Super Mario Bros. 3 cover art for Famicom

Famicom · 1990

Super Mario Bros. 3

Super Mario Bros. 3 adds world maps, stored items and suits that change how Mario crosses each stage.

Gameplay guide, controls & version notes ↓

Platform
Famicom
Genre
Platform
Release year
1990
Developer
Nintendo R&D2
Players
1 Player

Play Super Mario Bros. 3

Famicom

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Super Mario Bros. 3

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Control panel

Console controls

Arrow keys move · Z = controller A · X = controller B · Enter starts · V selects.

A compatible gamepad can be used after launch.

Keyboard layoutOpen / close
MOVE
Up arrowLeft arrowRight arrowDown arrow
Buttons
ZPad AXPad B

Actions for this game

Z
Jump; tap for charged flight
X
Run / carry a shell; release to kick

Instruction reference

Default Player 1 keys are shown. If you changed them or use a gamepad, check the player’s control settings.

System: Move the pointer over the game screen to reveal the player toolbar, or tap its menu button on touch devices. Use the toolbar for save and load states, fullscreen, and control settings.

Save or load game progress

Launch the game to check save-state support.

Save progress keeps one emulator snapshot for this game on this browser. Saving again replaces that snapshot. Download a backup before clearing site data or changing devices. No account or cloud sync is provided.

Import an OLDGAMES backup on this same game page, then launch and choose Resume saved game. Older .state files use the player’s Load State menu.

Favorites bookmark this page; they do not save progress.

  1. After launching, reveal the player toolbar by moving the pointer over the game screen or tapping its menu button.
  2. Choose the save-state download option when available and keep the file.
  3. To restore it, launch the same game and choose the load-state option. Check the restored progress before replacing an older backup.

In-game saves and emulator states are different. Availability varies by game and player. Browser storage can be cleared; a downloaded backup is not cloud sync.

More about controls and backups

About Super Mario Bros. 3

Super Mario Bros. 3 — Famicom edition
Super Mario Bros. 3 · Famicom · 1990

Super Mario Bros. 3 adds world maps, stored items and suits that change how Mario crosses each stage.

Choose a route across the world map

A world map connects short levels, fortresses and bonus stops. Power-ups such as the Super Leaf open new movement choices, while collected items can be used between stages. Choosing a route and deciding when to spend an item become part of the platforming challenge.

Give the Super Leaf a running start

With the Super Leaf, use a clear stretch to build running speed before trying to fly. The map inventory also lets you enter a stage with a power-up already chosen. Spend it when you know what the next level asks of you.

The 8-bit edition

This is the 8-bit sequel to Super Mario Bros. Later remakes can change saving and add content, so check the platform when following a guide.

Background and mechanics: Wikipedia game reference.

Super Mario Bros. 3: flight, carried shells and map items

For the Famicom/NES game. These notes use the English Nintendo instructions and do not identify this browser file’s region.

Understand Super Mario Bros. 3 flight controls, shell carrying and world-map items, with practical exercises and Nintendo instruction references.

Published by OLDGAMES · Content updated · Editorial policy · Report a correction

Separate jump height from running speed

InputAction
Hold AJump higher than a short tap.
Hold B while movingRun.
Hold B beside a shellPick it up; release B to kick it.

Choose one platform edge and compare a short tap with a longer press before adding a running approach. A jump that clears the obstacle but lands badly still needs work; use the landing position as your measure.

Practise carrying a shell in an open area. Stop, face the direction you want and release it deliberately. Once that sequence feels predictable, try carrying it through a short section rather than learning it for the first time beside a drop.

References: Super Mario Bros. 3: Nintendo instruction guide

Build a runway before trying to fly

  1. Use Raccoon or Tanooki Mario. Run with B until the power meter reaches its flashing P.
  2. Tap A to fly; tap A while falling to slow the descent.

Think of the attempt in three parts: the runway, the climb and the landing. Check that your chosen runway is clear before committing to it, then decide where you want to land instead of flying until the attempt becomes difficult to recover.

If flight does not start, look at the suit and meter first. If it starts but ends badly, practise the descent separately. Changing one part at a time makes it easier to distinguish a charging problem from a landing problem.

References: Super Mario Bros. 3: Nintendo instruction guide

Use stored items for a known obstacle

On the world map, B opens the item inventory. Select an item with the direction pad and use A to activate it. The map inventory is different from a power-up already active in a stage.

Before spending an item, name the problem it should solve: a flight section you want to practise, a difficult approach or a route you already understand. Using something valuable before an unfamiliar stage gives you little information about whether it helped.

After a failed attempt, return to that question. Was the problem the power-up choice, the approach or the timing? Keep a successful route in your notes so that your next map decision has a reason behind it.

References: Super Mario Bros. 3: Nintendo instruction guide

Check the suit before following an ability guide

Raccoon Mario and Tanooki Mario both support flight, but Tanooki also has a statue action using Down and B. Do not assume every suit shares every action.

This page follows the NES/Famicom mechanics. Later versions may have additional features. Keep the keyboard mapping visible while practising, especially when a move requires holding B and tapping A separately.

References: Super Mario Bros. 3: Nintendo instruction guide

Common questions

Why can Raccoon Mario not fly immediately?

Run until the power meter shows a flashing P, then tap A to begin flight.

How do I release a carried shell?

Release B to kick the shell. Face the intended direction before releasing it.

Where are the items won on the map?

Open the world-map inventory with B, choose an item and press A to use it.

Sources and scope

Practice routines and route-planning suggestions are editorial advice. Mechanics and edition facts are tied to the references below. No exact ROM-region identification or browser save-and-restore playtest is claimed.

Continue reading: Original Super Mario Bros.: running and landing practice

Playing this edition

Where are the controls?

The control panel below the game screen shows this edition’s keys. Click inside the game before using your keyboard.

How do I save or change controls?

Open the player menu for the options available in this emulator. Save support varies by game and player; see the playing help for more guidance.

Where can I find more games like this?

Browse Platform games across systems, or stay with the Famicom catalogue. Related picks below explain how each game connects.