Perched upon a golden throne atop the vast NES library sits Super Mario Bros. 3, one of the greatest games ever made. It's singular flaw is that it lacks a save function, seeing as a full run of the game spans 3-4 hours of non-stop playtime. Besides that however, Super Mario Bros. 3 is practically unassailable. It boasts over 90 creative levels spread across eight thematic worlds, with quadruple the amount of power-ups that were present in the first game. It's a marathon of brilliant ideas, excellent courses, and stunning secrets, managing to surprise me with something new every time I play it. Countless platformers have followed in its wake, many of which have overtaken it in style (DKC), speed (Sonic), substance (the New series), and physics (Celeste). Yet few games so carefully, so expertly, blend these facets together into an cohesive and consistent experience, all while pushing the hardware it's on to the absolute limits. Super Mario Bros. 3 is no mere footnote in video game history—it is a mythic titan that vies for the top spot, a Cronus among the pantheon of platformers.
You may be able to deduce from my feverish praise that Super Mario Bros. 3 is one of my favorite games of all time, so believe me when I say it's in dire need of a save file. Not only is the game a serious challenge to surmount in a single sitting for children and time-strapped adults, but failure is costly—a single game over will flip every single level back to its unbeaten state. Fortunately, every fortress you topple will unlock a permanent shortcut. Unfortunately, these shortcuts will be of little use when an airship starts zipping around all over the board. Though there are plenty of other catch-up tools at the player's disposal (warp whistles, hammers, item houses resetting on game over), none can remedy the pain of getting six and a half worlds deep and then being told, "Turn off the Nintendo, it's time for bed!" If you want to complete Super Mario Bros. 3 from start to finish, you better block off a whole afternoon—or prepare to kiss your progress goodbye.
But hey—at least there are a number of modern solutions to this problem. The most obvious fix is in Super Mario Advance 4 and the All-Stars collection, two visually enhanced remakes sporting multiple save files. There are also a host of SMB3 re-releases on the Wii, Wii U, Switch, and NES Classic, all of which come with officially sanctioned save states. For those willing to go the extra mile, there are some clever rom hacks that inject a battery straight into the game's code, as well as flash carts for those that prefer to play on original hardware. If you're a purist... I suppose you could always leave the console on overnight? In any case, the lack of a save file may have been an issue back in 1988, but it's easily circumvented nowadays—as long as you're willing to bend the rules a little.
Beyond that, I'm not sure what other obvious flaws Super Mario Bros. 3 exhibits. Perhaps players used to the longer levels of the New series may be alarmed by the brief, relay-style stages strewn across SMB3's wacky landscape, but I see this as a difference in philosophy rather than a shortcoming. What makes levels here so delightful is that they're punchy vignettes, designed as obstacle courses that end almost as quickly as they begin. They're not vapid or insubstantial either—plenty of enemies and secret rooms await, decorated with a bevy of pits, power-ups, and coin trails. Plus this is the first (only?) Super Mario title that lacks checkpoints, an absence you'll keenly feel during the game's longer gauntlets. To call the stages bite-sized is a misnomer; levels are closer to single portion appetizers, filling you up nicely when consumed over the course of an entire world.
And the content of the stages themselves? Platforming perfection.
Gone are the repetitive and directionless designs of the original Super Mario Bros.—each stage is now built with a distinctive idea in mind, tossing new mechanics, hazards, and enemies at the player constantly. Somehow, despite being packed to the gills with levels, SMB3 rarely uses the same gimmick more than twice: an angry sun torments you in 2-Sand & 8-2, boss bass hounds you in 3-3 & 3-8, chain chomps guard the walkways of 2-5 & 5-1, directional lifts guide you through 4-Fortress2 & 7-6, and you'll have to slip by stretch boos in 3-Fortress & 6-Fortress3. There are a number of interesting one-offs too: the sudden tornado in 2-Sand, the fire-spewing nipper plant of 7-8, the para-beetle parade of 5-6, the missile bill barrage of 4-5, and the woefully underused kuribo's shoe in 5-3. I could gush over every single one of SMB3's additions (air ship stages, hammer bro variety, ice blocks, donut lifts, coin ship) but suffice to say, the game doesn't ever leave you wanting for more.
Hell, even the stages that lack something "new" manage to stand tall because of their smart design. 2-Pyramid sees you kicking open crawl spaces, 3-8 is littered with vines to keep you safe from boss bass, 5-9 is a treacherously tight diagonal climb, 4-4 bombards you with spiny depth charges, and 7-9 is a time-consuming but coin rich maze. Numerous levels also offer an alternate route through them: 1-6 & 5-2 offer paths above and below ground, 3-9 & 6-9 let you choose between sprinting or swimming, 2-4 hides a golden oasis above the starting mark, and 4-6 is the original Tiny-Huge Island. Do you like puzzles in your platforming? 7-Fortress1, 7-5, 8-Fortress, and the devious 6-5 got you covered. How about secret power-ups you have to work to find? 1-3, 5-1, 5-5, and 6-10 might have what you're looking for. Perhaps you yearn for difficult, white-knuckled platforming? Then prepare yourself for 7-8, 7-Fortress2, and nearly all of World 8! No matter your preference, Super Mario Bros. 3 is guaranteed to have at least one level that will leave you grinning ear to ear when you finish.
