Remember the magic ORBs after defeating a Boom Boom? They're back! Mario 3 action in a whole new level!
Obtain patch at ROMhacking.net. Patch according to your SMB3 ROM version.
12 brand new levels with 18 ORBs. Absence of a TAS of this great game does not feel right. I cheesed many challenges intended by the creator Orange Expo and introduced myself new challenges. 1-3 being the level with the route most similar as intended. Atlas encode to show the level layout and what I have skipped.
Objective
- Pet the Dog
New mechanics
- Wall kick
- A trick since New Super Mario Bros. Called wall kick to differenciate from wall jump - the glitch. To wall slide, be in air, have 0 or downwards Yvel, be near the lower part of the wall and face the wall. Wall sliding sets Mario to have 24 Yvel and can be used to fall down faster (0->24) or slower (69->24). It initiates a 5 frame window allowing wall kick. To wall kick, Mario must not be stuck in a wall and press A. It sets Mario to have 31 speed in a direction depending on which side on the block he is (not which side he is facing or sliding off), and -46 (upwards) base Yvel. Being close enough to wall slide but not bonking (1 pixel window) allows the bonus upward boost when you jump normally at high running Xvel to be added to the base Yvel (adding -2, -4, -8 for 3 Xspd levels). Used to scale walls quicker.
- Twirl / Slow Fall / Regrab
- Hold U and press A. Weird imo. Max Yvel is set to 32 for a while. Used to cross large gaps. But while this is active, shells cannot be grabbed. It also reverses facing direction which sometimes I have to counteract.
- ON/OFF Blocks
- Appears in Super Mario World and Super Mario Maker 2. Switches state when a coin block is hit. Sometimes blocks the optimal route and therefore go off-route to hit/avoid. E.g. the first one in 1-9 is avoided.
- Shell Throws
- Hold U when releasing B to throw shell upwards. Much like SMW. Hold D when releasing B to drop shell (with 12 Xspd). When Mario is moving at >=48 speed, the shell is kicked with a low low Xspd of 48, intended to allow Mario to catch up and shell jump. Regular SMB3 "Shell Ninja" is still used a lot in this run though. Additionally, being able to grab shells without kicking them when falling from above is extremely useful and stays in line with New Super Mario games.
- Checkpoint
- Extremely useful because we are going to die, a lot.
This is definitely improvable. Just it takes a lot of time to do so, and save like 1 frame from better wall kicks. 1-6 is known that the 1st time can use the ducking wall jump used in the 2nd time. Not sure if 1-7 is the best place to take damage. In 1-9, maybe somehow there is a way to get the red shell to be in a spot where I don't have to slow down and avoid the wall kick. In 1-Castle, Bowser fight could be better but out of my knowledge. It might be stalling Bowser in the air for longer. Also I think I can skip getting the fire flower mid-level. At last, some lag might be able to be reduced. The improvement is up on you!
Petting the dog is non-trivial so it counts into TAS time. Encode does not reflect the last part correctly. After petting the dog, press A to advance to the credits. Should it also be included in TAS time?
Useful RAM addresses
Same as SMB3.
Address | Type | Description |
---|---|---|
041F | Unsigned | Wall Jump Timer |
TAS does not compete with RTA but you're going to ask anyway. RTA WR is 17:34 (RTA timing) by Mitchflowerpower. A failless demo run with savestates 14:44 by Orange Expo.
Suggested screenshot: 20114
Thank everyone who made this possible! Orange Expo, TASVideos.orb, and more!
feos: Claiming for judging.
feos: Replacing with a movie that reaches the credits.
feos: This hack is absolutely jaw dropping! And the movie is also insanely cool! And the atlas encode! Wow what a thing, thanks for making it. Accepting.
despoa: Processing...