Another 25 Things You Don't Know About Mario 3

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Everyone you have to admit ptooie is a weird ass name haha

Mitchflowerpower
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The triple 1-ups are probably possible because it happens specifically in an area where there cannot be any enemies, so 1-ups can safely take enemy slots without worry. Otherwise, there's always just one single slot for powerups and items (also vines? I don't know how different that is from SMB1).

Bismuth
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I love how these lists are a wild mix of fully intended mechanics (like ducking in a hammer suit stopping fireballs) to minor programming oversights to full-on advanced glitches that were only recently discovered.

Gameboygenius
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1:28
Trying to speed up a clip of wall clip / wall jump attempts in the underground tileset.
Accidentally made a sick beat instead.

ZaTimou
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I only knew one of these. The Ptooey. I remember it because it's the onomatopoeia for spitting, and that's sort of what they do.

I have one to add.

26: Airship boss fight is one of the best songs in game, and it's a travesty that everyone finishes the fight before you get to hear the full track.

Yakushii
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I think the 1 at a time Power-Up thing is perhaps a memory address allocation thing. The way different things are allocated to memory or the spots they are given.

skinsthewin
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0:50 i knew this because the enemies are listed with their names in the data of super princess peach
7:19 i think that i discovered that by accident once
9:00 that's one of the best uses of the hammer suit

herisruns
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My dad told me that I use to read that Nintendo Power guide so much that the binding wore out. I knew all sorts of secrets and stuff growing up that I really haven't forgotten.

redmageviewer
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Are you sure that softlock was caused by fireballing the Koopa Kid at the same time he shot out his Cheerios? It looked to me like it was due to defeating him with fireballs at the same time as stomping on his head.

EmperorDodd
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There was an endless hammer bros movement on World 5 one time. It never ended, effectively softlocking the game. So the one featured in this video is the longest one that has actually ended.

Dwedit
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I knew that the slope-filled levels had different physics from reading an article about the development of McKids: They mentioned that one consequence of the different collision code is that you can't jump straight up on the last pixel of a ledge without falling off in those levels.

BagOfMagicFood
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Truth be told I only knew 3/25 of those. Thanks a ton for teaching me new stuff Mitch! Looking forward to the next episode!

infernoman
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Oh my gosh, I can only imagine how frustrating those Hammer Bros running a marathon would have been

staguar
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(1:11) I didn't know about being able to make the Fire Flower drop below that block.
(1:23) Yeah, there's something unusual about the collision physics in the underground tileset that prevents those glitches from working.
(2:24) I'm sure plenty of people know about the P-switch above the start of 8-1, due to strategy guides.
(2:31) Fun fact: The leftmost column of coins is unreachable, so anyone trying to do a "touch every coin" challenge on this game is outta luck. (World 2-3 also has unreachable coin blocks at the very end as well.)
(3:06) Strange that they would change that. However, in Super Mario All-Stars, that mushroom house goes back to always giving a Hammer Suit.
(4:02) Wow, I didn't know about that glitch with the odd Fire Flower block there.
(4:28) I've never had that softlock happen to me before. Welp.
(5:33) Huh, I never knew about that "secret exit" in world 4-5.
(7:31) I wonder if that's how a strategy guide managed to actually show a full picture of the dark submap of world 8? (Also, it would've probably been better if you didn't use a hack that added extra paths to the map here.)
(9:00) I want to say this Hammer Suit ability is noted in the instruction manual, so it should be well-known, I would think.
(9:44) I know this one thanks to, once again, a strategy guide. The effect does expire after a while up there, though. So, don't think you'll be intangible to the foes forever.
(10:22) Whoa, I didn't know about that. Maybe the game is erroneously incrementing combo hits every frame during your transformation animation, causing the bomb explosion to give you 1-ups on subsequent hits. Also, it seems that the bomb explosion lasts a lot longer than usual when that happens.
(11:07) Ooh, you've got that very Nintendo Power strategy guide! Nice!

SomeGuyx
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About the koopa kid glitch, this can be done any time. If the koopa kid is at their last HP, and is hit by two fireballs at the same frame, they glitch out like that.

You can easily see that in the slowmo replay. Both fireballs collided on the same frame.

LuckyBacon
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I actually knew some of these from using debug mode in Super Mario Allstars
Clipping through the underground tileset just sends you all the way to the top, and that unbreakable block in 4-1 actually has a coin in it.
This goes for the previous videos as well.

browndiddly
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Once again commenting to share my appreciation for the no nonsense, straight back to back information. Love it.

fromthegamethrone
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Luckily, that mushroom house does give you a hammer suit in the All-Stars version. You can even save scrub to get unlimited suits if you use the hammer (the hammer, uh, hammer, of course, not the hammer suit).

willmatheson
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Once again amazed that so many "Odd" little things in exist in SMB3. Videos are improving so quickly. Well put together.

Trip down Nintendo Power Memory Lane on the next one will be quite fun. Simpler times when it was 'Captain N: The Game master' while reading the newest monthly Nintendo Power.

jasonwilson
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Longest HB movement recorded is an endless one.

You don't need to take damage for the bob-omb glitch to occur, just land on it the same frame it stops moving.

TompaA