I suppose the only thing I'm not enthusiastic about is the overuse of Boom Boom as the fortress boss. Occasionally SMB3 tries to spice up his battle (the ice arena of 7-Fortress3, scrolling floor of 8-Fortress, the numerous winged variations of the boss) but at the end of the day you're left fighting the same rudimentary crab-walking, arm-swinging patrolman that you learnt how to beast back in 1-Fortress. The koopalings suffer a similar case of recycling, but there's at least minor differences in their arena and fighting style (and in the case of Wendy and Lemmy, an entirely new projectile). Plus, due to the reflexive use of their wand, the koopa kids a little trickier to attack as soon as they're vulnerable—whereas I could ensnare Boom Boom in a head-stomping loop in my sleep. The orange brute is an alright boss, but I feel that more effort and variation could've been applied to each of his fights (if we get to fight hammer bros in knee-deep water, why not him?).
And the power-ups! What a fantastic collection of quirky abilities! Standing in parallel to the fire flower is the super leaf: a sturdy tail that grants the Italian plumber flight, letting him explore stages with a newfound verticality. The P-wing acts an alternate suit that can keep him permanently skyborne, while the Tanooki variation provides a brief—but potentially crucial!—moment of solemn invincibility. The frog suit is a pain on dry land but grants the player substantially more control and speed underwater, letting them weigh the cost of when to don the suit. Stars can be stored up and used to bum-rush stage starts (always useful in 4-3 and 7-Piranhas), and Jugem's Cloud let's you skip some of the game's peskiest stages—provided you can defeat the next level. But the most precious item has to be the rarely-acquired hammer suit: a padded, fireball-deflecting garment that can vanquish nearly any foe with a single toss of its onyx mallet. Only the music box is a bit of a dud, briefly letting you skirt by hammer bros (whom are otherwise easily dispatched with a star).
Speaking of music, Konji Kondo's laid back, playful score has an amazing amount of range, despite there being only a handful of core compositions. One touch I've always appreciated is that each overworld map gets its own short theme, only needing a few seconds to convey the perfect mood. Stage themes are now split between low and high energy outings, utilizing chill reggae drums for the former and a playful melody chase for the latter. Underground sections get a cool drum & bass remix of the original subterranean tune, while hammer bros battles sound like straight-up surfing duels. It would've been nice to have an even larger arrangement of tracks, but this is an issue that admittedly plagues the entire 2D Mario series—even Yoshi's Island only has five main tracks!
Lastly, I'd be remiss if I didn't mention the perfect note the game ends on—namely, the final fight against King Bowser. The castle itself starts as a slow burn, throwing some odd curve balls your way like steep steps and backtracking pathways, before speeding you across rickety platforms and over tightly-placed fireballs. Then you'll come face to face with the towering turtle himself, with nary an ax in sight! A momentous struggle unfolds as you dodge and juke the fiery tyrant, all while he's trying to crush you beneath his sheer mass. You'll need some deft footwork and smart maneuvering in order to survive, as even coming equipped with the fire flower doesn't hand you an automatic win. It's a brilliant battle to close out this 8-bit odyssey with, like a freshly-picked cherry capping off the best sundae you've ever had.
For the longest time, I considered Super Mario Bros. 3 to be my favorite game of all time. I'm not exactly sure when it was—probably some time around my teenage years—but eventually Super Metroid dethroned the NES classic, claiming the top spot for the rest of my life. Nowadays SMB3 lurks behind Dark Souls in third place, vying for the position along with the extremely-flawed-yet-extremely-fun Mega Man 2. So when it came time to write this entry, the words felt bound in a knot; it was difficult to determine where to begin and end this ardent stream of consciousness. If given unlimited time I could probably write a detailed entry for every single level, providing a blend of reasons and excuses for why I enjoy each one so much. But I have to contend with the fact that a lot of my passion is simply nostalgia burning brightly; had I not grown up with the game, perhaps I would've felt the same with Super Mario World or—god forbid—Sonic the Hedgehog.
But another part of me believes that Super Mario Bros. 3 transcends my personal preferences and childhood memories. If you sit down to play it, one can't help but notice its remarkable merit, its strengths made apparent and inarguable. I don't think everyone has to love the game of course, but it's a Sisyphean task to deny that the game isn't at least good or worthy a playthrough. Mario as a franchise owes a lot of its history to SMB3: airships, world maps, ghost houses, slopes, flying, item huts, P-switches, the koopa kids, and much more made their first debut here. There's a good reason why the New series worships Super Mario Bros 3's design blueprint like a long lost ancestor deity—there's a mind-boggling amount that this 8-bit masterpiece got right.
And it absolutely still holds up, nearly 35 years later.