(Link to video)
Mario 3: Around the World (Mario 3: Вокруг света) is an unlicensed Mario game for the Sega Genesis from Russia. While it does have a great soundtrack composed of songs stolen from other places, the game is most well known for its graphic Continue and Game Over screens, which are also stolen. In fact, just about all of the sprite and art work in this bootleg is stolen from other places.

Gameplay Comments

The game is not fun to play in real time. Your inputs appear to take a frame longer than it should for them to be registered, even longer when lag sets in. There is no acceleration for Mario's vertical movement whatsoever; he will always rise and fall at the same speed regardless of how hard he jumps. And once he reaches the peak of his jump according to how long you hold the jump button for, his vertical speed changes direction on a dime. Because of this, Mario doesn't actually jump in an arc; it's more like a pyramid. This is the main reason why it doesn't play like any actual Mario games.
Powerups include your standard Super Mushroom and Fire Flower, only they're more uncommon and harder to find. The Fire Flower powerup differs from how its usually portrayed by having the fireball slowly come out at small angle pointing towards the ground and not bouncing when it hits the ground. Enemies have weird hitboxes; to kill them, you have to jump directly on top of them. Any more to the left or right and you will get hurt instead. Warp pipes are rare and one or two of them are not actually shortcuts. Something like P-Speed appears to be a thing in that you reach your maximum midair horizontal speed after running on the ground in one direction for some time. Jump without doing that and you'll move more slowly in the air than if you were to run on the ground. You'll lose this "P-speed" if you change direction or hit a wall at any point.
The game can be pretty laggy. Most of the lag comes from having to spawn objects such as coins when they appear on the screen. Some of the lag can be caused by your own actions. Shooting fireballs will always cause lag when they're shot out, so jumping is used when fireballs aren't necessary and their time on-screen is minimized. Moving Koopa Shells also cause lag, so Koopas are jumped on so that they won't spin when stomped.
The RNG not only affects the music that plays in each level, but it also affects the positions of the falling spiked poles in some of the pyramid levels when they spawn onscreen. I get lucky in one level with those poles thanks to some inadvertent RNG manipulation from me.

Memory Addresses Used

AddressParametersMeaning
FFA0602 bytes, unsigned, big endianX Pixel Coordinate
FF035A2 bytes, unsigned, big endianY Pixel Coordinate
FF5B5B1 byte, unsignedHorizontal speed in pixels per frame.

Special Thanks

  • To Noxxa, for linking me to the forum thread that had a video of their test run, which served as a good comparison to make towards.
  • To WST, for their Gens Lua script that I ported to BizHawk.

Samsara: I guess canonically this takes place between Sunshine and Galaxy, but I'll be the judge of that.
Samsara: I think my favorite thing about TASes of bootleg games is how playable they make the games look, and after messing around with the game a little bit in real time, this TAS is absolutely not an exception to that statement. Very well done. Accepting!

EZGames69: Processing...

