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Super Mario Bros. 3 · walkthrough

World 1 — Grass Land

First map. Super Leaf, first Magic Whistle, Boom Boom, then Larry on the airship. Previous and next stage links sit under each area.

World 1-1

Overworld

Reach the goal card. This is where the Super Leaf shows up.

How to progress

  1. Kick a red Koopa shell into the ground ? block for a Super Leaf. Run on the flat stretch until the P-meter fills, then fly.
  2. A sky pipe leads to coins arranged as a 3. Optional. The stage still ends at the goal card on the ground.
  3. Goombas and Troopas are the whole combat lesson. Do not treat this as a complete secret farm.

Hazards that matter

Notes

World 1-2

Overworld

Reach the goal card. Learn the Goomba pipe bounce if you want lives.

How to progress

  1. A pipe spits Goombas. Consecutive stomps without landing award extra lives. Stay slightly off-center of the pipe so they keep coming.
  2. Para-Goombas drop Micro-Goombas that slow you. Tap jump to shake them off.
  3. A Starman in a note block is optional invincibility. Goal card ends the stage.

Hazards that matter

World 1-3

Athletic

Reach the goal card. First Magic Whistle is here if you want it.

How to progress

  1. Boomerang Bros. Kick shells or fire from a distance.
  2. White floating block near the end: clear the Troopa, crouch on it until you drop behind the scenery, then run to the hidden Toad House for Magic Whistle 1.
  3. A note block can send you to Coin Heaven. Optional coins, not required to beat the stage.

Hazards that matter

Notes

Magic Whistle notes — World 9 Warp Zone.

World 1-4

Autoscroll athletic

Ride the autoscroll platforms to the goal card.

How to progress

  1. The screen pushes you. Jump first, look second — pits are the whole stage.
  2. If you want the White Mushroom House, this is the Grass Land coin stage. StrategyWiki / TMK: 44 coins. Super Mario is required to break the blocks that hide a 10-coin block. Miss it and skip the house; the stage still clears.
  3. Goal card. P-Wing from the White House is a map reward, not a stage item.

Hazards that matter

Notes

World 1-Fortress

FortressBoom Boom

Stomp or fire Boom Boom three times, then the locked path opens.

How to progress

  1. Lava, Podoboos, Dry Bones. Fire Flower in a ? over lava if you are Super.
  2. Second Magic Whistle: Super Leaf, fly up the shaft to a hidden door (hold up), roof room. Optional. See the Whistles page.
  3. Falling spiked ceiling: stand in the raised alcoves when it slams. Boom Boom: three stomps or fireballs. He slides in his shell between hits.

Hazards that matter

Magic Whistle notes — World 9 Warp Zone.

World 1-5

Ice cave (NES)

Reach the goal card through the NES ice cave.

How to progress

  1. On NES this cave is ice. All-Stars later made it a generic cave — this walkthrough means NES. Slide down slopes to clear Buzzy Beetles.
  2. A hidden note block at the tunnel mouth can send you to Coin Heaven. Optional.
  3. Piranha in the exit pipe. Fire from range if you have it.

Hazards that matter

Notes

World 1-6

Athletic lifts

Ride rail lifts to the goal card.

How to progress

  1. Lifts with motors stay on the rail. Lifts without motors fall off the end. Jump before the line dies.
  2. P-speed on the later flats lets you fly a coin string. Optional.
  3. Paratroopas occupy the last gaps. Super Mario cannot crouch under the red one — jump it.

Hazards that matter

World 1-Airship

AirshipLarry Koopa

Dodge cannons, then stomp Larry three times and take the wand.

How to progress

  1. Autoscroll airship. Stand on upward cannons to mute them briefly. Jump Bullet Bills.
  2. Larry: stomp three times. He hides in his shell and hops. Slide under the hop, stomp again. Wand restores the king.
  3. NES king form is a dog. All-Stars/GBA animal swaps are OUT OF SCOPE. Princess letter + P-Wing is the clear reward, not a shop.

Hazards that matter

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