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Main - ROM Hacking Related Releases - Super Mario Bros. 3: A New Journey (v1.1) New thread | New reply


AlanJacobs
Posted on 11-25-16 04:12 AM (rev. 3 of 12-11-16 06:19 PM) Link | Quote | ID: 164613


Goomba
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Super Mario Bros. 3: The New Journey. (v1.1)

Happy Thanksgiving everyone!

After almost 4 years working on and off on this project, I can consider it DONE!!! .

This is a Super Mario Bros. 3 hack with 8 brand new worlds for Mario and Luigi to explore. Each world has its own unique theme with custom overworld music, graphics and redesigned levels.

It's intended to be a Super Mario Bros 3 continuation.

I consider myself a conservative hacker. My goal is to stay true to the SMB3 game while creating new and intriguing worlds to explore.

Thank you to everyone who helped me out through my own journey finishing this project! I couldn't do it without you all!

Let me know what you think! I hope you enjoy! Good Luck!

 photo Title Screen_zpsvs5s4ssp.png
Title Screen


 photo World 1 Overworld_zpsyxrhucxc.png
World 1 Overworld: Fungi Marsh

 photo World 1-4_zpsqbg5aqlc.png
World 1, Level 4

 photo World 1 Palace_zpsjsphzvlu.png
World 1 Palace: All kings and creatures are different!!

 photo World 2 Overworld_zpscpphzmoh.png
World 2: Native Ruins Overworld

 photo World 2-1_zpsunkiy4pc.png
World 2, Level 1

 photo World 2-T1_zpswf1hiefm.png
World 2, Temple 1: Star (Shuriken) Bro!! A modified version of the Boomerang Bro!

 photo World 3 Overworld_zps9lznq776.png
World 3: Crystal Canyon Overworld

 photo World 3-1_zpsbilzj06w.png
World 3, Level 1


 photo World 4-1_zpsrjv8cklr.png
World 4, Level 1

 photo World 4-4_zpsfzyfdxan.png
World 4, Level 4

 photo World 5 Overworld_zpsz1fnbgmb.png
World 5 Overworld: Golden Plains

 photo World 5-5_zpswesy37oo.png
World 5, Level 5: Golden Bricks that Mario can shoot into coins.


 photo World 6 Overworld_zpsy22ty0af.png
World 6 Overworld: Piranha Forest

 photo World 6-1_zpsq9jclgij.png
World 6, Level 1

 photo World 6-7_zpsh1id6xmh.png
World 6, Level 7.



XTTX
Posted on 11-25-16 04:17 AM Link | Quote | ID: 164614


Ninji
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Thanks for sharing this man! I was looking for something regarding a mario 3 hack. Gonna check this out now. Thanks for sharing!

Mnoel02
Posted on 11-26-16 06:09 PM Link | Quote | ID: 164617


Micro-Goomba
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you have made a great hack and have a great day.

DurfarC
Posted on 12-02-16 07:53 PM (rev. 2 of 12-03-16 02:22 AM) Link | Quote | ID: 164626


Shyguy
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I finally had the time to check this one out. I'm at World 3-7 now, and so far, I'm really impressed. I love the level design, with all the different kind of puzzles and bonus areas (I even found the flute in World 1!). I especially like the bonus coin levels, especially the one in World 2 where the normal exit only gives you a star while the pipe halfway down gives you a hammer suit (while I never use savestates to complete the game itself, I sometimes use them to check out stuff I know I missed). Seeing that there actually are bonuses hidden everywhere also makes you want to explore all the levels more, instead of simply finding the end of the level as fast as you can.

The world maps are also really nice, with the new graphics, and the same goes for the new level themes. Even though I can hear what each new music track is based off, I really like the altered world map songs too, it really does sound refreshing to hear something new.

The difficulty setting is just right as well: It's harder than the original game, but not so hard that it makes me pull my hair out in frustration. I got game over twice in each world so far, which I guess is how it should be: You fail, you learn, and then you do it right. The only thing that was a bit frustrating was the hammer bros (the ones on the map that give you items) in world 1 and the spike bros in world 2: Their placements on the screen makes them pretty hard to dodge and kill if you're small mario: One of the times I got game over in world 1 was because the hammer brother killed me 10 times in a row. But hey, I guess it's possible to learn how to deal with these as well.

