

I really didn't notice until I started running and comparing it to the emulated run. 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 play using Twin Galaxy's rules, which means I do not abuse wall jumping or warping through walls or other barriers.Īlthough this is a faithful adaptation of SMB3, it does differ from its NES predecessor in a couple areas. No whistles, hammers, or clouds were used to skip any part of a world map. I play every stage and defeat all wandering hammer brothers and the piranha plants in world seven. 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. Also, a big thank you goes out to Kirua for helping me with the any% route and trick.Ĭredit goes to Breckish, my love slave, for the nifty intro/bloopers/credits sections.

Without him, this project would have been dead. I would like to give a big thank you to Lord tom who has been working with me on making this run possible. Here a quick basic explanation about the 7-1 glitch that allow me to warp to the end of the game.I manipulate enemies on a certain pixel to allow the game to read some instruction to warp to the end of the game.The plants doesn't matter for the execution of the glitch but I actually need to kill them or unless it will interfer the memories values.The 4 koopas are the hard part that I need to get them to the right pixel or unless the game will crash.Being one pixel off will make the game crash.I will try to improve my time in the near future whit trying to figure out a faster way to get the right values whit the koopa. I'm realy happy whit the result of this run.This is one of my baby project I've been working on for 2 month for now and I'm glad that I can show it now.Note that this run is far from perfection and there still place to save time.
