The third installment of the popular Mario series came out in February 1990 and introduced many new ideas for Mario games: a world map, usable items, and the ability to fly. Mario must fight Bowser's seven kids in his quest to save the Princess from another kidnapping.
Runs on the NES version:
Runs on the SNES version:
Return to the Game List, the FAQ, or the Home Page.
0:10:48 by Freddy Andersson
Get Flash to see this player.
Author's comments:
The game itself is kinda frustrating to run sometimes. I passed the hand level 26 times out of the 248 times I reached them. That means more then 90 % of the runs was ruined there. Then you have to keep playing perfectly and hope that the sun does not shows up on a bad spot in 8-2. You also have to play four boring slow-scrolling levels. You better need good patience if you try to run this game. I think this really is a high quality NES speedrun for the moment and that I really took the record to another level. And I was planning to hold this record for a while. It feels a bit unnecessary to beat the record with this many seconds. For a short Mario speedrun like this when every second is an hughe step. Good luck whoever try to beat this run (AndrewG comes to mind)
SDA speedrun History:
I did statistic while attempting this speedrun and I figuried that you might find it interesting. I started with the counting when I started attempting this run in early 2009.
Total amount of attempts: 2968
Attempts that did reach World 8: 354
Attempts that ends during "Tank 1" or "tankship": 91
Attempts that reached the hand levels: 248
Finished Attempts: 115
Times I got under 11 Minutes in the right order.
10:56
10:55
10:58
10:57
10:55
10:57
10:54 - (August 24th. 2008)
10:53
10:52 - (September 8th. 2009)
10:52 - (September 9th. 2009)
10:48 - (October 25th. 2009)
ending time for all levels (Best time ever) ((Best possible time?))
1-1 294 (294)
1-2 293 (293)((294))
1-3 287 (287)
Forte 289 (290)
Tank1 165 (165?)
Tankship 199 (199)
Airship 239 (239)
8-1 288 (289)
8-2 291 (292)
Forte 374 (375)
Tank2 210 (210)
Bowsers Castle 263 (263)
1-1
The jump over the Pirhana plant could be done tighter but I decided that 294 was good enough no matter what it should looks like.
2-1
First I started attempting doing backward jumps like the TAS and I was extremly close to finnish the game in 294 a couple of times but AndrewG told me that getting P-speed early is a lot easier (even if he failed in his 11:01 run) and I figuried that after a lots of practice I could get 293 almost consistently with the early p-speed Strategy. I decided that getting at least an high 292 and early P-speed was the way to go. Mostly I got 293. But I think 294 is possible using backward jumping but it was way to risky in my situation.
3-1
Again, thanks to watching andrewG playing at MAGFest I copied his strategy to get early P-speed this way and I figuried that I must do this to save worthfull time. I got good hang of it but even so This level was the one that I think destroyed most runs for me in total. Specially when I decided to bounce at the Goomba and hit the Mushroom right away instead of landing on the ground. 287 is the best I can get.
Fort 1
This Castle is troublesome to perfect. 289 is acceptable for me. 290 is rare for me though.
This is about what I thought was acceptable for the first world (About +-1 sec. was normal). I pretty much did no mistake. 3-1 and the forte could probably be improved with at most 1 second. I was lucky to get a Flower in the end of 2-1 which means that I do not have to brake down before the box later in 8-1 to be sure to not get three stars in a row. I think the chance to get a Flower when entering the ending area in full speed is about 10% (Star 90%, Mushroom 0%).
It is also one thing on the world map that makes sense to the ending time and its totally luck based. The hammer bros on the world map is more often then not is taking "2-steps" moves between every level but all in all he use to do one or two "1-step motions". Sometimes he does only one "1-steps" and sometimes more "1-steps" then two. This time he does 2-steps all the time except for once. So the results varies with about 2 seconds but is mostly just about 1 second
Tank 1
I cant beat this easy level much faster. I just tried to take a few 1-ups without getting hit.
Tankship
Taking the Fire-flower is troublesome and this thing killed at least 50 runs. but Its so necessary saving about 5 seconds for each boss fight ahead. and also saves me time in the other stages.
Airships
This level is not a problem.
