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Super Mario Bros. 3 is a 1988 platform video game developed and published by Nintendo for the Nintendo Entertainment System (NES) video game console. It is the third official overall installment in the Super Mario Bros. series. It was first released in Japan on October 23, 1988 (a few weeks after the release of the North American version of Super Mario Bros. 2) and later in North America on February 9, 1990. The game was developed by Nintendo Entertainment Analysis and Development, led by Shigeru Miyamoto and Takashi Tezuka. Enhanced remakes were later released on the Super NES in 1993 and the Game Boy Advance in 2003. The game has been re-released as a Virtual Console title for the Wii, Nintendo 3DS, and Wii U consoles.

Super Mario Bros. 3 centers on plumbers Mario and Luigi who embark on a quest to save Princess Toadstool and the rulers of seven different kingdoms from the antagonist Bowser and his children, the Koopalings. The player, as Mario or Luigi, is able to defeat enemies by stomping them or using items that bestow magical powers. Mario and Luigi are given a wider range of abilities than in previous Super Mario games, including flying or sliding down slopes. In addition, Super Mario Bros. 3 introduces numerous elements, such as new enemy characters and the use of a world map to transition between levels, that have reappeared in or have influenced subsequent Mario games.

Super Mario Bros. 3 is acclaimed by critics as one of the greatest video games of all time. It was a commercial success upon release, which was partly influenced by its promotion in the 1989 film The Wizard. Super Mario Bros. 3 is the third-best-selling NES game, having sold over 17 million copies worldwide. The popularity of the game also inspired a short-lived animated television series.

Super Mario Bros. 3 is a two-dimensional, side-scrolling platform game in which the player controls the on-screen protagonist: either Mario or Luigi. The game shares similar gameplay mechanics with previous titles in the series—Super Mario Bros., Super Mario Bros.: The Lost Levels, and Super Mario Bros. 2—and introduces several new elements. In addition to the running and jumping moves found in past games, the player can slide down slopes, pick up and throw special blocks, and freely climb up and down vines. In addition, with power-ups, Mario can fly and float. The game world consists of eight “kingdoms” that are each subdivided into multiple levels. The eight worlds feature distinct visual themes; for example, the second world, “Desert Land”, contains sand-covered levels with pyramids, while the levels in the fourth world, “Giant Land”, are populated with obstacles and enemies twice as tall and twice as wide as those in the other worlds.

The player navigates through the game via two game screens: an overworld map and a level playfield. The overworld map displays an overhead representation of the current kingdom and has several paths leading from the world’s entrance to a castle. Paths connect to action panels, fortresses, and other map icons, and allow players to take different routes to reach the kingdom’s goal. Moving the on-screen character to an action panel or fortress will allow access to that level’s playfield, a linear stage populated with obstacles and enemies. The majority of the game takes place in these levels, with the player traversing the stage by running, jumping, flying, swimming, and dodging or defeating enemies.

Completing stages allow the player to progress through the overworld map and to succeeding worlds. Each world features a final stage with a boss to defeat; the first seven worlds feature an airship controlled by one of the Koopalings, while the player battles Bowser in his castle in the eighth world. Other map icons include large boulders and locked doors that impede paths, and mini-games and bonus screens that provide the player a chance to obtain special power-ups and additional lives. Power-ups obtained in these mini-games are stored in a reserve until activated by the player from the map screen.

In addition to special items from previous games like the “Super Mushroom” and the “Fire Flower”, new power-ups are introduced that provide the player with new options. The “Super Leaf” and “Tanooki Suit” give Mario raccoon and tanooki appearances respectively and allow him to fly; the “Tanooki Suit” enables him to turn into stone to avoid enemies for a short period of time. Changing into a Tanooki statue while jumping results in Mario pounding the ground and killing whatever enemies are directly under him; this marks the first appearance of the “ground pound” move in a Mario game, a move that was later given to Yoshi in Super Mario World 2: Yoshi’s Island and that later became part of Mario’s standard move set in Super Mario 64 and subsequent games. Other suits include the “Frog Suit”, which increases the character’s underwater speed and agility and improves the jumping height on land, and the “Hammer Suit”, which gives Mario the appearance of the Hammer Bro. enemy and allows him to throw hammers at enemies and resist fire attacks (when crouching).

Super Mario Bros. 3 includes a multiplayer option which allows two players to cooperatively play the game by taking turns at navigating the overworld map and accessing stage levels; the first player controls Mario, while the other controls Luigi (a palette swap of Mario). Through this mode, players can access several mini-games, including a remake of the original Mario Bros. arcade game, in which one player has the opportunity to steal the cards of another but may lose their turn if they lose the mini-game.

