Super Mario Bros. 3 Review
1988Nintendo EADGame
The 8-bit platformer's final form, bursting with more ideas than most franchises.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Great | |
| Visuals | Great | |
| Story | Average | |
| Gameplay | Exceptional | |
| Overall | Exceptional |
Super Mario Bros. 3 spends ideas the way other games spend coins. The world map alone reframed the platformer, turning level order into light strategy with branching paths, Toad houses, and wandering Hammer Bros., while the levels themselves burn through concepts, an airship armada, a giant-sized world, a sun that attacks you, at a rate no designer would dare today, most used brilliantly for three minutes and retired.
The power-up wardrobe defined Mario's identity: the raccoon leaf made flight a platforming verb, the frog suit rewrote water levels, the Tanooki suit let you turn to stone, and hidden warp whistles gave the whole cartridge a folklore layer. On stock NES hardware, achieved with a memory-mapping chip and relentless craft, its scope was barely believable in 1988. The story remains a princess in another castle, hence the C, but as pure mechanical invention per square inch, it may still be unmatched.
Super Mario Bros. 3 at a glance
- Platforms
- NES
- Developer
- Nintendo EAD
- Year
- 1988
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