The only other thing I really can complain about, is all the coin blocks in suspicious places that only turned out to be single coins. Oh well, I guess life isn't meant to be all that easy.

Overall though, I really really enjoy this hack so far, and I can't wait to explore the rest this weekend. Good job!!

Dracula X
Posted on 12-03-16 01:34 AM Link | Quote | ID: 164628


Red Paragoomba
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Nice hack!

I loved it too! One of the enemies remind me from the real SMB2J, challenging and fun.

AlanJacobs
Posted on 12-04-16 06:32 PM (rev. 2 of 12-04-16 06:34 PM) Link | Quote | ID: 164632


Goomba
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I feel my work on this project has paid off by reading your compliments, so thank you very much.

Posted by Dracula X
Nice hack!

I loved it too! One of the enemies remind me from the real SMB2J, challenging and fun.


I always envisioned this hack to be the 'SMB2J' of SMB3. Same gameplay, controls, etc. with different graphics here and there. I think it's cool you mentioned that game!


Posted by DurfarC

The difficulty setting is just right as well: It's harder than the original game, but not so hard that it makes me pull my hair out in frustration.


I'm relieved to hear this. It was not easy for me to judge the difficulty when I had to test these levels on a non-stop basis. This project was initially going to be much harder but I decided to tone down the difficulty because I wanted more people to enjoy it. You're not the only one to use continues in the beginning of the game though it does make me think if the game is still too hard. It will only get harder so my advice is to take advantage of the SMB3 tricks (Run and jump for 3 stars and the end of the levels, access coin ships, etc.) Good find on the whistle! The coin blocks probably had something there at one time in an earlier version of the level but I might have moved the power-ups around later on. Happy you're enjoying it and good luck to you.

Posted by Mnoel02
you have made a great hack and have a great day.

You have a great day as well. Thank you.

DurfarC
Posted on 12-05-16 10:26 AM Link | Quote | ID: 164635


Shyguy
Level: 21

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Posted by AlanJacobs
I'm relieved to hear this. It was not easy for me to judge the difficulty when I had to test these levels on a non-stop basis. This project was initially going to be much harder but I decided to tone down the difficulty because I wanted more people to enjoy it. You're not the only one to use continues in the beginning of the game though it does make me think if the game is still too hard. It will only get harder so my advice is to take advantage of the SMB3 tricks (Run and jump for 3 stars and the end of the levels, access coin ships, etc.) Good find on the whistle! The coin blocks probably had something there at one time in an earlier version of the level but I might have moved the power-ups around later on. Happy you're enjoying it and good luck to you.
Well yeah, I should really learn to always run and jump for the 3 stars, and learn to time the stars in the spade bonus games; Since the original game has been played a million times I never really needed extra lives since I was a kid, since you get them everywhere through the levels anyway. Here, on the other hand, I could definitely need all the lives I can get!

I have played some more now. I'd say that until World 6, the difficulty is always fair, and mostly so in World 7 and World 8 as well (I just beat the second dungeon in World 8). However, I must admit the airship in World 7 is frustrating with all the precision jumps, I got game over 20 times or so before managing to beat it (luckily the ship got stuck at one place on the map that didn't require me to replay any other levels first each time I got game over). Also, World 8s first dungeon I could never really understand how to beat properly, so I had to use all my leaf powerups until I finally made it on my very last one (the only solution I could see was to fly over a place I should probably have used a P-switch or so; I can't really remember anymore). Also, in World 8s second dungeon, there's a pipe that's bugged:


The pipe mario is standing on here sends you to the infamous "empty underground room" that's often encountered when hacking SMB3, sending Mario falling to his death.

I also think the first mushroom/flower in World 8s 2nd dungeon is too hard to get, in the cramped room with the spike brother. I could never find a way to get it without being hit. Lastly, I remember a lava level in World 7 where you had to fly up to a pipe in the ceiling: Maybe some coins pointing upwards would be a good idea, as this was never obvious to me and I had to use a P-wing to find the exit.

With all that said, I still LOVE this hack! The dark/light world level, 8-1, really made me smile, the dungeons are all cool with their pipe and/or door puzzles, and the "star run" dungeon was especially cool. Even if this post may suggest otherwise (there are only 4-5 levels I can really pick on), I am having a blast with this, it's so well done. Thanks again for sharing this little gem with us.