TASVideoAgent
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This topic is for the purpose of discussing #7946: despoa's Genesis Mario 3: Around the World in 08:53.45
Challenger
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Very weird game but great soundtrack and nice gameplay optimization.
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LoganTheTASer
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great game for a bootleg and good optimisation too. nothing looked sub-optimal to me. yes vote.
Noxxa
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Good to see a decently polished run of this game at last (after several incomplete/suboptimal runs over the years). For a bootleg, it looks decent enough and sounds decent enough - most of the time, anyway. Yes vote. Unfortunately it seems Mario 4 is still blocked from being properly beatable by emulation issues, as otherwise I would've had hoped to see a run of that too. But for now, this will do.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
PJ
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I have physical copies of this and Mario 4, and can confirm that they are a nightmare to play in real-time. I did some RTA runs of Mario 4 and it was not enjoyable. I definitely appreciate the work that went into this TAS, knowing how rough the mechanics are to work with. I am not sure if it works the same way in this game, and I didn't notice anywhere where it would save time, but in Mario 4 you can kind of "store" P-speed by releasing the run button. You lose P-speed if you bump into a wall, but not if you stop running, as long as you are still moving forward. In many cases, it was faster in real-time to stop running sometimes to avoid bumping into a wall, so I could resume full speed afterwards without having to build it up again. This is probably not the place to ask, but I'm curious about what emulator issues are preventing Mario 4 from being TASed. When I was practicing, I noticed that the worse emulators (Gens, etc) had a final boss fight whereas Bizhawk just reset when you completed the final platforming level. I assumed it was an emulator bug, but playing on an "authentic" physical copy, it behaves the same way as Bizhawk. The game resets when you complete the final stage and you don't fight the final boss. Probably a tricky ruling to make...
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PJ wrote:
I am not sure if it works the same way in this game, and I didn't notice anywhere where it would save time, but in Mario 4 you can kind of "store" P-speed by releasing the run button. You lose P-speed if you bump into a wall, but not if you stop running, as long as you are still moving forward.
It works the same way in Mario 3. It was done a number of times to reach platforms where jumping at full speed would make Mario run into a wall and lose P-speed.
PJ wrote:
This is probably not the place to ask, but I'm curious about what emulator issues are preventing Mario 4 from being TASed. When I was practicing, I noticed that the worse emulators (Gens, etc) had a final boss fight whereas Bizhawk just reset when you completed the final platforming level. I assumed it was an emulator bug, but playing on an "authentic" physical copy, it behaves the same way as Bizhawk. The game resets when you complete the final stage and you don't fight the final boss. Probably a tricky ruling to make...
I was thinking it's not emulator issues but actually the consequence of playing the game on a more accurate emulator. Even if Mario 4 was allowed to be TASed on Gens, I don't think I would do it as it lacks something like TAStudio and the traditional use of multiple save states and frame advance isn't something I'm used to.
Patashu
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I wonder how hard it would be to patch Mario 4 to make the boss fight accessible.
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PJ
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despoa wrote:
PJ wrote:
I am not sure if it works the same way in this game, and I didn't notice anywhere where it would save time, but in Mario 4 you can kind of "store" P-speed by releasing the run button. You lose P-speed if you bump into a wall, but not if you stop running, as long as you are still moving forward.
It works the same way in Mario 3. It was done a number of times to reach platforms where jumping at full speed would make Mario run into a wall and lose P-speed.
Oh, it was! Sorry, I didn't notice before. ^_^
MrTASer
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YES Vote. And good sound track...
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SFan
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Nice optimization considering how awful this game controls RTA, Mario 4 would be nice to see but I don't see it happening anytime soon with that final boss situation.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [5101] Genesis Mario 3: Around the World by despoa in 08:53.45
Joined: 11/20/2023
Posts: 1
despoa wrote:
PJ wrote:
I am not sure if it works the same way in this game, and I didn't notice anywhere where it would save time, but in Mario 4 you can kind of "store" P-speed by releasing the run button. You lose P-speed if you bump into a wall, but not if you stop running, as long as you are still moving forward.
It works the same way in Mario 3. It was done a number of times to reach platforms where jumping at full speed would make Mario run into a wall and lose P-speed.
PJ wrote:
This is probably not the place to ask, but I'm curious about what emulator issues are preventing Mario 4 from being TASed. When I was practicing, I noticed that the worse emulators (Gens, etc) had a final boss fight whereas Bizhawk just reset when you completed the final platforming level. I assumed it was an emulator bug, but playing on an "authentic" physical copy, it behaves the same way as Bizhawk. The game resets when you complete the final stage and you don't fight the final boss. Probably a tricky ruling to make...
I was thinking it's not emulator issues but actually the consequence of playing the game on a more accurate emulator. Even if Mario 4 was allowed to be TASed on Gens, I don't think I would do it as it lacks something like TAStudio and the traditional use of multiple save states and frame advance isn't something I'm used to.
Disabling Address Errors allows the game to continue to the boss, This is an option in Genesis Plus GX. Additionally, not emulating the Z80 bus control (allowing both the 68k and Z80 to access the bus at the same time) allows the BGM to continue playing after a PCM sample has played (e.g. bricks breaking, Mario falling, pipe sounds, etc.) The question remains if you should resort to intentionally making the emulator inaccurate for this.