Family Computer (Famicom) / NES · Action / Platform

Super Mario Bros. 3

スーパーマリオブラザーズ3

Released October 23, 1988 in Japan. North America release February 12, 1990 — delayed by a ROM chip shortage, then heavily promoted through the 1989 Universal Pictures film The Wizard before its NA launch.

Japan: October 23, 1988 · Dev: Nintendo R&D4 / SRD · Music: Koji Kondo

Updated:

It was a play all along — and the screws holding the stage together were always in plain sight.

When asked directly whether Super Mario Bros. 3 was all just a performance, Shigeru Miyamoto said yes. The evidence had always been there: the curtain rising on the title screen, platforms bolted visibly to the background, Mario walking off the side of the stage when a level ends rather than simply fading out. Miyamoto has described his characters as a troupe of actors — the same cast taking different roles in different stories, just as performers might play a sailor in one show and a king in the next. What this means for the player is something quieter. The world was never meant to be taken literally. The mushrooms are props, the castles are painted sets, and the danger is choreographed. That does not make the joy less real. A good performance is not a lie — it is a gift that everyone agrees, for a while, to believe.

— inspired by Shigeru Miyamoto

Shop Owner's Note — Taisei Shimizu, Enjoy Game Japan

When I finally got my hands on Super Mario Bros. 3, the first thing I felt was that the world had suddenly grown enormous. Eight worlds, a world map, more transformation items than I could keep track of, secrets tucked everywhere — I could never see the end of it. It was less a matter of difficulty and more a matter of complexity. I don't think I ever finished it.

The visuals had changed dramatically. I always wondered why. Later I learned the answer: the cartridge itself had been upgraded. A chip called the MMC3 was built into the board, expanding the Famicom's capabilities from the inside. The game held roughly ten times the data of the original Mario. The layered scrolling — where foreground and background moved at different speeds — was only possible because of that chip. The art hadn't simply improved. The cartridge had evolved.

The raccoon tail has its own story. The designers wanted to give Mario a direct attack, and a spinning tail was the answer. Folded into that was a flying idea that had been shelved since the original game. Then came the Tanooki suit — a full tanuki transformation. Shigeru Miyamoto himself admitted he knew the concept of tanuki would be lost on players outside Japan. He left it in anyway. He was too excited to cut it.

Perhaps that overflowing excitement is exactly what made the game feel so overwhelming.

About this game

Super Mario Bros. 3 is the 1988 Famicom landmark that expanded the Mario formula into a world map structure, themed kingdoms, and a transforming power-up system unlike anything that came before. Using 3 megabits of ROM — six times the capacity of the original Super Mario Bros. — it introduced the raccoon leaf, frog suit, Tanooki suit, and more. Each of the eight worlds is ruled by a Koopa Kid and has its own visual and mechanical theme. Development began in spring 1986 and took over two years. In North America, it sold 7 million copies and became the fastest-selling game in history at the time of its release.

Key Features

Eight distinct kingdoms with unique themes (Grassland, Desert, Ocean, Giant, Ice, Clouds, Pipe, Dark). Non-linear world map allowing level choice and mini-games. Tanooki Suit, Frog Suit, Hammer Suit, and Raccoon Leaf power-ups. Warp Whistles for skipping worlds. Seven Koopa Kids as world bosses before the final Bowser confrontation. Two-player alternating mode.

The Story Behind

Development began in spring 1986, shortly after Super Mario Bros. 2 (the Japanese FDS version), and took over two years. The ROM cartridge used 3 megabits — six times the original SMB — requiring Nintendo to commission a specialized chip that was then in short supply. A ROM chip shortage in 1988 delayed both Japanese supply and pushed the North American release to 1990. That delay became a marketing opportunity: the game was featured as the central plot element of the 1989 Universal Pictures film The Wizard, creating massive pre-release awareness in North America. The combined development and marketing budget reached approximately $25.8 million USD.

Tricks & Tales

The North American release date (February 12, 1990) followed a now-legendary marketing campaign centered on the 1989 Universal Pictures film The Wizard — a film whose sole purpose was essentially to be a feature-length advertisement for Super Mario Bros. 3, revealing game content months before the US release. The game's development team initially considered an isometric perspective but abandoned it due to problems with jump mechanics. The development began in spring 1986, making it a ~2.5-year project for a single game.

