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Super Mario Ultimate

Original game : Super Mario Bros. 3

Platform : NES

Author : Silas

Release date : 28 January 2018

Category : Complete

Patch version : 1.1

Modifications : G, L, T, P, O

Downloads : 22736

ROM Information

Super Mario Bros. 3 (U) (PRG0) [!].nes
No-Intro Name: Super Mario Bros. 3 (USA)
(No-Intro version 20130731-235630)
File MD5: BB5C4B6D4D78C101F94BDB360AF502F3
File SHA-1: A03E7E526E79DF222E048AE22214BCA2BC49C449
File CRC32: 85A79D9C
ROM MD5: B76F978AD3076EA67F2B0ACA7399C9E9
ROM SHA-1: A611B90B4833B20A364BF06EE3BE3B9093EA4DF9
ROM CRC32: A0B0B742

Hack description

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.

Screenshots

Contributions

ContributorType of contributionDescription
SilasHacking

Reviews

The best hack of SMB 3Dippy-Dawg2023-08-29Version 1.1

I could not believe what I was playing. SMB 3 was given a complete overhaul. The updated graphics are beautiful. The level of difficulty is based on which skill level you choose prior to starting the game. A nice touch. I love how he added the ability to save your game. The hacker(s) put some serious time into their project and it came out looking extremely professional. WELL DONE!!!

brilliantkmadkr2022-05-23Version 1.1

The redesign is beautiful, the level design is creative and does not overlook every detail, I just want to mention one detail, and that is that it does not work on physical hardware, that is, on a flashcart, on emulators without any problem.

One of the interesting examples...diablo6662022-03-05Version 1.1

...how can it be interesting and unusual to change the graphics in the game, the levels and introduce some of your ideas and features.

Let's start with the fact that "The author Prepares us for a more difficult test" by closing the 4 difficulty window. Thus, the Author says that we should train hard so that we can pass it later, if we want. Thank you that there is a function: "Auto-save progress"

The graphic part of the game is really interesting. It was done qualitatively, elaborated and, in a way, voluminous and more detailed.

Interesting graphic solutions are also interesting Levels, moderately honest and passable. Of course, it slowly increases in complexity, but that's how it should be

The introduction of "pushed objects" gave a small, but still variability of actions. This is undoubtedly a plus.

A little more about the "Difficulties of the game". Depending on your capabilities, you have a choice: "Easy" - which makes the hack easier many times. "Gamer" - normal SMB3 USA type. "Hard" - type SMB 3 J. "WOW" - Damage by itself is not allowed (i.e. one touch and lost)

I recommend this hack for a lot of parameters, but it stands out for me both technically and visually

One of the best SMB3 hacksLigeia2021-01-07Version 1.1

The sprite rework is absolutely gorgeous and full of character. I loved the ability to save a power up like in Super Mario World, and the different difficulty modes. The level design is amazingly creative and takes advantage of every detail. Be warned, the hack starts easy but gets brutal in world 8!

Visually amazing & some interesting levelsbluecrush2018-02-06Version 1.0

Just finished playing through this game on "hard" mode over the last couple of nights. Overall, a very fun experience and quite possibly some of the best graphics I've seen in a SMB3 hack. I think the primary source of my enjoyment was marvelling at the sheer amount of effort and love that has clearly gone into this hack. It really is a fine tribute to the childhood game we all know and love.

The level design was quite creative in parts - particularly some of the puzzles and unusual uses of blocks and sprites later in the game, however, the first few worlds felt kinda repetitive and oversaturated with powerups (having 6 powerups and 4 lives in 1-1 is perhaps slight overkill).

Other than that, I felt the difficulty scaled quite nicely - I was hovering between 20-30 lives for most of the game, before losing a few in batches in the 8th world which has some long levels (though the 8th world felt kinda short overall?). The game is beatable without savestates, but I admit to using them a couple of times late in the game, not so much out of difficulty, but because a lot of levels seem to be designed to be completed in a certain way and would be peppered with reset pipes for when you failed, which led to a lot of repetitive playing through the same areas.

The boo buddies, electrodes and bullet bills were among my favourite new graphical changes and world's 5 and 6 were probably the most fun to play. There's definitely some replay value here, so I think I'll probably give it another play in the coming months. Congrats on all the hard work and finishing this beautiful project!

Pretty damn amazingmadmacabre2018-02-05Version 1.0

Have been playing this hack for the last hour and so far its been a delight. I appreciate the hard work that went into this. Looking forward to more hacks this author makes in the future.

Great game, but I have issues with the power-up system and difficulty settings.ItsRainingGravy2018-02-04Version 1.0

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!

Quality romhack.boogieman2018-02-03Version 1.0

Just wanted to say, this hack is very enjoyable. Everything feels fresh. The new graphics are still very much Mario, but have a great new look.

I suggest anyone who is decent at Mario 3 should play on hard mode. "Gamer" mode feels a bit too easy with power ups every few screens, but that's no problem since there are two harder modes than gamer.

I'd definitely recommend this, it's quality. It pays homage to Mario 3 but gives us a whole new, well thought out experience.

Pretty cooolSuperThunderBlade2018-02-01Version 1.0

Thanks a lot.

This game seems really cool. I played through the first overworld and it looks like a very authentic and solid SMB game to me with a high fun factor like in the good old days. Great work.

Beautiful!Officerpug2018-02-01Version 1.0

Only played through 5 levels by now, and I gotta say that it's just awesome, everything feels fresh but at the same time gives a vibe of nostalgia, you really put everything of yourself into making this, thanks!

B E A U T I F U L ! ! !Doodle_Dangernoodle2018-02-01Version 1.0

This has to be the most visually gorgeous Mario 3 hack out there! Color me impressed.