The Super Mario Bros. 3

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SuperMachoBros
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The Super Mario Bros. 3

Postby SuperMachoBros » Mon Dec 23, 2024 3:05 pm

Image

Hello everyone, welcome to my first episode "The Super Mario Bros. 3" version BETA v1.0 based on the legendary game "Super Mario Bros. 3" and episode "Super Mario Bros. 3 Special" by "JonLovesLegos". I've wanted to make this episode for a long time but I've had a lot of problems, for example, i had already finished this episode but with 16-bit graphics, however, after the last update, many npcs, blocks, backgrounds, etc. became unusable due to their replacement, so i decided to do it from scratch and make sure it doesn't happen again, at least for a while before another possible update, and this time using 8-bit graphics, since i consider them nostalgic, pretty and simpler to work with.

What is The Super Mario Bros. 3?

As i just mentioned, it is a game based on the epic Super Mario Bros. 3, that is, a clone that tries to imitate the original game as much as possible and even improve it. Obviously, there are factors that make an exact clone of the same game impossible at the moment, but it meets most of the characteristics that make it an authentic clone.

Why clone Super Mario Bros. 3?

It is a game that, like me, many people love, therefore, i consider that it should be enjoyed within the great fan game "SMBX", as well as other 2D sequels of the Super Mario Bros franchise.

What "improvements" would The Super Mario Bros. 3 have?

The improvements of this game would be at the level of gameplay, graphics and music.

Gameplay:
Spoiler: show
- Unlike the original game, The Super Mario Bros. 3 is trying to mix mechanics from Super Mario Bros. 3, Super Mario Bros. 2 USA, Super Mario World and New Super Mario Bros, for example, they are trying to make abilities like "Spin Jump", "Super Jump", "Ground Pound", "Wall Jump", "SMW Inventory", etc. abilities that are acquired based on collectibles that the player obtains through the levels, in order to make the gameplay much easier, especially for future levels with high difficulty.

- Enemies and powerups from franchises after Super Mario Bros. 3 will also be added in future levels after beating Bowser for the first time.

- There will be unique levels in the style of Super Mario Bros. 3, but there will also be regular mechanics like Puzzles, Platforming, Tryhard, etc. including secret levels in the style of Super Mario World, as well as special levels like the "e-Reader", Lost Levels and optional ones that will test the skills of even the most experienced player (Kaizos).

- Enemy and item colors are very important because they are indicators of difficulty, the most common order is Green, Red, Blue and Yellow, but don't be overconfident, enemies like Goombas will have a different order, while others like Thwomps won't even be that colorful, so you have to use common sense.

- Bosses will get progressively harder, and you'll even have to use ingenuity or certain mechanics to beat them.

- Autoscroll has been created using as base the camera scripts created by MrDoublea, using invisible blocks and timer events, you have to stay inside the camera, if you try to be above it, an invisible wall will prevent it, but if you try to be below it, you will die.
Graphics:
Spoiler: show
- The game has the same 8-bit graphics as Super Mario Bros. 3, only with slight and noticeable improvements.

- The background of the levels is better set, using as a base the backgrounds created in Super Mario Maker 2.

- Enemies from other Super Mario Bros sequels have been remade in the style of Super Mario Bros. 3.

- New graphics have been added to the episode map, such as more levels and cliffs in the style of Super Mario World.

- The original color palettes from Super Mario Bros. 3 have been used, it cost me a lot to get them but I managed to do it, and these were used to color each graphic in the game.

- The levels were graphically modified to create a theme adapted to the worlds, such as the example, the color of the pipes and the blocks of castles of the "Sea Side" are blue.
Sound:
Spoiler: show
- All SMBX sounds and musics have been replaced with Super Mario Bros. 3 sounds.

