door takes you to BOOM-BOOM. The last door leads to a secret coin room.

3-4
Unlimited 1-Ups
When Lakitu appears, backtrack to the two Wood Blocks under the upside-down pipe. Stand on the two blocks directly under the pipe and kick a Koopa Shell. The shell will bounce back and forth, killing the Spinies that Lakitu throws down. For each Spiny the shell kills, you get more and more points, and eventually 1-Ups.

3-5
Frog Mario can go down the second pipe on the sea floor. After you go down the pipe, hold Right so you can reach the Giant Question Block which contains three 1-Up Mushrooms.

3-6

3-7
Coin Heaven
Sprout the Vine, then climb up and get on the Wood Block at the top of the Vine. Jump off to the Right, and you'll land on a cloud platform. Stand in the middle of it and jump to reveal the Magic Note Block. A Jugem's Cloud prize waits at the end of this particular Coin Heaven.

3-Fortress #2

3-8
White Mushroom House - 44 Coins

3-9
Unlimited 1-Ups
Kick a Koopa Shell between the second and third Bullet Bill Cannons for points and eventually 1-Ups.

3-Airship
Stomp on Wendy O. Koopa three times to get the Magic Wand. Princess Toadstool will reward you with a Music Box.

World 4

Mushroom House #1: Tanooki Suit
Mushroom House #2: Super Mushroom / Fire Flower / Super Leaf
Mushroom House #3: Super Mushroom / Fire Flower / Super Leaf
Mushroom House #4: Fire Flower / Super Leaf / Tanooki Suit
Wandering Hammer Brother #1: Jugem's Cloud
Wandering Hammer Brother #2: P-Wing
Wandering Hammer Brother #3: Star
White Mushroom House: Anchor (World 4-2: 22 Coins)

4-1
Unlimited 1-Ups
Raccoon Mario can use the Goomba Stomp Technique on the three Red Giant Koopa Troopas at the end of the stage.

4-2
White Mushroom House - 22 Coins

4-3

4-Fortress

4-4

4-5
At the part where two Bullet Bill cannons stand right next to each other, have Mario stand on the tallest one. Wait for a Bullet Bill to shoot out of the cannon to your right, then stomp on it and hold A. You should bounce off the Bullet Bill and hit a hidden Vine Block. Climb the vine to a secret room that has a Tanooki Suit!

4-6
The doors will change giant enemies to regular size, and vice-versa. You'll get different items from Question Blocks depending on which side you're on (regular or giant).

4-Fortress #2

4-Airship
At the very end of the Airship, there is a Question Block that contains a power-up. Stomp on Iggy Koopa three times to get the Magic Wand. Princess Toadstool will reward you with a P-Wing.

World 5

Mushroom House #1: Tanooki Suit
Mushroom House #2: Fire Flower / Super Leaf / Tanooki Suit
Mushroom House #3: Super Mushroom / Fire Flower / Super Leaf
Wandering Hammer Brother #1: Star
Wandering Hammer Brother #2: P-Wing
Wandering Hammer Brother #3: Music Box
White Mushroom House: P-Wing (World 5-5: 28 Coins)

5-1

5-2

5-3
Hit Kuribo's Goomba from underneath to steal his shoe! Kuribo's Shoe can jump high and safely step on Spinies and Piranha Plants.

5-Fortress

5-Tower
After you beat the Tower, you can go down the pipe in the sky part to return to the land part of World 5. To return to the sky part, you'll have to complete the Tower again.

5-4

5-5
White Mushroom House - 28 Coins

5-6

5-7

5-Fortress #2

5-8

5-9

5-Airship
Stomp on Roy Koopa three times to get the Magic Wand. Princess Toadstool will reward you with a Jugem's Cloud.

World 6

Mushroom House #1: Super Mushroom / Fire Flower / Super Leaf
Mushroom House #2: Hammer Suit
Wandering Hammer Brother #1: Hammer
Wandering Hammer Brother #2: Jugem's Cloud
Wandering Hammer Brother #3: Starman
White Mushroom House: Anchor (World 6-7: 78 Coins)

6-1
This stage is a lot easier if you're Fiery....

6-2

6-3
In the secret room, max out your P-Meter, then quickly exit the room. When you emerge from the pipe you can fly to the end of the stage.

6-Fortress
On the ground after the spikes, wait until the Roto-Disc goes down and right. Jump into the pit and hold Right so you don't land on more spikes at the bottom. If you're a real pro, it's possible to get the Starman and make it to BOOM-BOOM while you're still invincible. Once touch and he's down for the count!

6-4
Coin Heaven
Jump on the first Rail Lift to get it moving, then jump onto the blocks of ice on your right. When the Rail Lift comes under the blocks of ice you're standing on, quickly jump on the platform and jump up the right side of the blocks of ice to reveal the Magic Note Block.

6-5
Fly up the fourth gap in the ceiling with a Koopa Shell. Kick it into the Munchers, then proceed up the pipe to the goal.

6-6

6-7
White Mushroom House - 78 Coins

6-Fortress #2
After the sixth Thwomp, hold B as you run. As soon as you see a gap in the ceiling, jump and you should get past the last Thwomp unscathed. When fighting BOOM-BOOM, try to avoid getting trapped under the ledge in the right corner.

6-8
Hit the P-Switch then fly straight up for 88 coins!

6-9
Frog Mario can go down the first pipe in the water.

6-10
Climb the Vine to a P-Switch. Jump on it, then go to the pipe with the frozen Munchers. Unfreeze them with fireballs, and if the P-Switch is still activated, they'll turn into coins. Go down the pipe for a Hammer Brother Suit!