8-1
I think I did a good job here and used a new strategy when I bounce at that enemie in a duck jump. It was a bit of a risk but I could not find a better and easier strategy to almost perfect this level.
8-2
The main challenge here is that I want to keep the P-speed during the last hill and I did it. Also I need some luck. Its about a 10% chance that the sun really is in the way when you are landing after the first gap which is full of all those music notes.
I did lose the P-speed however when I crossed the last gap but Its hard to notice that it did cost me any time at all because I kept jumping all the time
Forte 2
I Think this is the best place to use the star but I am not totally sure. Thankfully I decided to enter the first door fast enough jumping only twice. Because of nervousness though, I jumped a bit late so I did not enter the last door as fast as possible. That is pretty much the only detail That I would call a mistake in this run.
Tank2
I use to bounce up to the roof so I can get a coffe-pause. I knew my time around here was extremly good and my heart started pumping harder and I think I was more nervous then normally. Because I have been in this situation a couple of times before. And I knew I had the hardest challenge ahead.
Bowsers Castle
Thankfully I finnished this level very fast. I even tied my best times here (263). That long starway before the Wall Zip and the Wall Zip itself is very hard. but keeping the P-speed in the room before bowsers chamber is probably even harder. I killed him pretty fast. I think 264 would be possible but I have never get it at least what I can remember.
Credits goes to
Andrew Gardkis
Without your 11:01 run I would probably not try to improve my 11:03. I watched you playing Super mario at MAGfest at new year 08/09 and it teached me a few important things. First of I was very impressed over how good execution you had with your simple NES PAD made hard tricks looking very simple. I realised I had to put much concentration on the execution.
We also raced each other on this game and had a lot fun. I guess you might attempt taking back this record. And if so, I wish you all the luck ;)
Christoffer "Chrissen" Antilla
We raced and played this game a bunch a couple of years back in time. Your PAL runs on 14-15 Minutes gave me a great Challenge to beat
Mikael Sjöberg
You Finnished a couple of PAL runs under 15 Minutes too and is always a good friend.
Jimmy Olsson
Also tried speedrunning the "harder" PAL version togheter with Mike, Chrissen and myself.
I also want to say thanks to my "gamers-friends" here in Scandinavia whoever it is that likes to hear anything about my attempts over this game. From Cowabunga.se, NESDB.se and retro1.no: Arctic Eagle, Nystroem, Tompa, Gudlock, Kreese, Piccolo, Wery and more.
I also want to say thanks to the SDA Crew Again and all the members that keep the site alive. I am a bit stooked about DJGrenolas recently Comeback showing us a new version of SDA. I hope this project will someday be completed and that the site will keep growing. All the runs and records needs a better community. I am so thankfull for what you guys are doing. For a while it felt like there was no development at all but now it feels like there is a bunch of hopes again .
For now I am not sure which one will be my next project. I have a lots of them but I don“t have time for it. But I have been trying to improve my Contra run some. I am looking forward to this years MAGFest. I will probably try to run this game live over there.
If you want to find more information about my speedruns the I can recomend you to check out my website. Frezyman.com
Author's comments in Swedish:
Det hela tror jag började på min femte födelsedag. Jag fick en del pengar den gången och hade råd att köpa vilket spel jag ville och det blev mario 3. Det tog ett par år innan jag lyckades varva spelet skulle jag tro men efter det så kom jag över en guide och sedan dess har jag spelat spelet egentligen ganska regelbundet. Sä kert med många lä ngre uppehåll men jag vet att jag gick igenom spelet vä ldigt noga och försökte hitta allt redan innan tonåren.
2004 Hörde jag rycktas om en film på Super mario bros 3 dä r någon lyckades klara spelet på 11 Minuter vilket jag inte kunde tro förrä ns jag såg det med egna ögon. Jag lyckades få tag på filmen och det tog inte så lång stund innan jag blev övertygad om att det måste vara fusk inblandat. Några trick han gjorde kä ndes omöjliga. Men jag bestä mde mig för att sjä lv försöka sä tta en bra tid på spelet och klockade mig sjä lv på 17 Minuter.
