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
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
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
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.
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.
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
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)