6-Fortress #3

6-Airship
Stomp on Lemmy Koopa three times to get the Magic Wand. Princess Toadstool will reward you with a P-Wing.

World 7

Mushroom House #1: Super Mushroom / Fire Flower / Super Leaf
Mushroom House #2: Frog Suit / Tanooki Suit / Hammer Suit
Mushroom House #3: Frog Suit / Tanooki Suit / Hammer Suit
White Mushroom House: P-Wing (World 7-2: 46 Coins)

7-1

7-2
White Mushroom House - 46 Coins

7-3

7-4
Raccoon or Tanooki Mario can fly over the first wall for two 1-Up Mushrooms.

7-5

7-Giant Piranha Plant
Use a Starman from your Item Inventory before you start this course. If you make it to the end, you'll get a P-Wing.

7-Giant Piranha Plant #2
Use a Starman from your Item Inventory before you start this course. If you make it to the end, you'll get a Super Mushroom.

7-Fortress
Get the Tanooki Suit in the fortress, and fly up above the second candlestick to find a pipe that leads to BOOM-BOOM.

7-6

7-7

7-8
A Walking Ptooie guards a secret room containing a Hammer Brother Suit. When he moves out of the way, go down the first pipe.
Coin Heaven
On the White Block, jump up the right side of the pipe to reveal a Magic Note Block.

7-9

7-Fortress #2

7-Airship
Stomp Ludwig Von Koopa three times to get the Magic Wand.

World 8

8-Big Tanks

8-Battleships
With practice, you can swim under the Battleships! Jump out of the "lava" when you reach the end and go down the pipe to BOOM-BOOM.

8-Hand Trap
Every type of Hammer Brother is here. Your prize: Super Leaf.

8-Hand Trap #2
Your prize: Super Leaf.

8-Hand Trap #3
Your prize: Super Leaf.

8-Airships

8-1
Fly straight up from the start, and hit the P-Switch. Go down to find lots of silver coins!

8-2
Let the first quicksand pit take you down into a secret room. Both pipes underneath the quicksand lead to bonus rooms and a pipe near the goal.

8-Fortress [map]
If you have a Jugem's Cloud in your Item Inventory, use it now! If you're fresh out, you'll have to find the P-Switch on the gray side of this tricky Fortress. After you hit it, go right and enter the last door you see. Starting this level with a Super Leaf or Tanooki Suit really helps a lot, because you can avoid most of the blue side by staying on the gray side and break through the brick walls with your tail. Since this level can be confusing, I've mapped it out completely, including enemies and items.

8-Super Tank

8-Castle of Koopa
At the part with the Donut Lifts, try to get as high up as you can. When you fight Bowser, avoid his fireballs, and move out of the way when he jumps! He will eventually break through the brick floor and fall to his demise.

World 9

Welcome to Warp Zone!
Once you have found a Whistle, use it on the map screen and you will be taken to World 9, the Warp Zone.

Here's a helpful chart:

Using a Whistle in World... Warps you to Worlds...
1 2, 3, or 4
2 ~ 6 5, 6, or 7
7 ~ 9 8

That's right: If you use a Warp Whistle while in the Warp Zone, you'll go straight to World 8.

Frequently asked questions

There's a World 9?!
Unnoticed by most SMB3 players, World 9 is the Warp Zone. Next time you're there, check the status bar to see the world number.

What does the Anchor do?
Normally, the airship moves to a different part of the map screen if you don't beat the Koopa Kid at the end. Use the Anchor at any time on the map screen to prevent the airship from moving.

Who is Kuribo? Who is Jugem?
These questions (and more) are answered on the SMB3: From Japanese to English page.

Where are all three Warp Whistles?

  1. World 1-3. Get on the top of the only white block and squat for five seconds. After you drop down through the block, run all the way to the end for a surprise.
  2. World 1-Fortress. Make sure you are Raccoon Mario by the time you reach the first door. Fly up to the left of the ceiling above the door. When you disappear, keep flying and hold right. When you land, you should be walking on top of the ceiling (note: at this point, you cannot see Mario). Go to the right until you stop. Press Up to enter the secret door.
  3. One of the Wandering Hammer Bros. on the World 2 map screen will give you a Hammer. Use it on the rock in the upper right hand corner of the map screen, and defeat the next Wandering Hammer Brother for the whistle.

What's the quickest route to Bowser?

—> = exit level by hitting the "Card Roulette"
--> = exit level by getting a Warp Whistle

1-1—> 1-2—> 1-3--> 1-Fortress-->
[Use a warp whistle. While you are in World 9 (The Warp Zone) use another whistle; this takes you to World 8.]
8-Big Tanks—> 8-Battleships—> 8-Hand Traps—> 8-Airships—> 8-1—> 8-2—> 8-Fortress—> 8-Super Tank—> Castle of Koopa

What's with those white blocks?
Ah, the famous white blocks in Super Mario Bros. 3. If you hold Down (duck) on them for 5 game seconds, Mario will fall through the block and end up in the "background."

This chart shows each white block and its uses.

WorldUse it for...
1-1Nothing special.
1-3Finding the first Warp Whistle.
3-9If you're still behind the background when you go down the next pipe, Mario will be invisible in the water!
4-6Nothing special.
5-7Fall through the block, then quickly go up the pipe above you. None of the enemies can hurt you!
7-8Nothing special.
The Mushroom Kingdom \ Reference \ Guides & FAQs \ Super Mario Bros. 3