Collector's Guide

Rarity common
Original Price at Launch ¥6,500 at launch (Japan, 1988) · $49.99 at launch (NA, 1990)
Japan Release October 23, 1988

Region & Compatibility

Famicom and NES are the same hardware family but use physically incompatible cartridge formats — Famicom carts have a 60-pin connector and a narrower shell, while NES carts use a 72-pin connector with a wider housing. You cannot insert a Famicom cartridge into a North American NES slot without an adapter, and vice versa. The Famicom itself has no lockout chip, so any Famicom cartridge from Japan will run on a Famicom console regardless of origin. If you are buying a Japanese Famicom cart to play on a NES, you will need a 60-to-72-pin physical adapter; if you own a Famicom, Japanese-market software is your native format and no workarounds are needed.

Maintenance Tips

The gold-plated edge connectors on Famicom and NES cartridges pick up skin oils and oxidation over decades — a gentle wipe with a cotton swab dampened in 90% or higher isopropyl alcohol, stroking along the length of the pins rather than across them, is the accepted standard. Let the alcohol fully evaporate before reinserting. The old habit of blowing into a cartridge is folklore: the moisture in breath causes slow corrosion of the contacts over time, and any improvement you felt came from the act of re-seating the cart, not from the breath itself. Nintendo eventually updated its own troubleshooting guidance to say explicitly: do not blow into your Game Paks.

What to Watch Out For

Before buying, these are the points worth knowing — from someone who handles original Japanese Super Mario Bros. 3 copies regularly.

Will this Japanese Famicom cartridge work on a North American Nintendo Entertainment System (NES)?

No, not without an adapter. The Famicom uses a 60-pin edge connector while the NES uses a 72-pin connector with a physically different form factor — the two are incompatible at the cartridge slot level. Third-party adapters exist that bridge the pin difference and allow Famicom cartridges to run in a NES. On a Japanese Famicom, NES cartridges face the same incompatibility in reverse. To play Japanese Famicom software, you need a Japanese Famicom, a Famicom-compatible clone console, or a NES fitted with an appropriate adapter.

How should I clean a Famicom cartridge to ensure reliable play?

Apply 90% or higher isopropyl alcohol to a cotton swab and gently wipe the gold-plated PCB edge contacts on the base of the cartridge. Never blow into the cartridge — breath moisture accelerates contact corrosion over time. If cleaning is needed inside, Famicom cartridges use 3.8mm security game bit screws (not standard Phillips); a security bit screwdriver is required to open the shell without damage. Note that most Famicom boot failures originate in the 60-pin console slot rather than the cartridge itself — cleaning the console slot contacts separately with a contact cleaning tool is often the more effective fix.

Before You Buy

Things worth knowing before you buy Super Mario Bros. 3

A short checklist for buying a used Famicom cartridge wisely — useful with any seller, anywhere.

  1. Choose a seller who tests it before shipping

    A copy that has actually been powered on and checked is a known quantity. An untested one is a gamble you only settle after it arrives.

    Look for a seller who states it was function-tested and says what they confirmed. A serious seller can tell you exactly what was checked.

  2. Make sure it fits your console

    This is a Japanese Famicom cartridge with a 60-pin connector; a North American NES uses a 72-pin slot, so it will not fit directly.

    Play it on a matching Japanese console or a region-free system, and confirm the listing states the region.

  3. If this title saves your progress, check the battery

    Cartridges that save use a small coin-cell battery that fades over decades — a dead one wipes your save without warning.

    Ask the seller whether the save function was tested. Replacing the battery is possible, but doing so erases any existing save.

  4. Check that the contacts are clean

    Dirty edge contacts are the most common cause of startup and sound trouble in cartridges of this age.

    Choose a seller who cleans the contacts before shipping. A note that it was tested and cleaned means the basics were handled.

  5. Confirm it is genuine, not a reproduction

    Sought-after titles are targets for reproduction boards with replacement labels.

    Ask for a photo of the circuit board and look for factory markings. Favour a shop with a licensed second-hand dealer permit (古物商) — by law its stock has a traceable origin, your simplest guard against fakes.

  6. Read the seller's reviews and return policy

    A 100% positive record across thousands of sales is close to a guarantee — packing, communication and problem-solving all work for everyone. A return policy protects you if something is off.

    Read the feedback and confirm a clear return window before you buy.

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