Hack information
This hack was created by Chipus.
Aimed for some of the most hardcore SMB3 players.
Asks for a vast knowledge of SMB3 mechanics and glitches
Aimed for some of the most hardcore SMB3 players.
Asks for a vast knowledge of SMB3 mechanics and glitches
Basics
- TAS aims for the fastest completion of the hack, not entertainment
Tricks
- This section will cover the tricks used in the run
The stutter step
- The game checks each arrow every seven frames
- Must be at 40 speed or higher during the check
- Mario has to be on the ground
- Possible to hold the opposite direction briefly before the check occurs, slows down Mario
The wall jump
- Wall jumping works because the game checks if there is a floor under Mario during a wall ejection
- Must hit a six pixel radius between two tiles
- Lowest speed required for Small Mario is 17 speed
- For Big Mario the requirement of speed increases to at least 33
More explained here https://tasvideos.org/GameResources/NES/SuperMarioBros3#Walljump
Corner boosting
- Must jump on the correct frame below a wall at the edge
- Game pushes Mario to the right by a pixel or two
- Happens because of the game's wall ejecting system
"Tompa's pipe glitch"
- Pipe clip to cause an early entry has similar requirements to a wall jump
I have no other knowledge about the trick
Enter walls at a corner
- This is only possible as Big Mario
- Hit the wall jump pixel of the highest block below the ceiling
- Stop ducking, and you'll clip to the other side
Midair jump w/Kuribo shoe
- Bounce off of a ledge and jump normally
- Game treats as Mario still on the ground in some sort of way
- Therefore he can jump
"Ninja shell"/ Shell jump
- Tap left in midair during peak of a jump
- Throw the shell so it is thrown behind Mario
- Bounce off of it
Muncher pausing technique
- Game continuously runs the timer of the munchers while paused
Best example is shown in 1-15
Level comments
1-1
Fastest method is to wall jump up and over pipe near the end.
1-4
Hammer Suit can't slide, damage was taken to avoid this issue.
1-7
Can't enter the pipe while ducking, had to break all of the bricks.
If able to be avoided, would be an improvement.
If able to be avoided, would be an improvement.
1-10
TuffCracker helped out with TASing this optimization nightmare of a level! Could not have done it without him!
1-11
Wall jumps at the end were so I could keep Big Mario for the next level.
Strategy in the next level as Big Mario saves at least three to four seconds.
Strategy in the next level as Big Mario saves at least three to four seconds.
1-15
Pretty difficult level because of the P-speed build, barely is possible.
Bowser's Castle
Found a really cool clip in the second room, saves roughly thirty seconds
Last fireball was thrown on a specific frame to skip the jump Bowser does when defeated, saves a second
Last fireball was thrown on a specific frame to skip the jump Bowser does when defeated, saves a second
Thanks
TuffCracker - for giving 1-10 a shot!
Tompa - for giving me the rough route of 1-1. Even if it is slightly slower. As well as testing stuff out in 1-11, and 1-15! (Despite none of it being used)