Det gick ett tag innan några vä nner till mig. Mikael, Jimmy och Chrissen försökte springa igenom första banan perfekt och lyckades med detta. Jag blev också involverad och det slutade i olika mä tningar och nya tricks. Vi kom underfund med att nä r "Japanen" spelade så gick spelet snabbare ä n nä r vi spelade. Det var mer ä n 2 sekunders skillnad bara på första banan.
Jag jagade runt lite på ett par communities jag hittade. Det var då jag hittade mä ngder med andra speedrun filmer och kom underfund med att det skiljer 16-17 % i hastighet emellan ett Amerikanskt och ett Europeiskt Nintendo. Jag hittade också Richard Uretas vä rldsrekord på 11:11 och då blev det hela helt plötsligt mycket mer intressant nä r jag fick reda på att den filmen som vi först hade var gjord på en emulator med save-states och slow-downs. alltså FUSK. Det ä r nä mligen omöjligt att b la ta så många extraliv i verkligheten. Det går inte berä kna vart man ska studsa på alla bomber eftersom dom går lite som de sjä lva kä nner för.
Jag och mina vä nner hemma i skövde pressade våra personbä sta och jag blev verkligen involverad och vä grade ge mig. Till slut var vi nere på runt 14 Minuter och jag vill minnas min bä sta tid på europeiska versionen blev 13:50 innan det inte var någon vits att fortsä tta för jag hade inget motstånd.
Efter ett par år hade jag i alla fall fått tag i ett Amerikanskt Nintendo och en Inspelningsbar DVD som kan spela in det Amerikanska NTSC systemet. Jag spelade varje dag en hel sommar vill jag minnas och hade sedan en paus under vintern innan jag sommaren 2007 Lyckades klocka 11:03. Nytt vä rldsrekord. rekordet kom också med i Guinness rekord bok 2008 (TV/Data-spelsutgåvan) som jag förövrigt sjä lv köpte på Coop Forum i Skövde.
Rekordet höll sig ett år och det var ingen större chock nä r det blev slaget med två sekunder ä ven om jag önskade att det skulle stå sig lite lä ngre. Jag var beslutsam om att jag skulle ta tilbaka rekordet men det dröjde till årskiftet 2008/2009 innan jag startade projektet. Vid nyår var jag på MAGFest. En Spelfestival i Washington DC dä r vi var en hög speedrun entusiaster på SDA som samlades och dä ribland var Andrew Gardkis. Den dåvarande rekordhållaren på Mario 3. Mannen som klarat Super mario bros 1 på 5 minuter blankt. Det var lä rorikt att se han spela. Han hade helt enkelt lite bä ttre precision ä n mig så jag hade lite att öva på nä r jag kom hem.
Det tog flera hundra försök innan jag lyckades ta tilbaka rekordet. Jag trä nade hårt för att få in de nya teknikerna på bana 2 och 3. Helt enkelt att få upp P-farten tillrä ckligt snabbt. Ganska riskabelt för min del. Och givetvis massor av trä ning på bana 8-1, 8-2, 8-forte och Bowsers Castle.
Det bä sta sä ttet att trä na det hä r spelet på ä r att döda sig sjä lv i slutet på vä rld 8. Då får du starta om på vä rlden utan att behöva spela alla tank banor. På det sä ttet slipper du alla slow-scrollers. och en fire-flower plockar man upp på tredje "hand-banan".
Jag har inte övat någonting på emulator som oftast ä r en bra idé men på Super mario bros 3 ä r det verkligen stor precision man måste anvä nda sig av och då fungerar det inte så bra att spela med en NES-USB konverterare för att knapparna laggar litegrann.
Den hä r genom springningen av Super Mario bros 3 ä r hur som hellst ganska nä rma perfekt. Det går att bugga sig igenom ytterligare en vä gg i Bowsers caslte. Det hade sparat ett par sekunder men tricket ä r så svårt att sä tta att jag inte ens orkar mig på att försöka. Men jag vet att det i teorin borde vara möjligt. Man kan också ha lite mer tur nä r det gä ller hammarbrodern som spatserar runt på vä rldskartan på vä rld 1.
Officiella Mario 3 rekord i historien:
Nä r jag spelade mario 3 så antecknade jag varje litet försök med en pinne på ett papper. I viss mån antecknade jag också tider och vart mina försök misslyckades. Hä r ä r statestik som jag tycker ä r kul att ha så hä r i efterhand.