Well, having said the positive things about this episode, now I'll go for the negatives:

World Map:
Spoiler: show
- The game map is very basic, with original mechanics from the fan game SMBX, there are no minigames from Super Mario Bros. 3 like the "Card Minigame", "Puzzle Minigame" and "Duel Minigame", instead they were replaced by a "Random 1-UP Chest Minigame" taken from the episode "Super Mario Bros 3. Special" by "JonLovesLegos". Also, World Map has many graphical problems, it does not accept certain modifications such as animating Levels or Scenerios.
- There are also no secret bonuses like the "Coin Ship" and the "White Mushroom House".
- There is no possibility to destroy doors with the "?-Sphere".
- There is no possibility to break rocks with the "Hammer", in fact, the item was disabled. If this mechanic is not implemented in the episode, it will be replaced by an interactive level related to this mechanic.
- If you lose in the "Airship" levels, an Airship will not appear fleeing the place, so you can still access the castle.
- In the "Sea Side" level there are no boats, if you want to go from one port to another, you just have to enter the port as if it were a level and it will automatically transport you to the nearest port.
- The "Hand Trap" in the "Castle of Koopa" world does not exist, but you will have to overcome the 3 levels related to it.
- The Flute was disabled.
- A dynamic inventory was implemented thanks to the user "JonLovesLegos" creator of "Super Mario Bros 3 Special", but this inventory is limited, it only has items like the Super Mushroom, Fire Flower, Super Leaf, Tanooki Suit, Hammer Suit, Hammer(Disabled), Starman, P-Wing(Disabled), Flute(Disabled). The advantage of this inventory is that it is directly numerical with the items implemented in it, so there will be no problem with filling the inventory like in Super Mario Bros. 3.
Levels log:
Spoiler: show
WORLD 1:
LEVEL 1-1: Work perfect!
LEVEL 1-2: Work perfect!
LEVEL 1-3: The orange note block does not work the same as in the original game, if you get close to the hit box, it will be revealed and when you jump on it, the jump is interruptible and slow. Bumpable "Wood Block" does not work the same as in the original game, since when hit while small, it directly expels the state 3 powerup, skipping the super mushroom.
LEVEL 1-4: Work perfect!
LEVEL 1-5: The orange note block does not work the same as in the original game, if you get close to the hit box, it will be revealed and when you jump on it, the jump is interruptible and slow.
LEVEL 1-6: Work perfect!
HAMMER BROS 1-1: Work perfect!
HAMMER BROS 1-2: Work perfect!
MUSHROOM HOUSE 1-1: Work perfect!
MUSHROOM HOUSE 1-2: Work perfect!
DUNGEON 1-1: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable. If the mechanism in Spike Trap room is activated, the Spike Trap will not stop making the crushing sound, no matter what section the player is in.
AIRSHIP 1-1: Princess Peach Toadstool it does not leave cards with gift items.

WORLD 2:
LEVEL 2-1: Fire Snake is not able to pass through blocks like in the original game. Bumpable "Wood Block" does not work the same as in the original game, since when hit while small, it directly expels the state 3 powerup, skipping the super mushroom.
LEVEL 2-2: Bumpable "Wood Block" does not work the same as in the original game, since when hit while small, it directly expels the state 3 powerup, skipping the super mushroom.
LEVEL 2-3: Work perfect!
LEVEL 2-4: Work perfect!
LEVEL 2-5: Work perfect!
HAMMER BROS 2-1: Work perfect!
HAMMER BROS 2-2: Work perfect!
HAMMER BROS 2-3: Work perfect!
MUSHROOM HOUSE 2-1: Work perfect!
MUSHROOM HOUSE 2-2: Work perfect!
MUSHROOM HOUSE 2-3: Work perfect!
DUNGEON 2-1: If the mechanism in Spike Trap room is activated, the Spike Trap will not stop making the crushing sound, no matter what section the player is in.
QUICKSAND 2-1: Work perfect!
PYRAMID 2-1: For some reason, the Buzzy Beetle falling headfirst into a slope triggers a critical error, but for now this does not represent a problem for the game.
AIRSHIP 2-1: Princess Peach Toadstool it does not leave cards with gift items.

