Introducing the concept of hub worlds to a wide array of video games, Super Mario Bros. 3 explores a variety of themes across its eight worlds.
Long regarded as one of the signature titles of the Super Mario series, Super Mario Bros. 3 was revolutionary at the time of its release for its introduction of a wide variety of features and characteristics that would become a part of the franchise for good.
While the game’s contributions to the series are seemingly endless, its contributions to gaming as a whole are impossible to ignore, particularly the game’s introduction and utilization of the overworld map.
Differing from the previous entries in the series, Super Mario Bros. 3 pits Mario (and Luigi in a two-player game) on one of eight overworld maps, which allow the player to traverse from level-to-level while adding new elements not seen in previous games.
These included mushroom houses for items, spade houses for opportunities to win extra lives and encounters with Hammer Bros. that also gift the player an item upon completion.
Similar to the first entry in the series, Super Mario Bros. 3 consists of eight worlds – although there’s plenty more to them this time around than just four levels apiece.
While the player is initially introduced to the concept in the relatively basic setting of the Grass Land of World 1, the worlds become more nuanced, complex and difficult as the game progresses, while also allowing the player to pick and choose certain levels they want to play.
With this game being among my favorite of all-time and ahead of my attempt to stream 100% runs of every mainline console Super Mario game, I’ll be ranking the eight worlds Mario traverses through in SMB3 based on their enjoyability, creativity and contributions to the series.
8. Desert Hill (World 2)
Serving as the game’s second overworld, Desert Hill provides a noticeable change of pace from the relatively non-descript, quaint Grass Land.
Giving players a discernible but not insurmountable rise in difficulty, Desert Hill remains one of the shorter worlds in the game, containing just five numbered levels in addition to two other stages that are not numbered (the sun and pyramid stages).
The world also contains a nice Easter Egg, with the player able to utilize a hammer to break a block and access another part of the map, which contains a secret mushroom house and Fire Bros. that give Mario a Warp Whistle upon defeat.
Although no world in this game stands out to me as bad or even mediocre, Desert Hill does appear to be the most forgettable, taking up a relatively small amount of the game with quick levels that don’t pose too much of a challenge to experienced players.
7. Grass Land (World 1)
Acting as both the introduction to the game and the concept of an overworld map, Grass Land is perfectly approachable given the context.
The world consists of six numbered levels, one Hammer Bros. and one fortress, with the entire map visible on a single screen, the game’s only overworld map to appear so condensed.
The levels throughout World 1 are appropriately easy given the stage of the game, while also making sure to introduce the player to a variety of themes witnessed in levels throughout the game. In the opening world, this was done by including an underground and auto-scroller level, stages that the player will encounter more of as the game progresses.
While an immaculate opening world that perfectly sets the tone for the game, it is simply outdone by the incredible innovation and attention to detail that the game’s later worlds put on display.
6. Big Island (World 4)
In what may be my most controversial ranking in this list, I have the fan-favorite World 4 ranking as just my sixth-favorite overworld in the game.
Immediately following the water-themed World 3, Big Island acts as a major change of pace for the game as it reaches near the halfway point. In a notable departure from the long-winded, complex third world, Big Island takes a step back in scope and arguably difficulty as well.
With six numbered levels and two fortresses, the world has three fewer stages than its predecessor with a mostly similar difficulty level. During my personal playthroughs of the game, I often feel like the difficulty level more or less stalls at World 4 after taking a recognizable jump the previous world, somewhat hampering the game’s momentum.
However, the world still has plenty to offer – both fortresses contain unique secrets that expand the levels to a much greater scope than the first three worlds did, while also introducing the player to Tanooki Mario, arguably the game’s best power-up.
Even if the world feels a bit more leisurely than expected, it remains a fun, novel experience that sets the stage for what the game offers to players in its second half.
5. Castle of Koopa (World 8)
The game’s final world, Mario enters World 8 after receiving a threatening letter from Bowser upon the completion of World 7, telling Mario that the Princess has been kidnapped while the previous seven worlds were being rescued.
The world instantly makes it apparent that the player is approaching the end of the journey, with a fiery, dark atmosphere and ominous music greeting Mario upon his arrival.
Consisting of four parts, the world is significantly different than its predecessors, featuring only two numbered levels while pitting a variety of other challenges Mario must endure to make it to Bowser’s Castle.
Before getting to the numbered levels, Mario must beat a tank level and ship level before encountering a series of three short levels he can be randomly selected into playing.
The difficulty truly ratchets up from there, with the World 8 airships, 8-1 and the World 8 fortress all among the game’s hardest levels.
While the progression and organization of the final world is excellent, the relative repetitiveness behind the two tank levels and ship level do make the world feel like it drags ever so slightly, adding some more labor to the journey before finally encountering Bowser.
