Super Mario Bros. · NES walkthrough
World 3
Night overworld, first Hammer Brothers, a crowded Koopa course, and another castle. Four stages. Previous and next stage links sit under each area.
World 3-1
Reach the flagpole. First Hammer Brothers.
How to progress
- A mid-course pipe leads to a coin room (optional).
- Hammer Brothers throw hammers in arcs. Do not stand under them. A Star in a nearby brick helps if you find it.
- A beanstalk (right brick between two block sets, often reached with a running jump rather than only the springboard) leads to a coin sky. Optional.
- Flagpole.
Hazards that matter
- Hammer Brothers
- Piranha Plants
- pits
Notes
- A hidden 1-Up above a bridge is documented as appearing only if you collected every coin in World 2-3 or warped into World 3-1.
World 3-2
Push through a crowded Koopa/Goomba field to the flagpole.
How to progress
- This course is a long overworld packed with Troopas. Kicking a shell can clear a line of enemies — also easy to bounce into a pit.
- A Star in an upper brick helps if you want breathing room.
- Near the end, wait out the Piranha Plant, take the coins above the pipe if you want them, then finish to the flagpole.
Hazards that matter
- Many Koopa Troopas
- Goombas
- Piranha Plant near the end
- shorter timer (300)
Notes
- Timer is 300, unlike most x-2 courses.
World 3-3
Cross sinking and balance lifts to the flagpole.
How to progress
- Stay on upper islands. Some lower islands cannot climb back.
- Some lifts sink under Mario’s weight — jump off quickly.
- Balance lifts before the pole: wait until heights match, then jump. A hard running jump can overshoot the pole; if that happens you can get stuck until time runs out.
- Flagpole. Coin-complete here is a documented condition for a later hidden 1-Up in World 4-1.
Hazards that matter
- Sinking lifts
- balance lifts
- Koopa Paratroopas
- one-way drops
World 3-4
Reach the axe through Podoboo pits and crossed fire-bars.
How to progress
- Time Podoboo pits. Watch paired fire-bars before committing.
- A low alcove before the bridge is a pause spot.
- Impostor + axe again. Ceiling blocks make jumping the fight riskier than running under or using fireballs.
Hazards that matter
- Podoboos
- fire-bars rotating in different directions
- Bowser fire from off-screen