Observera att jag inte började föra statistik förrä ns tidigare i år då mitt personbä sta redan var 11:03
Totalt antal rekordförsök: 2968
Försök dä r jag nådde vä rld 8: 354
Försök som slutade vid "tank 1" eller "Tankship" (Oftast PGA blomman på fartyget): 91
Antal försök dä r jag nådde "hä nderna": 248
Försök dä r jag gick hela vä gen och faktiskt varvade spelet: 115
Alla gånger jag klarade spelet under 11 Minuter.
10:56
10:55
10:58
10:57
10:55
10:57
10:54 - (August 24th. 2008)
10:53
10:52 - (September 8th. 2009)
10:52 - (September 9th. 2009)
10:48 - (October 25th. 2009)
1-1
Hoppet över Prihana plantan i början kunde nog ha varit lite tajtare men det enda jag bryr mig om på den första banan ä r att få slut-tiden 294. Då ä r jag nöjd.
2-1
Nä r jag började trä na det hä r spelet igen så började jag med att pröva på TAS videons teknik dä r han anvä nder farten han får av att åka kana nerför första slä nten. Men då måste man hoppa utan att förlora farten hela vä gen till mål. Jag insåg att det var vä ldigt svårt ä ven om det ä r möjligt att få 294 på det sä ttet. På MAGfest berä ttade AndrewG för mig att det faktiskt inte var så svårt att få en tidig P-fart istä llet (Vilket han misslyckades med i sin speedrun). Jag listade ut att jag mer eller mindre kunde få 293 med den hä r tekniken om och om igen. Och om jag misslyckades så skulle jag bara trycka på "reset".
3-1
Igen så visade sig Andrews tips vara vä rdefulla. Han visade mig att det inte var så förbaskat svårt att få upp P-farten förre hammar broden som kastar boomerang. Jag skrotade min gammla strategi och började enbart min nya. Det svåra var att göra ett tillrä ckligt lågt hopp vid rä tt tid över sköldpaddan. Det var också svårt att studsa på Gomban senare och få tag i svampen utan att nudda marken emellan.
Fort 1
Slottet ä r krångligt att sä tta perfekt vilket ä r 290. Så svårt så att jag inte ens tyckte det var helt nödvä ndigt att få en sån bra tid. Jag nöjde mig med 289. Om jag ska tala sanning så vet jag inte ens om jag sä ttit den hä r banan perfekt. Det ä r svårberä knat då man måste spela i blinda för att nå det hemliga rummet. Jag har trä nat oerhört mycket men ä ndå så tycker jag det ä r vä ldigt svårt att få 290.
Så långt så ä r jag ganska nöjd. 1-3 och fortet var inte perfekt men ganska nä rma. Jag lyckades ju få en blomma i slutet på 1-2 vilket sparar mig nä rmare sekunden då jag kan ta en stjä rna senare på 8-1 Annars hade det slutat med att jag fått tre stjä rnor i rad och det kostar mycket tid att vä nta på scenen nä r en stor stjä rna ska stiga upp i himlen och 3 extra liv ska inkasseras. Jag kunde också haft lite mer tur eller otur med hammar brodern. Men det ä r ungefä r vad jag tycker ä r godkä nt för vä rld 1.
Tank 1
Den hä r tråkiga banan går inte klara mycket snabbare. Det ä r bara se till att jag går in i röret nä r det dyker upp. Ge fan i att bli trä ffad av kononkulor och bomber samt att peppra ner Koopa snabbast möjligt.
Tankship
Att ta blomman ä r absolut nödvä ndigt eftersom jag b la kan döda de kommande tre bossarna nä rmare 15 sekunder snabbare. Banorna går ju också att klara snabbare. Att flyga ä r ingen bra idé då du förlorar farten på en gång. Men att ta blomman ä r ganska svårt. Jag tror minst 50 försök har ruinerats just hä r.
Airships
En bana som jag spelat så många gånger. Alla fiender och skepp ä r ju memorerade. Kan inte göra det så mycket snabbare.