WORLD 3:
LEVEL 3-1: Work perfect!
LEVEL 3-2: Work perfect!
LEVEL 3-3: This level has a lot of issues; 1) Boss Bass has issues making him very dangerous and unstable when the "up & down" layer is added to the water zone, the "up & down" layer was added to the blocks, although these work with certain errors such as killing the player if he is between a block at the bottom and another at the top while the blocks are going up or down. 2) The "up & down" layer applies to all blocks, but not to npcs, such as ice blocks that remain in the air. 3) The "up & down" layer causes the rotary lift to have a graphical error making it look black sometimes. 4) Applying "up & down" to the pipe teleport causes the exit of the same to be affected as well, causing the player to appear in unusual places, if he appears between blocks, the player dies.
LEVEL 3-4: Work perfect!
LEVEL 3-5: Work perfect!
LEVEL 3-6: NPCs ignore Donut Block collision.
LEVEL 3-7: Bumpable "Wood Block" does not work the same as in the original game, since when hit while small, it directly expels the state 3 powerup, skipping the super mushroom.
LEVEL 3-8: This level has a lot of issues; 1) Boss Bass has issues making him very dangerous and unstable when the "up & down" layer is added to the water zone, the "up & down" layer was added to the blocks, although these work with certain errors such as killing the player if he is between a block at the bottom and another at the top while the blocks are going up or down. 2) The "up & down" layer applies to all blocks, but not to npcs, such as ice blocks that remain in the air. 3) The "up & down" layer causes the rotary lift to have a graphical error making it look black sometimes. 4) Applying "up & down" to the pipe teleport causes the exit of the same to be affected as well, causing the player to appear in unusual places, if he appears between blocks, the player dies.
LEVEL 3-9: Work perfect!
HAMMER BROS 3-1: Work perfect!
HAMMER BROS 3-2: Work perfect!
HAMMER BROS 3-3: Work perfect!
HAMMER BROS 3-4: Work perfect!
MUSHROOM HOUSE 3-1: Work perfect!
MUSHROOM HOUSE 3-2: Work perfect!
MUSHROOM HOUSE 3-3: Work perfect!
MUSHROOM HOUSE 3-4: Work perfect!
MUSHROOM HOUSE 3-5: Work perfect!
DUNGEON 3-1: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable.
DUNGEON 3-2: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable.
AIRSHIP 3-1: Princess Peach Toadstool it does not leave cards with gift items.

WORLD 4:
LEVEL 4-1: Work perfect!
LEVEL 4-2: This level has a lot of issues; 1) Deep Cheep has issues making him very dangerous and unstable when the "up & down" layer is added to the water zone, the "up & down" layer was added to the blocks, although these work with certain errors such as killing the player if he is between a block at the bottom and another at the top while the blocks are going up or down. 2) The "up & down" layer applies to all blocks, but not to npcs, such as ice blocks that remain in the air. 3) The "up & down" layer causes the rotary lift to have a graphical error making it look black sometimes. 4) Applying "up & down" to the pipe teleport causes the exit of the same to be affected as well, causing the player to appear in unusual places, if he appears between blocks, the player dies.
LEVEL 4-3: Work perfect!
LEVEL 4-4: Work perfect!
LEVEL 4-5: Work perfect!
HAMMER BROS 4-1: Work perfect!
HAMMER BROS 4-2: Work perfect!
HAMMER BROS 4-3: Work perfect!
MUSHROOM HOUSE 4-1: Work perfect!
MUSHROOM HOUSE 4-2: Work perfect!
MUSHROOM HOUSE 4-3: Work perfect!
MUSHROOM HOUSE 4-4: Work perfect!
DUNGEON 4-1: Work perfect!
DUNGEON 4-2: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable.
AIRSHIP 4-1: Princess Peach Toadstool it does not leave cards with gift items.

WORLD 5:

LEVEL 5-1: Work perfect!
LEVEL 5-2: Work perfect!
LEVEL 5-3: Work perfect!
LEVEL 5-4: Work perfect!
LEVEL 5-5: Work perfect!
LEVEL 5-6: Work perfect!
LEVEL 5-7: Work perfect!
LEVEL 5-8: Work perfect!
LEVEL 5-9: Work perfect!
HAMMER BROS 5-1: Work perfect!
HAMMER BROS 5-2: Work perfect!
HAMMER BROS 5-3: Work perfect!
HAMMER BROS 5-4: Work perfect!
MUSHROOM HOUSE 5-1: Work perfect!
MUSHROOM HOUSE 5-2: Work perfect!
MUSHROOM HOUSE 5-3: Work perfect!
TOWER 5-1: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable.
DUNGEON 5-1: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable.
DUNGEON 5-2: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable.
AIRSHIP 5-1: Princess Peach Toadstool it does not leave cards with gift items.


