Super Mario Ultimate
Hack of Super Mario Bros. 3
Super Mario Ultimate
Hack of Super Mario Bros. 3
|Patching Information||No Special Requirements|
|Genre||Action > Platformer|
|Hack Release Date||28 January 2018|
|Last Modified||30 January 2018|
This is a full hack of Super Mario Bros 3 from NES. It features 8 new worlds, over 90 new levels, new graphics, new enemies, save game, difficult selection, item slot, etc. The IPS Patch must applied in a Super Mario Bros 3 (U) PRG0 ROM.
ROM / ISO Information:
- Super Mario Bros. 3 (U) (PRG0) [!].nes
- SHA-1 16f5b10b0c95ec07b26443e1f2bbf2bf40ee5781
- MD5: 1839da341cf94f2e312e282c33903f9b
- CRC32: ac33c4f5
|Contributor||Type of contribution||Listed credit|
User Review Information
Great game, but I have issues with the power-up system and difficulty settings.Reviewed By: ItsRainingGravy on 05 Feb 2018
1) If you have a Fire Flower and a Super Leaf, and find a Tanooki Suit, lets say that you want to keep the Fire Flower but also want to get the Tanooki Suit to replace the Super Leaf. This is currently impossible, as the Super Leaf is considered to be in the same Power-Up Tier as the Tanooki Suit. So if you have the Fire Flower equipped, and the Super Leaf in reserve, the Tanooki Suit will automatically just replace the Fire Flower, because it is in a higher tier of Power-Up. HOWEVER, if you have the Super Leaf equipped, and the Fire Flower in reserve, the Tanooki Suit will move the Super Leaf into the reserve, which still replaces the Fire Flower. This happens because, as stated, the Super Leaf is in the same tier of Power-Up as the Suit. I would like for this to be changed. Not sure if the Fire Flower should be bumped up a tier, or if the Super Leaf should be bumped down a tier. Experiment with this and find the best change.
2) The difficulty settings currently make item storage only available for extremely easy play. “HARD” is pretty much standard Mario fair, while “WOW!” changes the damage to the Japanese version. Nothing wrong with either, and both prevent access to the new item storage system. I do, however, have an issue with the “Easy” and “Gamer” difficulty settings. Mostly with Gamer. This is because, as boogieman said in his review, is that this “normal” difficulty is simply just too easy. As he stated, it’s because there’s too many powerups. While I’m not sure if that is the case quite yet (haven’t played through the whole game yet), what I DO know is the reason why this feels this way. It’s because, when you pick anything up with a Super Mushroom, it puts the Super Mushroom in reserve. Essentially guaranteeing you an extra hit’s worth of damage, and you can also immediately swap back to the Super Mushroom to basically protect the new Power-Up that you just picked up. This is why it feels too easy. Since, not only do you get an item in reserve, is that there is little risk of losing the Power-Up. There are a number of easy solutions to fix this. Either by making it to where Super Mushrooms won’t be put in storage if you collect a higher-tiered Power-Up, or by doing something a bit more unique. Currently, there isn’t a game mode that has the Item Storage System, while ALSO having the Japanese damage system in place too. I feel as though this is a bit of a missed opportunity. And between the two, I would personally implement the latter, as it would potentially be easier to implement I feel. Furthermore, this works out, as I will now explain how the damage system works below:
Normal (”Hard”) Gameplay: If you have a Tier 3 or higher Power-Up, you can take up to 3 dmg before Mario loses a life. If you have two Tier 3 Power-Ups, you can take up to 5 dmg max.
Gamer (”Normal”) Gameplay: If you picked up a Tier 3 or higher Power-Up, you can actually take up to 4 damage, since Mario’s Super Mushroom will be put into reserve with the current system in place. You can still only take up to 5 hits with two Tier 3 Power-Ups, but it is faster to get to that amount of health/defense thanks to the Super Mushroom. This is why it is currently a problem of sorts, as it automatically decreases the difficulty a small bit.
New Mode (My Idea) Gameplay: The Super Mushroom still gets placed in reserve, but if you have a Tier 3 or higher Power-Up and take damage, you will automatically be reduced back down to Small Mario. Meaning that if you have a Fire Flower and a Super Mushroom, you can essentially take 3 points of dmg before Mario dies, which would be the same as Normal (or “Hard”) Gameplay. This is excellent, as not only does it make the game a bit more difficult but you ALSO now have access to the Item Storage System as well. Would be ideal for “Gamer”
You still take 5 points of damage max regardless, but I feel as though this would be a fair compromise. It would also incentivize the item storage further, as taking damage would be much more of a risk to Mario now with the change to the Japanese damage system. That’s how I feel, anyways. Of course, this could be added as a new difficulty mode, too. Up to you.
Lastly, “Easy” mode. Nothing wrong with it, and certainly great for beginners. But it also feels a bit unnecessary, too. Especially since Gamer is easy enough as-is. To be fair, I am a veteran player, so my opinion shouldn’t be weighed too heavily in regards to that, as I admittedly do have a bit of bias in this regard. But if adding more than 4 difficulty modes isn’t an option, then I would personally remove this mode in favor of replacing it with the current “Gamer” difficulty. If this isn’t a problem though, then this shouldn’t be worried about at all. But if there’s a cap on how many you can add, then this is personally what I would do myself. Where the game modes would be “Easy” (Gamer), “Medium” (Gamer + Japanese damage system), “Hard” (No item storage), and lastly “WOW!” (Japanese damage system with no item storage). If you can add two more, I would also have “Beginner” (Item Storage + always have a Super Mushroom in storage) and “Insane” (Always 1 Hit KO’s on Mario no matter what). A seventh or eighth could be added, but we would then enter the “too much” territory, haha. But just in case, other ideas would be “Insane” but also possessing an Item Storage system. Or lastly, something more fun and creative, like a “Randomizer” mode. (You are given random Power-Ups, with or without Item Storage, and with or without Japanese damage system. You can see how the possibilities become a bit endless, so only have the ones you really want).
That was a lot, but I just wanted to throw a bunch of ideas out there to give you a bit of inspiration should there be any future updates later down the line. Despite my ideas though I feel as though 4 difficulty modes is just right. Maybe 6, but no more than that. Would be far too excessive past that point. But any of them were changed, I would suggest to bump up the difficulty on “Easy”/”Gamer”, and to leave “Hard”/WOW!” as is. But that’s just my take.
Anyways, I hope that at least some of this helps out. I really like everything else that you did, and I will be playing the game in full. Definitely one of the best romhacks I’ve seen in awhile on here. People should definitely give this one a try, for sure. It’s fun!
Version 1.0 Recommended - Yes
|Visually amazing & some interesting levels||bluecrush||06 Feb 2018||1.0||Yes|
|Pretty damn amazing||madmacabre||05 Feb 2018||1.0||Yes|
|Great game, but I have issues with the power-up system and difficulty settings.||ItsRainingGravy||05 Feb 2018||1.0||Yes|
|Quality romhack.||boogieman||04 Feb 2018||1.0||Yes|
|Pretty coool||UncleDolan||02 Feb 2018||1.0||Yes|
|B E A U T I F U L ! ! !||PasthorRothers||01 Feb 2018||1.0||Yes|
|Beautiful!||Officerpug||01 Feb 2018||1.0||Yes|