8-1
Jag gjorde ett bra jobb hä r. Skä rde av alla hörn ganska bra. Jag listade ut en ny strategi som innebä r att jag ä r tvungen att duck-hoppa under en grön sköldpadda och sedan studsa upp i luften på nä sta sköldpadda. Det ä r lite knivigt men brukar gå fint med lite trä ning. Det ä r i alla fall snabbaste strategin som jag hittat för den hä r banan.
8-2
Den hä r banan innebä r två större utmaningar. Först och frä mst så hoppas jag att solen inte dyker vid fel tillfä llen. En ren gissning ä r att solen ä r i vä gen var tionde gång jag ska forcera den hä r banan.
Sen ä r det svårt att behålla P-farten igenom hela banan. Sä rskilt uppför sista backen dä r man ska skjuta 3 krukvä xter. Jag råkade av någon anledning förlora P-kraften nä r jag skulle hoppa över sista hålet men det kostade mig ingen tid då jag fick hoppa regelbundet in till mål.
Forte 2
Jag tror det ä r hä r man bä st utnyttjar stjä rnan jag har men det ä r ingenting jag mä tt på. Det svåraste tricket ä r att krossa blocken och kliva in i dörren genom att enbart hoppa två gånger.
Jag råkade gå in i den sista dörren lite sent men jag förlorade inte mycket tid på det. Jag hoppade egentligen en halv sekund för sent så det blev egentligen det enda misstaget i den hä r genomspelningen.
Tank2
Jag brukar studsa upp på taket. Det ser lite kul ut om du inte har sett det tidigare men det ä r också skönt att kunna ta en klunk vatten eller dricka lite kaffe som jag ibland gör nä r jag spelar. Jag visste att tiden jag låg på var vä ldigt bra så hjä rtat slog ganska hårt och det var bara ladda batteriet inför sista banan. Jag visste att det skulle blir svårt.
Bowsers Castle
Tack och lov så lyckades jag genomför banan vä ldigt snabbt. Jag tagnerade till och med mitt personliga rekord (263). Det ä r nog möjligt att få 264 men det har jag nog inte lyckats med.
Den långa trappan och vä gg-buggen ä r ganska svår men vä rst av allt ä r att ha P-farten igenom sista rummet före bowser. Du vill inte veta hur nervös jag var hä r och hur glad jag blev efteråt.
Tack går till
Andrew Gardkis
Utan din 11:01 rekord hade jag nog inte försökt förbä ttra min 11:03. Jg fick se dig spela på MAGFest 08/09 och jag lä rde mig några viktiga detaljer på kuppen. Det var kul att se dig göra Wall-jump på Super mario bros och en del annat. Du fick det att se så enkelt ut och det gjorde att jag sjä lv lade ner större koncentration på att trycka vid rä tt tillfä llen. Vi spelade också mot varandra på var sin TV samtidigt. Jag gissar på att du kanske försöker slå det hä r rekordet någon dag.
Christoffer "Chrissen" Antilla
Vis pelade det hä r spelet en hel del för några år sedan och din tid på, om jag minns rä tt, 14:20 var en rejä l utmaning att slå. Ditt spelande hjä lpte mig att finslipa mina skills på spelet, helt klart. Du ä r också en bra vä n.
Mikael Sjöberg
En annan skön lirare som har klarat Mario 3 under 15 minuter många gånger. Jag minns inte ditt PB exakt men det var i alla fall under 14:30. Vi har ju tä vlat ihop på en del andra spel också som har varit kul. Mycket Mega Man 3 b la.
Jimmy Olsson
En annan lirare som jag spelat en del spel tillsammans med och då frä mst SMB3. Kul att vi var flera stycken som höll på att spela på den tiden.
Jag vill också sä ga tack till alla gamers hä r i Skandinavia. Jag tä nker frä mst på tre olika communities. Cowabunga.se, NESDB.se och Retro1.no. Det ä r alltid trevligt nä r någon bryr sig. Tä nker b la. På Arctic Eagle, Nystroem, Tompa, Gudlock, Kreese, Piccolo, Wery and more.
Och jag vill tacka Crewet på SDA. Nate, Mike, Kevin, Nolan, DJ. Kul att se att det har hä nt lite på scenen det senaste. Hoppas att hela den undervä rderade communityn kan utveckla sig ä nnu snabbare i framtiden.