WORLD 6:
LEVEL 6-1: Work perfect!
LEVEL 6-2: Work perfect!
LEVEL 6-3: Work perfect!
LEVEL 6-4: Work perfect!
LEVEL 6-5: At this level, a recycling event was implemented for all blocks since it is impossible to do it individually. This is because when moving from one session to another, it does not cause the used blocks to be restored.
LEVEL 6-6: Work perfect!
LEVEL 6-7: Work perfect!
LEVEL 6-8: Work perfect!
LEVEL 6-9: Nanny Blooper does not work like the original, she does not have her babies swimming with her, therefore she does not have the ability to periodically scatter them, instead a mechanic was added that when she dies, her children will scatter and chase you.
LEVEL 6-10: Work perfect!
HAMMER BROS 6-1: Work perfect!
HAMMER BROS 6-2: Work perfect!
HAMMER BROS 6-3: Work perfect!
HAMMER BROS 6-4: Work perfect!
MUSHROOM HOUSE 6-1: Work perfect!
MUSHROOM HOUSE 6-2: Work perfect!
DUNGEON 6-1: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable.
DUNGEON 6-2: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable.
DUNGEON 6-3: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable.
AIRSHIP 6-1: Princess Peach Toadstool it does not leave cards with gift items.

WORLD 7:
LEVEL 7-1: Work perfect!
LEVEL 7-2: Work perfect!
LEVEL 7-3: Work perfect!
LEVEL 7-4: Work perfect!
LEVEL 7-5: Work perfect!
LEVEL 7-6: Work perfect!
LEVEL 7-7: Work perfect!
LEVEL 7-8: Work perfect!
LEVEL 7-9: Work perfect!
PIRAHNA PLANT 7-1: Work perfect!
PIRAHNA PLANT 7-2: Work perfect!
MUSHROOM HOUSE 7-1: Work perfect!
MUSHROOM HOUSE 7-2: Work perfect!
MUSHROOM HOUSE 7-3: Work perfect!
DUNGEON 7-1: Work perfect!
DUNGEON 7-2: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable.
AIRSHIP 7-1: Princess Peach Toadstool it does not leave cards with gift items.

WORLD 8:
LEVEL 8-1: Work perfect!
LEVEL 8-2: Work perfect!
TANK 8-1: Work perfect!
TANK 8-2: Work perfect!
BATTLESHIP 8-1: The level does not have a floating effect.
CRAPPYSHIP 8-1: Work perfect!
HANDTRAP 8-1: Work perfect!
HANDTRAP 8-2: Work perfect!
HANDTRAP 8-3: Work perfect!
BOWSER CASTLE: Work Perfect!
Many of these flaws and shortcomings will eventually be corrected since The Super Mario Bros. 3 is in a Beta phase, however, if any user wants to collaborate with the episode, they are welcome and totally free to do so, i have no problem with them wanting to cooperate or modify the episode, it is a gift from me to anyone who wants it. It will also be updated, adding missing features such as the "e-Reader" levels and a set of totally new levels with fun themes and mechanics. If you find any other errors, let me know and i will try to correct them as soon as possible, i also accept criticism and all kinds of help.

Credits for Episode Base, NPCs, Blocks, Systems, Scripts, Graphics, etc.
JonLovesLegos
MrDoublea
Murphmario
Marioman
MegaDood
PlumberGraduate
Chilly
Deltom
Chuchu
FNC2002
MrNameless
S.Koopa0
The Rip Lair


LINK:

https://drive.google.com/file/d/1pEd0qm ... sp=sharing
Last edited by SuperMachoBros on Tue Dec 24, 2024 4:43 pm, edited 1 time in total.