4. Sea Side (World 3)
As a lifelong player of Super Mario Bros. 3, World 3 has always felt to me like the point where the game truly begins – enemies are more unforgiving, jumps are more precise and the world itself takes quite a bit more effort and time to traverse.
Featuring nine numbered levels and two fortresses, the world is a massive upgrade in size compared to its two predecessors, coming in at essentially double the length of the game’s first world.
In addition to the overworld itself featuring plenty to look at and get acquainted with, the levels within the world serve as a fitting, even if steep, jump in challenge.
This is perfectly exemplified in levels 3-3 and 3-8, which both feature the Boss Bass enemy that can kill Mario in a single hit – even if he’s equipped with the typically two-hit safe Fire Flower.
I can also of course see how this is a polarizing world among fans of the game – 2D Super Mario games are not typically known for their easy swimming mechanics. Frog Suit or not, the underwater levels certainly require some acclimation.
3. The Sky (World 5)
It’s particularly hard to rank my top three worlds in order, as I think they all perfectly showcase what makes this game both such a timeless classic as well as a blueprint for the several classics that followed it.
World 5 features two distinct segments, with Mario starting in the first area that features three numbered levels and a fortress as part of a loosely grass-themed region. This part of the world includes perhaps the game’s most beloved level among fans in 5-3, the game’s lone level that allows Mario to utilize Kuribo’s Shoe, which can bounce on enemies to defeat them and move across lethal Munchers unharmed.
Upon completing the first few levels, Mario then enters perhaps the game’s most unique level in a fortress-style tower stage that moves Mario from the first part of World 5 to the second part, which is entirely in the sky.
The second part of the world contains another fortress, six numbered levels and a different soundtrack while providing the game’s most distinct difficulty spike yet. This is particularly prevalent in 5-6 and 5-9, two auto-scrolling levels that depend on well-timed precise jumps to get through the stage.
In addition to essentially bringing the experience of two overworlds into one, World 5 serves as a seamless progression of the game, perfectly implementing a new theme with corresponding enemies and obstacles.
2. Iced Land (World 6)
The game’s largest world by some regards, Mario is instantly greeted with unsettling music and the toughest levels yet upon arrival in World 6.
Including 10 numbered levels and three fortresses, World 6 is both vast and taxing to get through. While most levels, including one of the the fortresses, stick to the ice theme, plenty offer a challenge without dabbling too much into frozen fare.
This is best displayed in perhaps the game’s most infamous level, the underground 6-5. Here, Mario is required to grab a Koopa shell and fly up to the top of the cave, using the shell to defeat Nipper Plants blocking the exit to the level.
Beyond 6-5, there’s plenty more the world has to offer – it introduces the player to the Hammer Bros. suit, the game’s rarest power-up, while still mixing in two underwater levels and a grass-themed stage to mix up the challenges.
The world’s third fortress in particular prevails as one of the game’s most challenging stages, with Mario having to maneuver a series of precise jumps all before avoiding a trio of Boos at the end of the level before battling Boom-Boom.
If the world has one drawback, it would be a slight lack of distinct levels, with 6-2 and 6-7 posing plenty of similarities, as do levels 6-3 and 6-4.
1. Pipe Maze (World 7)
The game’s penultimate world and final normal overworld, Pipe Maze goes back to Mario’s plumbing roots while throwing the kitchen sink at the player in terms of challenges.
A highly fragmented world featuring a multitude of islands traversed by pipes that go between one another, World 7 offers nine numbered levels, two fortresses and two Piranha Plant levels, many of which offer little-to-no margin for error.
The world also lives up to both parts of its name quite well – in addition to featuring pipes everywhere as far as the eye can see, several levels also place Mario in a maze, having to find the correct path to make it to the end of the stage.
This approach, used in levels 7-2, 7-5 and 7-9, took on a different appearance each time, with the underground setting of 7-5 and high enemy density perhaps being the most frustrating and unforgiving of the trio.
The latter half of the world then poses arguably the game’s hardest levels, headlined by 7-8, a lengthy, grueling stage that emphasizes perfectly-timed jumps and creative dodging of enemies to make your way through.
That’s not to mention 7-7, which requires Mario to maintain a chain of Super Stars to walk across a floor of Munchers to complete the level, or the world’s second fortress, an intimidating preview to the game’s final world that includes one of the journey’s most difficult jumps.
In many ways, World 7 appears to be the grand culmination of what was originally envisioned for the series on the NES upon the release of the first Super Mario Bros. – an expansive interpretation of the plumbing theme and precise platforming that both immerses and frustrates the player.
Though it may be the game’s most challenging world, it also showcases the true fun in platforming once you finally conquer the levels.

Leave a Reply