Vet aldrig vilket som kommer bli mitt nä sta projekt men jag har planerat att ta tilbaka mitt Mega Man X rekord och förbä ttra Contra. Jag har massor med planer men dessvä rre inte ens tid till en bråkdel utav det. Om ni ä r nyfikna kan ni ju alltid titta in på min hemsida Frezyman.com dä r jag ska försöka hålla speedrun scenen något uppdaterad och sammla massor av lä nkar, bilder och annat kul.
0:55:43 by Mitch Fowler.
Get Flash to see this player.
Author's comments:
Now for the real topic SMB3
World 1
1.1 294 with the mushroom tb, can't see it being done any faster concidering you want the mushroom early so you dont have to worry about it on the next two cards.
1.2 Easier with the p speed trick and more reliable than the TAS slide jump, giving me a soilid 293
Fort 1: comfortable for me, there is other ways to do this fort but most reliable on my part.
1-5 went well
1-6 perfect
Hammer bro: this and one other spot on the map where the HB sits you get a mushroom in the last block, i use this mushroom to skip the 1 second delay of power up time just as the screen exists so no time is wasted, infacted a second off my time occurs.
In a nut shell this world went great.
World 2
2-1 1 second lost due to hitting all the blocks, no complaints
2-2 this level has hated me since i have played this game, didn't go as well as planned but still an ok time and i didn't lose my big
Fort 1: this level went great but there is one small very difficult thing you can do to achive 279 while you are small and it uses no items. This technique takes place in the spike room and getting through the door in one sequence...i tried to do this but its about a 7.5% chance of happening...not worth quiting my run.
2-3 great
Sun: not problems
2-5 much better than my last run....p.s the turtle shot is clearly not a glitch its how the game works
Pyramid: went fine
Hammer bro: good item snag
Castle: you never know if hes going to jump,run,shoot, jump shoot, or just stand there like an idiot.
World 2 went alright, it is most likly my worst world in the run :(.
World 3
3-1 perfect
3-2 no complaints
Mushroom house...you'll see
3-3 went well
Fort 1: lame nudge, great recovery
Hammer bro 1&2: need both to help activate the bridge, first one went ok but the second one was my worst and only bad hammer bro in the run (thank god)
3-4 went great
3-8 went great
3-9 awsome!...on a side note thoose jumps can be sooo hard to time like the one inbetween the two bombs
Castle: the boss fight went smooth
All in all the world went pretty sexy
World 4
4-1 awsome
4-2 got lucky with the fish at the end
4-3 perfect
Hammber bro 1&2&3: need all of them
4-4 frog suit!!!!
4-6 you cannot keep your p meter and get past the two plants without the star. You cant jump inbetween the two plants and get around them without stopping. You cant land on either gomba and get a boost jump over the plants while keeping your p meter. What you can do is get the star keep your p meter and minimize every single turn back after the two plants while keeping your p meter till the end..and have fun killing everything.
Fort2: great battle
World 4 went great
World 5
5-1 p wing slower due to 3 seconds of real time from the pipe and wastes the p wing, went well
5-2 beautiful
Fort 1: i cant rely on the begining jump, other than that went suberb.
Hammer bro 1&2: need both on the bottom of this world, do not need the top one..thank god it moves out of my way
Twisty castle: extremely tough to get 281...maybe 282?? GL.....
5-4 changed to more reliable route, didn't lose much time doing so
5-6 omg so much fun, difficult, and awsome
5-7 took a while to incorporate losing my big then gaining my p meter, keeping the jumps, and then doing the side block jumps
Hammer bro moved :)
Fort2: awsome
5-8 perfect
Castle: went fine
World 5 was very tight not much time can be taken off
World 6
Hammer bro 1&3 need in this world not 2
Fort 1: it did what i wanted to last run and i didn't die!
6-4 no complaints
6-5 tried a new route saved 6 seconds of pipe time and exit at 281
Fort2: went great
6-8 the star saved me from stopping and grabbing the shell
6-9 pretty clear
Forgot the hammer bro suit my appologies a sacrifice of 12 seconds sorry, i bet had i just left it and been like eff that i probably would have broken concentration and routine and this run would not exists
Fort3: little mistakes lost about 2-3 seconds
Castle: wanted to lose my big to obtain the 207
World 6 went retardedly good....for me atleast iunno whos out there
World 7
7-1 no 282 in the pipe but i can live with it obvi!