SuperMachoBros
Shy Guy
Shy Guy
Posts: 6
Joined: Mon Sep 30, 2024 11:20 pm
Pronouns: he/him

Re: The Super Mario Bros. 3

Postby SuperMachoBros » Tue Dec 24, 2024 4:43 pm

SuperMachoBros wrote:
Mon Dec 23, 2024 3:05 pm
Image

Hello everyone, welcome to my first episode "The Super Mario Bros. 3" version BETA v1.0 based on the legendary game "Super Mario Bros. 3" and episode "Super Mario Bros. 3 Special" by "JonLovesLegos". I've wanted to make this episode for a long time but I've had a lot of problems, for example, i had already finished this episode but with 16-bit graphics, however, after the last update, many npcs, blocks, backgrounds, etc. became unusable due to their replacement, so i decided to do it from scratch and make sure it doesn't happen again, at least for a while before another possible update, and this time using 8-bit graphics, since i consider them nostalgic, pretty and simpler to work with.

What is The Super Mario Bros. 3?

As i just mentioned, it is a game based on the epic Super Mario Bros. 3, that is, a clone that tries to imitate the original game as much as possible and even improve it. Obviously, there are factors that make an exact clone of the same game impossible at the moment, but it meets most of the characteristics that make it an authentic clone.

Why clone Super Mario Bros. 3?

It is a game that, like me, many people love, therefore, i consider that it should be enjoyed within the great fan game "SMBX", as well as other 2D sequels of the Super Mario Bros franchise.

What "improvements" would The Super Mario Bros. 3 have?

The improvements of this game would be at the level of gameplay, graphics and music.

Gameplay:
Spoiler: show
- Unlike the original game, The Super Mario Bros. 3 is trying to mix mechanics from Super Mario Bros. 3, Super Mario Bros. 2 USA, Super Mario World and New Super Mario Bros, for example, they are trying to make abilities like "Spin Jump", "Super Jump", "Ground Pound", "Wall Jump", "SMW Inventory", etc. abilities that are acquired based on collectibles that the player obtains through the levels, in order to make the gameplay much easier, especially for future levels with high difficulty.

- Enemies and powerups from franchises after Super Mario Bros. 3 will also be added in future levels after beating Bowser for the first time.

- There will be unique levels in the style of Super Mario Bros. 3, but there will also be regular mechanics like Puzzles, Platforming, Tryhard, etc. including secret levels in the style of Super Mario World, as well as special levels like the "e-Reader", Lost Levels and optional ones that will test the skills of even the most experienced player (Kaizos).

- Enemy and item colors are very important because they are indicators of difficulty, the most common order is Green, Red, Blue and Yellow, but don't be overconfident, enemies like Goombas will have a different order, while others like Thwomps won't even be that colorful, so you have to use common sense.

- Bosses will get progressively harder, and you'll even have to use ingenuity or certain mechanics to beat them.

- Autoscroll has been created using as base the camera scripts created by MrDoublea, using invisible blocks and timer events, you have to stay inside the camera, if you try to be above it, an invisible wall will prevent it, but if you try to be below it, you will die.
Graphics:
Spoiler: show
- The game has the same 8-bit graphics as Super Mario Bros. 3, only with slight and noticeable improvements.

- The background of the levels is better set, using as a base the backgrounds created in Super Mario Maker 2.

- Enemies from other Super Mario Bros sequels have been remade in the style of Super Mario Bros. 3.

- New graphics have been added to the episode map, such as more levels and cliffs in the style of Super Mario World.

- The original color palettes from Super Mario Bros. 3 have been used, it cost me a lot to get them but I managed to do it, and these were used to color each graphic in the game.

- The levels were graphically modified to create a theme adapted to the worlds, such as the example, the color of the pipes and the blocks of castles of the "Sea Side" are blue.
Sound:
Spoiler: show
- All SMBX sounds and musics have been replaced with Super Mario Bros. 3 sounds.

