Top 10 Misconceptions About Super Mario Bros. 3

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Let's debunk some common misconceptions about Mario 3.

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Regarding No. 6, it IS possible to play through the game by clearing all Spade Panels and Toad Houses in the SNES version of the game. It would just require the player to visit Worlds 2 and 3 quickly first to get a couple extra hammers, before then returning back to World 1 on the file select to play through the game proper, since Super Mario All-Stars lets you keep all your inventory items, and lets you re-visit worlds you've already passed on a save file. I remember doing that to play through SMB3 with the Hammer, Tanooki, and Frog Suits through the entire game.

geno
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For misconception number 6, the problem starts even before world 4. There's another spade game near the start of the map on world 3 that requires a hammer.

matthewmaas
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#5 is kinda funny as an older guy because the old SMB3 guide straight up told you how many you needed in each White Mushroom stage

HonkeyKongLive
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My favorite SMB3 misconception comes from the bowser fight - the 'Pause Forever' glitch. Some resources, back in the day, claimed that, if you didn't enter the door in time after finishing off Bowser, that his 'final trap' would spring, and pause your game with the Start button disabled so you could not unpause, thus preventing you from rescuing the Princess and forcing you to start all over by hitting reset.

Many years later, doing some research on the topic revealed that this is Not A Thing... unless you happen to be using a Game Genie with one of a certain set of commonly used codes! Any official source reporting this glitch/feature was, in essence, outing themselves as having used Game Genie to beat the game for their article/review!

HeavyMetalMouse
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Misconception #11 (6:57): "There's no way to backwards warp". Actually there is - using a whistle on world 6 gives you the option of going to world 5.

mlahut
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I’ve had so many of these questions, but never asked because you’re literally _the_ SMB3 professional, you must know what you’re doing. Only watched the first part and the wand so far. I’m excited to watch the rest of it. Thanks, Mitch

mykeljmoney
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2:20, omg thank you. It always irked and confused me as to why the mushrooms went to the left sometimes, and up until now, I never knew.

Planetkid
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One I've wondered, is that first mushroom block in 1-1, what would it be if you were already tall mario? Turns out I tested, it's a leaf. You're welcome :)

ozma
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I knew about #8 because the Game Genie codebook noted it as a requirement to not softlock with "start and stay as" cheats enabled, known as "Bowser's Time Trap"

jiyucy
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Missed opportunity to call them Mitch-conceptions

frankiehayes
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I've never watched you and have very little knowledge of even just the base game of mario 3. FANTASTIC VIDEO.

Tonjit
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Also the spade card at the first of level 3.. alot of people always forget about leaving that behind for 100% too

lordwillim
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Playing Yoshis Island actually made the mushroom block movement direction very intuitive to me. Like yer knocking it out from the corners. It made more sense with the visual feedback from the egg blocks in Island.

wonderguardstalker
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One exception to #8 is that you can hold up to go through any temporary door that appears by jumping on a p-switch. It's easy to accidentally do this on the wrong door towards the end of 8-F

zetorux
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Another misconception would be that some people believe that the N card game is random when in reality it picks 1 out of 8 predifined configurations

Great video mitch :)

Memory_Lain
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8:05 Hammer Bros refusing to cooperate even when Mitch is not speedrunning.

Master
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i think the reason you cant hold up to enter doors is because you'd keep reentering and be stuck in a loop.
a lot of doors have another on the other end.

bloosheee
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I always wondered why I couldn't always get the items in the Hammer Bro battles... thanks for clarifying that!

jonathanlrdz
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The note blocks don't both bounce at exactly the same time! So by the time the second one boosts your vertical speed your feet are higher than the bottom of the first note's travel - by quick visual inspection that's the same vertical gap that you'd miss the jump by when only hitting one block.

GeofreySanders
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~3:07 I don't know if I'd call it strange. I've always figured it was to give the player more control over where a power-up goes - you don't want it to go straight into danger, or worse, a pit. That said... I honestly thought this was true of all Mario games? I wonder which ones it's different in...!

Rainbowmon