7-2 so close to destroying my controller and having to end my run, a rather good level though
7-3 went pretty well concidering i had my leaf
Fort1: give away
7-6 give away
7-7 give away
7-9 had to suffer with the lag due to not losing my big...instead i landed on him and he fell down the hole...im not going back for him
Castle: went fine lets keep that fire power
world 7 went awsome dudes!
World 8
Tank1: kept the fire power
Ship 1: kept fire power didn't lose 7-10 seconds
Hand1: sorry im not shutting down my run for this hand, went rather fast though
Hand2: or this one
Airship: kept fire power didn't lose the seconds
8-1 what i did is what i wanted to do :p
8-2 no frezy but gets the job done
Fort1: only one way to really get this done.....the right way
Tank2: biggest joke
Bowsers castle: went great concidering i was shaking, and almost flushed my run down the tolit from bowsers last fire ball going into the door.
This run worked out alot better than my last two previous runs from begining to end this all took me probably about 4-5 months total and about 500-1000 attempts. Other than in world 2 boss battle every big i lost i wanted to and every big i gained was to get taken away to benifit my p meter great stradegy only if it saves from the original time plus the 1 second delay from getting. Thanks to everyone i hope you all enjoy!! LG
Mario 3 Single-segment 100% 1:24:07 by David Gibbons. A bloopers file is also available.
Author's comments:
This is a "100%" run through the Mario All-Star's version of Super Mario Brothers 3, which contains updated graphics and sound compared to the NES version. I play every stage and defeat all wandering hammer brothers and the piranha plants in world seven. No whistles, hammers, or clouds were used to skip any part of a world map. I play using Twin Galaxy's rules, which means I do not abuse wall jumping or warping through walls or other barriers.
Although this is a faithful adaptation of SMB3, it does differ from its NES predecessor in a couple areas. Mainly, the proportions of some of the stages are slightly off in some areas -- slight enough to make some tricks impossible from the NES run. I really didn't notice until I started running and comparing it to the emulated run.
Speaking of which, I have to thank the guys over at Bisqwit's site. The runs over there were quite useful to me and I tried to mimic their moves as closely as possible.
Let's get the general strategy out of the way. First off, I need to be mindful of the roulette box at the end of each stage. Netting three of the same card triggers a fireworks/celebration sequence that eats up 10+ seconds, so that must be avoided. Generally, running full speed will earn you a star, so if you see me slow down, jump a lot, or generally act goofy near the end it's because I'm trying to earn something other than a star.
One thing to keep in mind when watching this run is that some of the enemy positions/actions are somewhat random. Boomerang brothers and jumping cheep-cheeps, in particular, are quite unpredictable. Sometimes enemies don't even spawn where they're supposed to!
In worlds 3, 5, and 6 I need to be careful not to turn the wandering hammer brothers into magic coin ships. Basically, if you get your coin total to be a multiple of 11, an even time, and the ten's digit of your score to match the digit of the coins (e.g. 77 coins, score of 171) then the hammer will become a ship. This basically means the end of my run and has happened maybe 10 times on accident (especially in world 5, where the lakitu and his spikeys give coins as you finish the level).
Let's get down to the nitty gritty:
Grass Land:
In the Fortress, it's possible to grab the leaf with a full p-meter and instantly fly to the top. Unfortunately I only pull this off every 20 runs or so. That saves about five seconds.
Desert Land:
No big complaints from me here! I did hang on to my fire flower a long time, though, so I had to take some hits so I could be small for the pyramid stage.
Water Land:
3-2 is kinda scary due to the freaky cheep-cheep hit detection. Sometimes the piranha plant at the end doesn't spawn for some reason...but it does here.
Laugh at my hammer brothers misfortunes -- more embarrassing than a time waster, though.
In the first fortress, that high jump is possible. No biggie that I missed it, though, since it seems 50/50.
3-4 was solid until where I forget to jump over one of the hills. Maybe only costs me a second, but makes me look too cautious.
I lost two seconds on 3-7 because I slowed down a bunch to NOT get a star at the end and got a star anyway. Boo!
...is the King Mario's long lost uncle?