The plot of Super Mario Bros. 3 is described in the instruction booklet. The Mushroom World, the setting of the game, is invaded by the Koopalings, Bowser’s seven children. The Koopalings conquer each of the seven kingdoms by stealing its king’s magical wand and using it to transform him into an animal. Princess Toadstool sends Mario and Luigi to travel to each kingdom, retrieve the stolen wand, and restore its king to normal.

Mario and Luigi receive notes and special items from Princess Toadstool after rescuing each of the first six kings. When they rescue the seventh king, they instead receive a note from Bowser, boasting that he has kidnapped Toadstool and imprisoned her within the castle of his own realm, Dark Land. The brothers travel through Dark Land, enter his castle, and defeat Bowser in a battle. The game ends with Toadstool being freed from the castle.

On September 10, 2015, Miyamoto confirmed a fan theory stating that the entirety of Super Mario Bros. 3 takes place as a stage play. The game opens with curtains being pulled, featuring obstacles hanging from the catwalk, objects bolted to the background, and shadows on the skyline. When Mario finishes a level, he walks off the stage.

Super Mario Bros. 3 was developed by Nintendo Entertainment Analysis and Development, a team that consisted of more than ten people, and took more than two years to complete.[5][19] Developer Shigeru Miyamoto served as director. He worked closely with the designers and programmers during the conceptual and final stages, encouraging a free interchange of ideas. Miyamoto considered intriguing and original ideas to be key to creating a successful game.

The game was designed to appeal to players of varying skill levels. To assist less skilled players, bonus coins and 1-ups are more abundant in earlier worlds, while later worlds present more complex challenges for more experienced players. In the two-player mode, the players alternate turns to balance play time. The development team introduced new power-ups and concepts that would give Mario the appearance of different creatures as a means of providing him with new abilities. An early idea changed Mario into a centaur but was dropped in favor of a raccoon tail that allows limited flying ability. Other costumes with different abilities were added to his repertoire, and levels were designed to take advantage of these abilities. New enemies were included to add diversity to the game, along with variants of previous enemies, such as Goombas, Hammer Bros., and Koopa Troopas.

Some of the enemies designed for Super Mario Bros. 3 were inspired by the team’s personal experiences. For example, Miyamoto stated that the Chain Chomp enemy, a tethered ball and chain creature that lunges at the player when in close proximity, was based on a “bad [childhood] experience” he had with a dog. Bowser’s children, the Koopalings, were designed to be unique in appearance and personality; Miyamoto based the characters on seven of his programmers as a tribute to their work and efforts. Nintendo of America named the Koopalings after well-known musicians; for example, the characters “Ludwig von Koopa” and “Roy Koopa” are named after Ludwig van Beethoven and Roy Orbison respectively.

The character graphics were created with a special graphics machine (“Character Generator Computer Aided Design”) that generated a collection of all the graphical shapes used in the game. Shapes in the collection were assigned numbers that the game’s code uses to access, and are combined to form complete images on the screen in real time. The Super Mario Bros. 3 cartridge uses Nintendo’s custom MMC3 (memory management controller) ASIC to enhance the NES capabilities. The MMC3 chip allows for animated tiles, extra RAM for diagonal scrolling, and a scan line timer to split the screen. The game uses these functions to split the game screen into two portions, a playfield on the top and a status bar on the bottom, allowing the top portion to scroll as the character navigates the stage while the bottom portion remains static to display text and other information.

During 1988, a shortage of ROM chips, along with Nintendo of America’s preparation of a version of Super Mario Bros. 2 for Western gamers, prevented Nintendo from performing various North American game releases according to their original schedules. The delayed products included Super Mario Bros. 3 and, according to Nintendo Power, Zelda II: The Adventure of Link.  The delay, however, presented Nintendo with an opportunity to promote the game in a feature film. In 1989, Tom Pollack of Universal Studios approached Nintendo of America’s marketing department about a video game movie; inspired by Nintendo video game competitions, Pollack envisioned a video game version of Tommy for younger audiences. Nintendo licensed its products for inclusion in what would become the film The Wizard. During the movie’s production, the filmmakers requested and were granted approval from Nintendo regarding the script and portrayal of the company’s games. Super Mario Bros. 3 was one of the products shown in the film and was used in a final scene involving a video game competition. The film was released in December 1989, between the Japanese and English versions of the game.

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