AlanJacobs
Posted on 12-07-16 01:34 AM Link | Quote | ID: 164640


Goomba
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Posted by DurfarC

World 8s second dungeon, there's a pipe that's bugged:


The pipe mario is standing on here sends you to the infamous "empty underground room" that's often encountered when hacking SMB3, sending Mario falling to his death.


Thanks for the heads up! Considering this is the only one discovered so far, I say I did pretty well. Will be fixed with v1.1.

Posted by DurfarC
I remember a lava level in World 7 where you had to fly up to a pipe in the ceiling: Maybe some coins pointing upwards would be a good idea, as this was never obvious to me and I had to use a P-wing to find the exit.


My testers also brought this up with the same solution. I'm against doing this for a couple reasons. 1) I believe putting coins as a hint would be too obvious. and 2) The original SMB3 World 7 Abandoned fortress is a good example of a hidden exit without using coins or anything else to give a hint. If you continued even without a p-wing, I'm sure you would have figured it out. Though I won't use coins, I will, however, make Raccoon Mario easier to access and a better platform for Mario to fly in v1.1.

Thanks for the input!


DurfarC
Posted on 12-07-16 02:14 AM (rev. 2 of 12-07-16 02:17 AM) Link | Quote | ID: 164642


Shyguy
Level: 21

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Since: 10-23-08
From: Norway

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Posted by AlanJacobs
Posted by DurfarC

World 8s second dungeon, there's a pipe that's bugged:


The pipe mario is standing on here sends you to the infamous "empty underground room" that's often encountered when hacking SMB3, sending Mario falling to his death.


Thanks for the heads up! Considering this is the only one discovered so far, I say I did pretty well. Will be fixed with v1.1.

Posted by DurfarC
I remember a lava level in World 7 where you had to fly up to a pipe in the ceiling: Maybe some coins pointing upwards would be a good idea, as this was never obvious to me and I had to use a P-wing to find the exit.


My testers also brought this up with the same solution. I'm against doing this for a couple reasons. 1) I believe putting coins as a hint would be too obvious. and 2) The original SMB3 World 7 Abandoned fortress is a good example of a hidden exit without using coins or anything else to give a hint. If you continued even without a p-wing, I'm sure you would have figured it out. Though I won't use coins, I will, however, make Raccoon Mario easier to access and a better platform for Mario to fly in v1.1.

Thanks for the input!


Actually, now that you say it, I suddenly think it's fine without coins in that level after all, because:

I'm playing through the hack for a second time now: In my first run I played until the huge fortress in World 8, but I decided to restart, mainly because I really enjoy the hack, but also to get more items and lives, since that particular fortress seems pretty hard (of course that's how it should be when it's one of the final levels). For the record, this time I managed quite well and always had over 15 lives until World 7s airship, which made me get my first game over. This proves that the difficulty setting is just right once again: Even the hardest levels are learnable.

But yeah, I was playing through that particular lava level again, and this time I saw that it was indeed pretty obvious what to do, with all the flat ground, making it easy to gain speed and fly upwards. And the fact that the same pipe is used to enter and exit the question mark room at the end makes it even more self explanatory that the powerup you get there (first mushroom and then leaf) must be used. So it is perhaps fine as it is after all, though if you can make it more obvious in one way or another, that wouldn't hurt I guess. The comparison with the original World 7s first dungeon makes me agree even more, the exit location in that one is less obvious for sure, and since I don't have any traumatic memories about getting stuck there, I must have figured out what to do somehow, like I should have in this case (when I first played the lava level I had already played for several hours and reached gaming fatigue).

Also, I'm still puzzled with World 8s first dungeon. In the final hallway with, among other things, a P-switch to the very left and the two pipe Ptooies (the pirahna plants with spiked black balls above them), what is the "official" solution to get through this particular room? At the end of the hallway you need to use a koopa shell to break the bricks, but from what I can see it is virtually impossible to get a koopa shell that far before it wakes up again AND without loosing it to the final fire piranha plant, unless you're Raccoon Mario. I know you can get the leaf early in that dungeon, but it's easy to lose it on the way, and the question mark block near one of the pipe ptooies contains a flower, not a leaf. This is rather a quesion of curiosity though, and not a suggestion for change: I just wonder if I'm missing something.