Well, having said the positive things about this episode, now I'll go for the negatives:

World Map:
Spoiler: show
- The game map is very basic, with original mechanics from the fan game SMBX, there are no minigames from Super Mario Bros. 3 like the "Card Minigame", "Puzzle Minigame" and "Duel Minigame", instead they were replaced by a "Random 1-UP Chest Minigame" taken from the episode "Super Mario Bros 3. Special" by "JonLovesLegos". Also, World Map has many graphical problems, it does not accept certain modifications such as animating Levels or Scenerios.
- There are also no secret bonuses like the "Coin Ship" and the "White Mushroom House".
- There is no possibility to destroy doors with the "?-Sphere".
- There is no possibility to break rocks with the "Hammer", in fact, the item was disabled. If this mechanic is not implemented in the episode, it will be replaced by an interactive level related to this mechanic.
- If you lose in the "Airship" levels, an Airship will not appear fleeing the place, so you can still access the castle.
- In the "Sea Side" level there are no boats, if you want to go from one port to another, you just have to enter the port as if it were a level and it will automatically transport you to the nearest port.
- The "Hand Trap" in the "Castle of Koopa" world does not exist, but you will have to overcome the 3 levels related to it.
- The Flute was disabled.
- A dynamic inventory was implemented thanks to the user "JonLovesLegos" creator of "Super Mario Bros 3 Special", but this inventory is limited, it only has items like the Super Mushroom, Fire Flower, Super Leaf, Tanooki Suit, Hammer Suit, Hammer(Disabled), Starman, P-Wing(Disabled), Flute(Disabled). The advantage of this inventory is that it is directly numerical with the items implemented in it, so there will be no problem with filling the inventory like in Super Mario Bros. 3.
Levels log:
Spoiler: show
WORLD 1:
LEVEL 1-1: Work perfect!
LEVEL 1-2: Work perfect!
LEVEL 1-3: The orange note block does not work the same as in the original game, if you get close to the hit box, it will be revealed and when you jump on it, the jump is interruptible and slow. Bumpable "Wood Block" does not work the same as in the original game, since when hit while small, it directly expels the state 3 powerup, skipping the super mushroom.
LEVEL 1-4: Work perfect!
LEVEL 1-5: The orange note block does not work the same as in the original game, if you get close to the hit box, it will be revealed and when you jump on it, the jump is interruptible and slow.
LEVEL 1-6: Work perfect!
HAMMER BROS 1-1: Work perfect!
HAMMER BROS 1-2: Work perfect!
MUSHROOM HOUSE 1-1: Work perfect!
MUSHROOM HOUSE 1-2: Work perfect!
DUNGEON 1-1: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable. If the mechanism in Spike Trap room is activated, the Spike Trap will not stop making the crushing sound, no matter what section the player is in.
AIRSHIP 1-1: Princess Peach Toadstool it does not leave cards with gift items.

WORLD 2:
LEVEL 2-1: Fire Snake is not able to pass through blocks like in the original game. Bumpable "Wood Block" does not work the same as in the original game, since when hit while small, it directly expels the state 3 powerup, skipping the super mushroom.
LEVEL 2-2: Bumpable "Wood Block" does not work the same as in the original game, since when hit while small, it directly expels the state 3 powerup, skipping the super mushroom.
LEVEL 2-3: Work perfect!
LEVEL 2-4: Work perfect!
LEVEL 2-5: Work perfect!
HAMMER BROS 2-1: Work perfect!
HAMMER BROS 2-2: Work perfect!
HAMMER BROS 2-3: Work perfect!
MUSHROOM HOUSE 2-1: Work perfect!
MUSHROOM HOUSE 2-2: Work perfect!
MUSHROOM HOUSE 2-3: Work perfect!
DUNGEON 2-1: If the mechanism in Spike Trap room is activated, the Spike Trap will not stop making the crushing sound, no matter what section the player is in.
QUICKSAND 2-1: Work perfect!
PYRAMID 2-1: For some reason, the Buzzy Beetle falling headfirst into a slope triggers a critical error, but for now this does not represent a problem for the game.
AIRSHIP 2-1: Princess Peach Toadstool it does not leave cards with gift items.