Giant Land:
Aside from a couple of lost seconds on 4-3, this was an excellent run through. Speaking of that stage, the giant hammer brother at the start is random -- sometimes he'll remain on the ground, sometimes he'll jump, so I have to have good reflexes to not get hit.
Is it just me, or is Iggy's ship the slowest scrolling level in the entire game? And wow at me getting hit against Iggy himself...that looks so wrong.
Sky Land:
In 5-2, the original idea was to slide down the hill and then bounce off the goomba's head. However, this was deemed too risky by experience, so I decide to take the 2 second hit and do the normal jumps.
Hammer Brothers got rocked. I HATE THEM! They burn the precious!
I lose my raccoon power on purpose in the second fortress so I can do the awesome looking running + jumping off Lakitu's head trick in 5-8. Unfortunately, I jump one platform too soon and I fail miserably and look like a friggin' idiot. This, combined with the fact I set off the fireworks at the end, made me want to restart. I lose 10 seconds from the fireworks and maybe three seconds from the rest of the stage...the only huge, regrettable stage in this run. Did you like my improvised play after taking the hit?
And yeah, the way I got the last two stars was really strange. I am in a statistics black hole!
Ice Land:
Oh boy. When I was little and got here I considered myself in strange and difficult territory. This ended up as a graveyard of good runs, although not where you may think.
Keeping the fire power was crucial for the speediness of 6-6, a horrible level that ended many promising runs.
6-5 is also scary because of the beetle that throws the stupid block. That also ended some runs. Luckily, all went well.
6-10 makes me very, very nervous, just due to the numerous pits near short, icy pieces of land and the beetles and the spinning platform and...and...
In the third fortress, at the last obstacle before the door with the triple boos, I know how to get past -- simply run across and then jump the last boo in the floor. Yet, almost every time I run it I think, "This time will be different! I must jump to save myself!"
Lemmy is supposed to be insanely easy yet I get hit -- how embarrassing. I'll blame poor hit detection on that stupid ball and move on. =]
Pipe Land:
This is where my huge supply of items comes into play. In this world alone I use 3 p-wings, 4 invincibility stars, and a mushroom.
Yes, I was very frightened of getting another star animation on 7-1. I may not have restarted right then and there -- I would have finished for practice -- but I wouldn't have submitted it.
IMO, 7-8 is by far the most difficult normal level in the game -- hence, the invincibility and the use of the pipe to skip most of the above ground action.
The second fortress is, in my estimation, the most difficult one in the game, what with the fireballs and lava and pipes and ghosts and balls of death and the falling pipe jump and the small Mario vs. big Boomer in the small area and ...and...yeah. Many promising runs died here. Can you taste my fear as I attempt to extract the star from the block?
I was an idiot on the ship with the screw platform and the flame gun.
Dark Land:
I hate scrolling levels with a passion, therefore this world doesn't sit very well with me. It would've been comical to die in one of the hand stages, maybe due to a cheep-cheep or some such. The two normal stages are handled with easy strategies. The only real hackle raiser is the fortress but I've played it so much it's almost automatic. Still, dying to the Boomer on the scrolling floor would've been quite soul crushing.
Why couldn't I enter the damned pipe in the first hand stage?
Bloopers:
I think most of these speak for themselves, except for the one where I die inside the pipe. That had me so confused and lost. The only thing I can figure out is that I went through the pipe "too fast" and got "caught" against the scrolling wall and the game considered that dying (like if you stand behind a wall and let the level scroll you to death). That's the only explanation I can think of since I went from raccoon Mario to dead instantly. I've gone through that pipe hundreds of times since and haven't been able to recreate it.
I included the Ludwig fight because it was humorous that I almost died because I couldn't shake out of the constant earthquakes and because I thought you may find it impressive how I barely dodged all the wand attacks as small Mario.
The Hammer Brothers death is the best because I make so, so many mistakes in such a small timeframe.
What's up with the flash of the Goomba? That's Breck's sense of humor -- too much fight club viewing.
Yes, one of the bloopers was "faked." The one where I have 4 lives on 1-6. I used to perform that strategy before I found out how much easier the leaf is and that happened to me maybe 50% of the time...I thought it was too funny to leave in the mists of time.
Enjoy!