Mari42
Posted on 12-07-16 05:02 PM (rev. 3 of 12-07-16 05:08 PM) Link | Quote | ID: 164645


Goomba
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Posted by DurfarC
Posted by AlanJacobs
Posted by DurfarC
Also, I'm still puzzled with World 8s first dungeon. In the final hallway with, among other things, a P-switch to the very left and the two pipe Ptooies (the pirahna plants with spiked black balls above them), what is the "official" solution to get through this particular room? At the end of the hallway you need to use a koopa shell to break the bricks, but from what I can see it is virtually impossible to get a koopa shell that far before it wakes up again AND without loosing it to the final fire piranha plant, unless you're Raccoon Mario. I know you can get the leaf early in that dungeon, but it's easy to lose it on the way, and the question mark block near one of the pipe ptooies contains a flower, not a leaf. This is rather a question of curiosity though, and not a suggestion for change: I just wonder if I'm missing something.


I used to do that trick, and it work for me. Because, then the Koopa shell didn't wake up as soon as I've gone to the pipe as quick as the p-switch stopped. Of course its impossible, but its how he made the levels pretty hard, because its about puzzles that is kinda related to kaizo regarding of what you know of what solution that you might being able to reach to pipe to get to the end. So, I assuming you figured it out, but know how hard it is of how he made his level design of how that can be kinda kaizo related at some point. Therefore, you have to grab a koopa shell, run to the pipe where the Red Piranhna Plant was, wait for the Koopa to come out, then stomp on the Koopa shell to go up. Without a Raccoon, or Tanooki suit is what trick is for.

AlanJacobs
Posted on 12-07-16 11:55 PM Link | Quote | ID: 164647


Goomba
Level: 10

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Posted by Mari42
Posted by DurfarC
Posted by AlanJacobs
Posted by DurfarC
Also, I'm still puzzled with World 8s first dungeon. In the final hallway with, among other things, a P-switch to the very left and the two pipe Ptooies (the pirahna plants with spiked black balls above them), what is the "official" solution to get through this particular room? At the end of the hallway you need to use a koopa shell to break the bricks, but from what I can see it is virtually impossible to get a koopa shell that far before it wakes up again AND without loosing it to the final fire piranha plant, unless you're Raccoon Mario. I know you can get the leaf early in that dungeon, but it's easy to lose it on the way, and the question mark block near one of the pipe ptooies contains a flower, not a leaf. This is rather a question of curiosity though, and not a suggestion for change: I just wonder if I'm missing something.


I used to do that trick, and it work for me. Because, then the Koopa shell didn't wake up as soon as I've gone to the pipe as quick as the p-switch stopped. Of course its impossible, but its how he made the levels pretty hard, because its about puzzles that is kinda related to kaizo regarding of what you know of what solution that you might being able to reach to pipe to get to the end. So, I assuming you figured it out, but know how hard it is of how he made his level design of how that can be kinda kaizo related at some point. Therefore, you have to grab a koopa shell, run to the pipe where the Red Piranhna Plant was, wait for the Koopa to come out, then stomp on the Koopa shell to go up. Without a Raccoon, or Tanooki suit is what trick is for.


Exactly! Though I made it a bit easier.

This is the BETA version of the World 8 castle room.


Yes, you need to hit the p-switch, jump on flying red koopa, carry him to the right side of the room (bouncing on other red koopa) and let him go between wall and ? block. Then, bounce on koopa or wait til he wakes up to reach the pipe above.

I agree with Mari42 about that being a little too 'Kaizo' so I made it a bit easier in the game's initial release.

Version 1.0


Same as last time. Hit P-switch, bounce and pick up flying koopa, carry him to right side of room (bouncing off other red koopa) and let him go to hit the bricks before he wakes up. Probably would be a good idea to kill piranha plants beforehand if you can. I never noticed how much of a hassle that last piranha plant can be. My only suggestion is to jump from the empty pipe left of piranha plant and not from the platform below so you don't accidently hit him with the shell. I may revise that in v1.1. Tricky, but possible.

Love the questions! If any more, keep them coming!

DurfarC
Posted on 12-08-16 12:16 PM Link | Quote | ID: 164648


Shyguy
Level: 21

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Thanks for the explanation both of you. I loaded an old savestate and went back to try it, and it is indeed possible as you say, actually with a two second margin before the Koopa shell will wake up.