WORLD 3:
LEVEL 3-1: Work perfect!
LEVEL 3-2: Work perfect!
LEVEL 3-3: This level has a lot of issues; 1) Boss Bass has issues making him very dangerous and unstable when the "up & down" layer is added to the water zone, the "up & down" layer was added to the blocks, although these work with certain errors such as killing the player if he is between a block at the bottom and another at the top while the blocks are going up or down. 2) The "up & down" layer applies to all blocks, but not to npcs, such as ice blocks that remain in the air. 3) The "up & down" layer causes the rotary lift to have a graphical error making it look black sometimes. 4) Applying "up & down" to the pipe teleport causes the exit of the same to be affected as well, causing the player to appear in unusual places, if he appears between blocks, the player dies.
LEVEL 3-4: Work perfect!
LEVEL 3-5: Work perfect!
LEVEL 3-6: NPCs ignore Donut Block collision.
LEVEL 3-7: Bumpable "Wood Block" does not work the same as in the original game, since when hit while small, it directly expels the state 3 powerup, skipping the super mushroom.
LEVEL 3-8: This level has a lot of issues; 1) Boss Bass has issues making him very dangerous and unstable when the "up & down" layer is added to the water zone, the "up & down" layer was added to the blocks, although these work with certain errors such as killing the player if he is between a block at the bottom and another at the top while the blocks are going up or down. 2) The "up & down" layer applies to all blocks, but not to npcs, such as ice blocks that remain in the air. 3) The "up & down" layer causes the rotary lift to have a graphical error making it look black sometimes. 4) Applying "up & down" to the pipe teleport causes the exit of the same to be affected as well, causing the player to appear in unusual places, if he appears between blocks, the player dies.
LEVEL 3-9: Work perfect!
HAMMER BROS 3-1: Work perfect!
HAMMER BROS 3-2: Work perfect!
HAMMER BROS 3-3: Work perfect!
HAMMER BROS 3-4: Work perfect!
MUSHROOM HOUSE 3-1: Work perfect!
MUSHROOM HOUSE 3-2: Work perfect!
MUSHROOM HOUSE 3-3: Work perfect!
MUSHROOM HOUSE 3-4: Work perfect!
MUSHROOM HOUSE 3-5: Work perfect!
DUNGEON 3-1: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable.
DUNGEON 3-2: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable.
AIRSHIP 3-1: Princess Peach Toadstool it does not leave cards with gift items.

WORLD 4:
LEVEL 4-1: Work perfect!
LEVEL 4-2: This level has a lot of issues; 1) Deep Cheep has issues making him very dangerous and unstable when the "up & down" layer is added to the water zone, the "up & down" layer was added to the blocks, although these work with certain errors such as killing the player if he is between a block at the bottom and another at the top while the blocks are going up or down. 2) The "up & down" layer applies to all blocks, but not to npcs, such as ice blocks that remain in the air. 3) The "up & down" layer causes the rotary lift to have a graphical error making it look black sometimes. 4) Applying "up & down" to the pipe teleport causes the exit of the same to be affected as well, causing the player to appear in unusual places, if he appears between blocks, the player dies.
LEVEL 4-3: Work perfect!
LEVEL 4-4: Work perfect!
LEVEL 4-5: Work perfect!
HAMMER BROS 4-1: Work perfect!
HAMMER BROS 4-2: Work perfect!
HAMMER BROS 4-3: Work perfect!
MUSHROOM HOUSE 4-1: Work perfect!
MUSHROOM HOUSE 4-2: Work perfect!
MUSHROOM HOUSE 4-3: Work perfect!
MUSHROOM HOUSE 4-4: Work perfect!
DUNGEON 4-1: Work perfect!
DUNGEON 4-2: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable.
AIRSHIP 4-1: Princess Peach Toadstool it does not leave cards with gift items.

WORLD 5:

LEVEL 5-1: Work perfect!
LEVEL 5-2: Work perfect!
LEVEL 5-3: Work perfect!
LEVEL 5-4: Work perfect!
LEVEL 5-5: Work perfect!
LEVEL 5-6: Work perfect!
LEVEL 5-7: Work perfect!
LEVEL 5-8: Work perfect!
LEVEL 5-9: Work perfect!
HAMMER BROS 5-1: Work perfect!
HAMMER BROS 5-2: Work perfect!
HAMMER BROS 5-3: Work perfect!
HAMMER BROS 5-4: Work perfect!
MUSHROOM HOUSE 5-1: Work perfect!
MUSHROOM HOUSE 5-2: Work perfect!
MUSHROOM HOUSE 5-3: Work perfect!
TOWER 5-1: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable.
DUNGEON 5-1: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable.
DUNGEON 5-2: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable.
AIRSHIP 5-1: Princess Peach Toadstool it does not leave cards with gift items.


