History Main / MarioAdventure

12th Sep '13 5:15:33 PM BlueGuy
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Complete [[GameMod ROM hack]] of ''VideoGame/SuperMarioBros3'' created by [=DahrkDaiz=], available [[http://www.vintagecomputing.com/index.php/archives/63 here.]] Among the things changed from the original game:
* The levels and World maps, completely new from the ground up (except for the occasional NostalgiaLevel).
* A central "hub" where all seven Worlds are freely accessible. The player will always resume their game here.
* Several brand-new power-ups, along with a version of the "spare box" from ''VideoGame/SuperMarioWorld''.
* An "improved" Fire Flower, which now gives Mario a higher jump and fireballs that go in a straight line.
* Many of the graphics have been re-done or replaced, and the weather changes randomly every time you enter a level.
* Infinite lives; coins are now used to buy items.
* A functional "battery" save; the game can be properly played without using save states.
* Getting to World 8 now requires a Key to be found in each of the first seven Worlds, with Princess Toadstool/Peach giving hints upon beating each World.
* Warp Whistles now lead to a bonus area that is unique in each World. [[spoiler:Using the Whistle in World 7 will give you the seventh Key.]]
* NintendoHard difficulty, but also infinite lives and no PlatformHell design for the most part. Also, if you're really stuck, the Fire Flower or Wand power-ups will let you skip through most of the hard stuff.
* And most importantly of all: '''Kuribo's Shoe is playable in every level''', and can be tucked away in HammerSpace.

So basically everything except the music, the basic concepts, and Mario.
----
!!This game provides examples of:
* ClassicCheatCode: Several, including one for a SoundTest.
* HailfirePeaks: A few of the worlds. See VideogameSettings, below.
* InvisibleMonsters: Boos now turn invisible when you look at them (which still stops them in their tracks). Spot checks (by looking the other away once in a while) in fortresses is recommended.
* KaizoTrap: If you're fighting [[DualBoss multiple]] [[MiniBoss Boom-Booms]], it's a bad idea to pick up the mushroom they drop while there is still a Boom-Boom left, because you're vulnerable but motionless while the victory music plays. If you're not powered up and/or the surviving Boom-Booms aren't of the flying variety, you'll probably get killed.
* MiniBoss: Get ready to see Boom-Boom waiting for you at the end of '''every''' normal level, except in Desert Dares.
* MinigameGame: World 7, "Desert Dares". Each level is just one screen, with a catch you either have to make a tricky jump, collect all the coins in time, or survive for a certain amount of time.
* SelfImposedChallenge: Like the official games, try getting through with minimal use of the power suits.
* TheSpiny: A lot of enemies, such as the big Hammer Bros., have spikes added on. Fortunately, there are a few powerups that let you stomp on them still.
* VideogameSettings
** World 1 (Koopa Plains) is GreenHillZone.
** World 2 (Hotfoot Caverns) is a combination of UndergroundLevel and LethalLavaLand.
** World 3 (Lakitu Glacier) is an [[ExaggeratedTrope exaggerated]] SlippySlideyIceWorld: ''every'' surface is slippery. Also, the weather effects can make it snow in any level, turning it slippery.
** World 4 (Kuribo's Woods) is LostWoods.
** World 5 (Starry Slopes) is a SpaceZone.
** World 6 (Colossal Classics) is an interesting mix of NostalgiaLevel and MacroZone, as it's mostly giant versions of levels from older Mario games.
** World 7 (Desert Dares) is ostensibly ShiftingSandLand, but see MinigameGame for what it really is.
** World 8 (Bowser's Castle) has [[FinalExamFinale seven difficult levels, each in the style of one of the previous worlds]] before the final showdown.
----

to:

Complete [[GameMod ROM hack]] of ''VideoGame/SuperMarioBros3'' created by [=DahrkDaiz=], available [[http://www.vintagecomputing.com/index.php/archives/63 here.]] Among the things changed from the original game:
* The levels and World maps, completely new from the ground up (except for the occasional NostalgiaLevel).
* A central "hub" where all seven Worlds are freely accessible. The player will always resume their game here.
* Several brand-new power-ups, along with a version of the "spare box" from ''VideoGame/SuperMarioWorld''.
* An "improved" Fire Flower, which now gives Mario a higher jump and fireballs that go in a straight line.
* Many of the graphics have been re-done or replaced, and the weather changes randomly every time you enter a level.
* Infinite lives; coins are now used to buy items.
* A functional "battery" save; the game can be properly played without using save states.
* Getting to World 8 now requires a Key to be found in each of the first seven Worlds, with Princess Toadstool/Peach giving hints upon beating each World.
* Warp Whistles now lead to a bonus area that is unique in each World. [[spoiler:Using the Whistle in World 7 will give you the seventh Key.]]
* NintendoHard difficulty, but also infinite lives and no PlatformHell design for the most part. Also, if you're really stuck, the Fire Flower or Wand power-ups will let you skip through most of the hard stuff.
* And most importantly of all: '''Kuribo's Shoe is playable in every level''', and can be tucked away in HammerSpace.

So basically everything except the music, the basic concepts, and Mario.
----
!!This game provides examples of:
* ClassicCheatCode: Several, including one for a SoundTest.
* HailfirePeaks: A few of the worlds. See VideogameSettings, below.
* InvisibleMonsters: Boos now turn invisible when you look at them (which still stops them in their tracks). Spot checks (by looking the other away once in a while) in fortresses is recommended.
* KaizoTrap: If you're fighting [[DualBoss multiple]] [[MiniBoss Boom-Booms]], it's a bad idea to pick up the mushroom they drop while there is still a Boom-Boom left, because you're vulnerable but motionless while the victory music plays. If you're not powered up and/or the surviving Boom-Booms aren't of the flying variety, you'll probably get killed.
* MiniBoss: Get ready to see Boom-Boom waiting for you at the end of '''every''' normal level, except in Desert Dares.
* MinigameGame: World 7, "Desert Dares". Each level is just one screen, with a catch you either have to make a tricky jump, collect all the coins in time, or survive for a certain amount of time.
* SelfImposedChallenge: Like the official games, try getting through with minimal use of the power suits.
* TheSpiny: A lot of enemies, such as the big Hammer Bros., have spikes added on. Fortunately, there are a few powerups that let you stomp on them still.
* VideogameSettings
** World 1 (Koopa Plains) is GreenHillZone.
** World 2 (Hotfoot Caverns) is a combination of UndergroundLevel and LethalLavaLand.
** World 3 (Lakitu Glacier) is an [[ExaggeratedTrope exaggerated]] SlippySlideyIceWorld: ''every'' surface is slippery. Also, the weather effects can make it snow in any level, turning it slippery.
** World 4 (Kuribo's Woods) is LostWoods.
** World 5 (Starry Slopes) is a SpaceZone.
** World 6 (Colossal Classics) is an interesting mix of NostalgiaLevel and MacroZone, as it's mostly giant versions of levels from older Mario games.
** World 7 (Desert Dares) is ostensibly ShiftingSandLand, but see MinigameGame for what it really is.
** World 8 (Bowser's Castle) has [[FinalExamFinale seven difficult levels, each in the style of one of the previous worlds]] before the final showdown.
----
[[redirect:VideoGame/MarioAdventure]]
23rd Jan '13 5:59:03 PM kufat
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* GameBreakingBug: If you're playing on [=NESticle=], the "battery" save doesn't work. Not really that game-breaking, however, because you can easily work around it using savestates.
3rd Aug '11 7:48:19 PM case
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So basically everything except the music, the basic physics, and Mario.

to:

So basically everything except the music, the basic physics, concepts, and Mario.
31st Jul '11 3:11:09 PM Chytus
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Complete [[GameMod ROM hack]] of ''SuperMarioBros3'' created by [=DahrkDaiz=], available [[http://www.vintagecomputing.com/index.php/archives/63 here.]] Among the things changed from the original game:

to:

