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NES box art for Super Mario Bros. 3, the cover of NEStalgia episode 275

275 · Super Mario Bros. 3

▶ Game info
June 2, 2023 · 1 hr 59 min · transcript available

It's Super Mario Bros. 3

Our verdict: Essential

We had been waiting for this one since day one and cleared the whole night for it. Nothing in the 270-odd games before it comes close to this scale. We held the Essential Games List vote about ten minutes in, dessert before dinner, and spent the rest of the night on why.

What makes it essential

  • It feels modern. Joe called it the first NES game that totally reads as something made today, visuals aside. There are ninety levels against thirty-two in the first game, and the controls beat anything the series had done.
  • It never repeats itself. Every world runs the same loop of levels, castle, more levels, airship, and we argued that this is simply what a game is. What keeps it fresh is how each world bends the rules: giant land, the pipe maze world, and World 5, which looks short until you climb into the clouds.
  • Power-ups with personality. The raccoon suit is the one we lean on, with Tanooki, Frog, Hammer and P-Wing around it. There is even an inventory, with an anchor, a cloud that skips a level, and a music box that puts the map's Hammer Brothers to sleep. The Boos only chase you when you look away.
  • Small payoffs everywhere. The end-of-level roulette that pays five 1-ups for three stars, the wand dropping at the top of the bounce, and secrets that feel findable because something looks slightly off. The first warp whistle is the exception: you duck on a white block for several seconds and fall behind the scenery.
  • Two-player that makes sense. You alternate, trade lives, steal cards, and drop into the Mario Bros. arcade game. If a player runs out of lives, everything that player cleared comes back. We liked it more than four people crowding one screen.

What bugs us

  • No save. Joe's one complaint: he and his cousin used to leave the NES on overnight.
  • Soft bosses. Boom Boom runs the same pattern every time, and the Koopalings feel like a break after the level before them. The roaming map enemies are scarier, and World 8's tank still gives us nightmares.
  • Slidey physics and skippable levels. The raccoon tail can jump over a lot of the game, and World 6's ice makes the sliding worse. We also don't love the infinite 1-up Goomba trick.

Beyond the game

We covered the cut top-down Zelda-style idea, the stage-play framing (the manual calls levels "action scenes"), The Wizard as the game's unofficial trailer, the cartoon, and the Super Mario Advance 4 e-Reader levels that never left Japan.

The bottom line

Essential. We all voted it onto the Essential Games List, and we agreed it is the best of the three NES Mario games, even though Super Mario World keeps getting brought up as the better one. It may be the high point of the system, and we are a little sad it is behind us.

Written from our conversation in this episode.

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