WORLD 6:
LEVEL 6-1: Work perfect!
LEVEL 6-2: Work perfect!
LEVEL 6-3: Work perfect!
LEVEL 6-4: Work perfect!
LEVEL 6-5: At this level, a recycling event was implemented for all blocks since it is impossible to do it individually. This is because when moving from one session to another, it does not cause the used blocks to be restored.
LEVEL 6-6: Work perfect!
LEVEL 6-7: Work perfect!
LEVEL 6-8: Work perfect!
LEVEL 6-9: Nanny Blooper does not work like the original, she does not have her babies swimming with her, therefore she does not have the ability to periodically scatter them, instead a mechanic was added that when she dies, her children will scatter and chase you.
LEVEL 6-10: Work perfect!
HAMMER BROS 6-1: Work perfect!
HAMMER BROS 6-2: Work perfect!
HAMMER BROS 6-3: Work perfect!
HAMMER BROS 6-4: Work perfect!
MUSHROOM HOUSE 6-1: Work perfect!
MUSHROOM HOUSE 6-2: Work perfect!
DUNGEON 6-1: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable.
DUNGEON 6-2: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable.
DUNGEON 6-3: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable.
AIRSHIP 6-1: Princess Peach Toadstool it does not leave cards with gift items.

WORLD 7:
LEVEL 7-1: Work perfect!
LEVEL 7-2: Work perfect!
LEVEL 7-3: Work perfect!
LEVEL 7-4: Work perfect!
LEVEL 7-5: Work perfect!
LEVEL 7-6: Work perfect!
LEVEL 7-7: Work perfect!
LEVEL 7-8: Work perfect!
LEVEL 7-9: Work perfect!
PIRAHNA PLANT 7-1: Work perfect!
PIRAHNA PLANT 7-2: Work perfect!
MUSHROOM HOUSE 7-1: Work perfect!
MUSHROOM HOUSE 7-2: Work perfect!
MUSHROOM HOUSE 7-3: Work perfect!
DUNGEON 7-1: Work perfect!
DUNGEON 7-2: Roto-Disk has a graphical glitch that prevents it from being modified to match the original game's style, as it appears visually unstable.
AIRSHIP 7-1: Princess Peach Toadstool it does not leave cards with gift items.

WORLD 8:
LEVEL 8-1: Work perfect!
LEVEL 8-2: Work perfect!
TANK 8-1: Work perfect!
TANK 8-2: Work perfect!
BATTLESHIP 8-1: The level does not have a floating effect.
CRAPPYSHIP 8-1: Work perfect!
HANDTRAP 8-1: Work perfect!
HANDTRAP 8-2: Work perfect!
HANDTRAP 8-3: Work perfect!
BOWSER CASTLE: Work Perfect!
Many of these flaws and shortcomings will eventually be corrected since The Super Mario Bros. 3 is in a Beta phase, however, if any user wants to collaborate with the episode, they are welcome and totally free to do so, i have no problem with them wanting to cooperate or modify the episode, it is a gift from me to anyone who wants it. It will also be updated, adding missing features such as the "e-Reader" levels and a set of totally new levels with fun themes and mechanics. If you find any other errors, let me know and i will try to correct them as soon as possible, i also accept criticism and all kinds of help.

Credits for Episode Base, NPCs, Blocks, Systems, Scripts, Graphics, etc.
JonLovesLegos
MrDoublea
Murphmario
Marioman
MegaDood
PlumberGraduate
Chilly
Deltom
Chuchu
FNC2002
MrNameless
S.Koopa0
The Rip Lair


LINK:

https://drive.google.com/file/d/1crMLTU ... sp=sharing
The episode has been corrected and re-uploaded, i had forgotten to change the exit mode of Airship levels to "SMW Goal Orb". Sorry and Merry Christmas to everyone!


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