Complete [[GameMod ROM hack]] of ''SuperMarioBros3'' ''VideoGame/SuperMarioBros3'' created by [=DahrkDaiz=], available [[http://www.vintagecomputing.com/index.php/archives/63 here.]] Among the things changed from the original game:



* Several brand-new power-ups, along with a version of the "spare box" from ''SuperMarioWorld''.

to:

* Several brand-new power-ups, along with a version of the "spare box" from ''SuperMarioWorld''.''VideoGame/SuperMarioWorld''.



* GoodBadBug: Mostly bad from a player standpoint; later levels end with two Boom-Booms, but jumping on both at the same time results in Mario getting hit. Although this is clearly a glitch, it works out for the challenge of the game otherwise, it'd be trivial to exploit them into staying together in a clump. Possibly a ThrowItIn.
** It's also possible for [[EpicFail Hammer Bros to jump off the map]].
27th Jul '11 7:50:47 PM Lilfut
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Added DiffLines:

** It's also possible for [[EpicFail Hammer Bros to jump off the map]].
6th Apr '11 5:23:06 PM WarioBarker
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Complete [[GameMod ROM hack]] of ''SuperMarioBros3'' created by [=DahrkDaiz=], available [[http://www.vintagecomputing.com/index.php/archives/63 here.]] Among the things changed from the original game are:

to:

Complete [[GameMod ROM hack]] of ''SuperMarioBros3'' created by [=DahrkDaiz=], available [[http://www.vintagecomputing.com/index.php/archives/63 here.]] Among the things changed from the original game are:game:



!!Tropes employed:
* ClassicCheatCode: There are several, including one that activates a SoundTest.
* GameBreakingBug: If you're playing on the emulator NESticle, the "battery" save doesn't work. Not really that game-breaking, however, because you can easily work around it using savestates.
* GoodBadBug: Mostly bad from a player standpoint; later levels end with two Boom-Booms, but jumping on both at the same time results in Mario getting hit. Although this is clearly a glitch, it works out for the challenge of the game otherwise, it would be trivial to exploit them into staying together in a clump. Possibly a ThrowItIn.
* HailfirePeaks: A few of the worlds. See VideogameSettings below.
* InvisibleMonsters: Boos now turn invisible when you look at them (which still stops them in their tracks). Spot checks (by looking the other away once in a while) in fortresses is recommended.

to:

!!Tropes employed:
!!This game provides examples of:
* ClassicCheatCode: There are several, Several, including one that activates for a SoundTest.
* GameBreakingBug: If you're playing on the emulator NESticle, [=NESticle=], the "battery" save doesn't work. Not really that game-breaking, however, because you can easily work around it using savestates.
* GoodBadBug: Mostly bad from a player standpoint; later levels end with two Boom-Booms, but jumping on both at the same time results in Mario getting hit. Although this is clearly a glitch, it works out for the challenge of the game otherwise, it would it'd be trivial to exploit them into staying together in a clump. Possibly a ThrowItIn.
* HailfirePeaks: A few of the worlds. See VideogameSettings VideogameSettings, below.
* * InvisibleMonsters: Boos now turn invisible when you look at them (which still stops them in their tracks). Spot checks (by looking the other away once in a while) in fortresses is recommended.



* SelfImposedChallenge: Like the official games, try getting through with minimal use of the power suits.

to:

* * SelfImposedChallenge: Like the official games, try getting through with minimal use of the power suits.



