Super Mario Bros. 3 - Speedrunner's Edition Version 2.0 By MaCobra52 ------------------------------------------ Patching Information ------------------------------------------ The IPS included in this distribution is specifically for Super Mario Bros. 3 USA -- use Lunar IPS to patch. Original ROM information: Super Mario Bros. 3 (U) (PRG1) [!].nes CRC-16: CF5C CRC-32: 0B742B33 MD-5: 86D1982FEA7342C0AF9679DDF3869D8D SHA-1: 6BD518E85EB46A4252AF07910F61036E84B020D1 SHA-256: 4377A7F5E6EB50BDD2AC6F249BF1A7085500ACA8EB41F38545C3A2731C51A579 ------------------------------------------ Description ------------------------------------------ This hack is an extension of Super Mario Bros. 3 - No Autoscrolls designed with additional tweaks and adjustments to improve the SMB3 speedrunning experience while preserving the feel and charm of the original game. Specifically, the following changes have been made compared to vanilla SMB3: 1. All autoscroller levels have their autoscrolling disabled, including 5-9. (see the No Autoscrolls hack for more details) -For those familiar with SMB3 speedrunning, the autoscroller levels are notorious for being tedious and predictable to the point where they can be considered 'cutscenes', but with constant input being required to avoid taking damage/dying. With autoscrolling disabled players can speed through those levels at their own pace, reducing the time taken to complete the game by up to 40% depending on category. 2. The World 8 hand traps can no longer grab you when traversing over them. (You can still enter them with A if desired) -World 8 is infamous for being the killer of many speedruns due to hand RNG, especially in the No Wrong Warp category. 3. Hammer Brother position and movement has been adjusted where necessary to prevent/greatly reduce the chance of 'marathons' and excessive marching in general. Additionally maps have been slightly modified in places in order to guarantee avoidance of optional Hammer Brother encounters. -These enhancements are intended to reduce the influence Hammer Brother RNG has on the SMB3 speedruning experience (most notably, the 'runaway' Bro in World 3). This is done by expanding the list of 'unallowable' tiles that they cannot pass through to include the following: -Level 2, 3, 4, 5, 6, 7, 8 (all worlds) -All Fortresses -The World 2 Quicksand and Pyramid Levels -All Mushroom Houses -All Castles Additionally, the following adjustment have been made to the world maps: World 2 -The Spade tile was moved to the space after 2-F to guarantee that the Bro with the music box is avoidable. This Bro was also moved slightly to prevent needing extra map movements to avoid them. -The hidden Bro with the Whistle was moved slightly and an extra boulder added to the hidden area to minimize map movements needed to reach them. World 3 -The Bro with the Hammer was shifted up one to reduce movement needed to reach them (assuming no deaths). -The Spade tile near 3-F2 was moved to the middle of the vertical section after 3-4 and 3-5 to restrict the Bro with the star to this upper area. -The Bro with the Star was shifted up one to guarantee they will always be beside 3-6 (assuming no deaths and the Bro with the Hammer is not skipped) World 4 -An additional Spade tile was added to ensure the Bro with the Star was avoidable without a music box. -The Bro with the Cloud was moved between 4-2 and 4-3 so they can be encountered sooner. -The Bro with the P-wing was moved between 4-4 and the newly placed Spade tile to ensure it was avoidable by screen scrolling (assuming no deaths) World 5 -The ground half was adjusted to separate the two Hammer Brothers and to guarantee the Bro with the P-wing can be fought (if desired) and the Bro with the Star can be skipped. World 6 -The Bro with the Jugem Cloud was moved between 6-4 and 6-5/6-6 to prevent potential marathons in World 6. -The Spade tile in the middle was moved in order to guarantee that the Bro with the Star is avoidable. 4. All Koopa Kid boss patterns are now consistent, regardless of when you enter the fight. -When autoscrolling is disabled on the Airship levels, this has the side effect of making the behavior of Koopa Kid bosses even more unpredictable than in vanilla SMB3, since the pattern is based on the frame you enter the fight. Now starting in version 2.0, they will always follow the same pattern every time (based on vanilla scenarios). Finally, this patch also includes my Koopaling softlock fix, which prevents a rare softlock from occuring if two fireball hit a Koopaling on the same frame it is defeated. Be sure to submit speedruns using this hack on the Speedrunner's Edition leaderboard, located here: https://www.speedrun.com/smb3se Submitting speedruns using this hack on the vanilla SMB3 leaderboards is strictly prohibited. Enjoy! ------------------------------------------ Credits ------------------------------------------ Special thanks again to FCoughlin for a majority of the no autoscroller changes. Also special thanks to Southbird for his amazing work on the disassembly of SMB3. http://www.sonicepoch.com/sm3mix/