** World 1, Koopa Plains, is GreenHillZone.
** World 2, Hotfoot Caverns, is a combination of UndergroundLevel and LethalLavaLand.
** World 3, Lakitu Glacier, is an [[ExaggeratedTrope exaggerated]] SlippySlideyIceWorld: ''every'' surface is slippery. Also, the weather effects can make it snow in any level, turning it slippery.
** World 4, Kuribo's Woods, is LostWoods.
** World 5, Starry Slopes, is a SpaceZone.
** World 6, Colossal Classics, is an interesting mix of NostalgiaLevel and MacroZone: it's mostly giant versions of levels from older Mario games.
** World 7, Desert Dares, is ostensibly ShiftingSandLand, but see MinigameGame for what it really is.
** World 8, Bowser's Castle, has [[FinalExamFinale seven difficult levels, each in the style of one of the previous worlds]] before the final showdown.

to:

** World 1, Koopa Plains, 1 (Koopa Plains) is GreenHillZone.
** World 2, Hotfoot Caverns, 2 (Hotfoot Caverns) is a combination of UndergroundLevel and LethalLavaLand.
** World 3, Lakitu Glacier, 3 (Lakitu Glacier) is an [[ExaggeratedTrope exaggerated]] SlippySlideyIceWorld: ''every'' surface is slippery. Also, the weather effects can make it snow in any level, turning it slippery.
** World 4, Kuribo's Woods, 4 (Kuribo's Woods) is LostWoods.
** World 5, Starry Slopes, 5 (Starry Slopes) is a SpaceZone.
** World 6, Colossal Classics, 6 (Colossal Classics) is an interesting mix of NostalgiaLevel and MacroZone: MacroZone, as it's mostly giant versions of levels from older Mario games.
** World 7, Desert Dares, 7 (Desert Dares) is ostensibly ShiftingSandLand, but see MinigameGame for what it really is.
** World 8, Bowser's Castle, 8 (Bowser's Castle) has [[FinalExamFinale seven difficult levels, each in the style of one of the previous worlds]] before the final showdown.
showdown.
11th Feb '11 2:55:44 PM case
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* ComplacentGamingSyndrome: The Fire Flower/Super Leaf tandem. Unlike many ''Super Mario World'' hacks, where that combo is ''required'' to pass (for example) the dreaded ice block-flip block patterns, in ''Mario Adventure'' it's just another one of the many power-up combinations that can see you safely through various stages.
* GameBreaker: The Wand can kill anything, lets you stomp spiny enemies, and takes three hits to lose. It's a matter of honor how much you want to use it (especially in World 8), and it's rare.



* ThatOneLevel / ThatOneBoss: A few of the challenges in Desert Dares involve fighting [[DualBoss multiple]] [[MiniBoss Boom-Booms]]. One has you fight '''four''' of them. It's very difficult to clear, unless you cheese it with a SuperStar from your inventory.



* VisualEffectsOfAwesome: The parallax scrolling lava background in the castle levels has to be seen to be believed, at least as far as NES graphics go.

to:

* VisualEffectsOfAwesome: The parallax scrolling lava background in the castle levels has to be seen to be believed, at least as far as NES graphics go.
11th Feb '11 2:53:21 PM case
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* InvisibleMonster: Boos now turn invisible when you look at them (which still stops them in their tracks). Spot checks (by looking the other away once in a while) in fortresses is recommended.

to:

* InvisibleMonster: InvisibleMonsters: Boos now turn invisible when you look at them (which still stops them in their tracks). Spot checks (by looking the other away once in a while) in fortresses is recommended.
11th Feb '11 2:50:55 PM case
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Added DiffLines:

* InvisibleMonster: Boos now turn invisible when you look at them (which still stops them in their tracks). Spot checks (by looking the other away once in a while) in fortresses is recommended.


Added DiffLines:

* SelfImposedChallenge: Like the official games, try getting through with minimal use of the power suits.
22nd Jan '11 7:59:20 PM LastFriday
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** World 8, Bowser's Castle, has [[FinalExamFinale one difficult level in the style of every one of the previous worlds]] before the final showdown.

to:

** World 8, Bowser's Castle, has [[FinalExamFinale one seven difficult level levels, each in the style of every one of the previous worlds]] before the final showdown.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.MarioAdventure