Looking back at it now, with the help of your images of the room, I'd say the 4 coins above the Koopa on the pipe is what made this so confusing to me: I was sure you would have to reach these in time before the P-switch is out, and grab the Koopa below the coins on the way, which is impossible. I also took a long time before I understood that the flying Koopa is there because you need its shelll, for a long time I rather thought it was there for you to bounce off on the way to the P-switch.

Removing the 4 coins above the Koopa would probably help, as then there is "only 1 way" to solve the room, rather than "1 right way and 1 obvious but impossible way" (grabbing the Koopa to the right and jump on the 4 coins while they're still bricks). I would also lower the pipe just to the left of the last Piranha plant pipe with 1 block, so that this jump is a bit easier and seems manageable, and at the same time remove the 3 width ground tiles between the two pipes (I was sure you had to jump from here until I finally figured it out).

With that being said, the room is really well designed and really fun to go through (now that I know how), so I hope you will keep it other than perhaps fixing these small things.

I finally managed to beat the huge World 8 castle and the anchor level after it yesterday evening, I really enjoyed them both! I will try Bowser's final (?) airship levels tonight

AlanJacobs
Posted on 12-09-16 06:26 PM (rev. 3 of 12-09-16 06:29 PM) Link | Quote | ID: 164652


Goomba
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Good luck to you, DurfarC!

Version 1.1 will include the following:

-Fix World 8 Fortress Pipe bug.
-World 8-1 'Daylight' will have enemies (as was originally intended but was an oversight when I released 1.0)
-New King's Message for Frog Mario. (I've altered the others but overlooked the Frog Suit.)
-I need to give credit to Yy for YYCHR.

I need input for version 1.2. Here's what I have in mind:

The game itself is fairly difficult, so I'm going to create two patches in v1.2. One patch will be the current version of the game (v1.1) while the other patch will be a major overhaul on the level designs to make the game much easier for everyone to play. Basically, the two patches will be an 'Easy' version and the other a 'Hard' version. All the things I've discussed with DurfarC on this thread and other suggestions will fall on the 'Easy Version.' That's what I'm leaning toward right now.

Version 1.1 will be released this weekend.

Mari42
Posted on 12-09-16 08:14 PM (rev. 2 of 12-09-16 08:14 PM) Link | Quote | ID: 164654


Goomba
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Posted by AlanJacobs
Good luck to you, DurfarC!

Version 1.1 will include the following:

-Fix World 8 Fortress Pipe bug.
-World 8-1 'Daylight' will have enemies (as was originally intended but was an oversight when I released 1.0)
-New King's Message for Frog Mario. (I've altered the others but overlooked the Frog Suit.)
-I need to give credit to Yy for YYCHR.

I need input for version 1.2. Here's what I have in mind:

The game itself is fairly difficult, so I'm going to create two patches in v1.2. One patch will be the current version of the game (v1.1) while the other patch will be a major overhaul on the level designs to make the game much easier for everyone to play. Basically, the two patches will be an 'Easy' version and the other a 'Hard' version. All the things I've discussed with DurfarC on this thread and other suggestions will fall on the 'Easy Version.' That's what I'm leaning toward right now.

Version 1.1 will be released this weekend.


Don't forget to move up the ceiling spikes in 1-fortress. Its difficult for the people who can jump and get hit it by it.

DooM Thund3r
Posted on 12-21-16 11:57 PM Link | Quote | ID: 164674

Newcomer
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I'm a new Super Mario Bros 3 rom hacker and I was just wondering what programs you used to create that rom.Mainly what I'm looking for is a level editor.If you know what you used or any good ones oUT there it will be greatly appreciated.I've always wanted to make my own Mario 3 Rom but never had the right programs to do it.Again looking for a good level editor.Thank You XD

Insectduel
Posted on 12-22-16 04:33 AM Link | Quote | ID: 164676


Boomerang Brother
Level: 62

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Posted by DooM Thund3r
I'm a new Super Mario Bros 3 rom hacker and I was just wondering what programs you used to create that rom.


SMB3 Workshop is the best SMB3 editor, also uses for Super Mario All-Stars but incomplete support. It's mostly used for SMB3 on the NES.

____________________

DooM Thund3r
Posted on 12-28-16 09:23 PM Link | Quote | ID: 164695

Newcomer
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Having trouble changing the map music.For example what we're trying to do is change World 2's map music with World 6's map music.Can anyone help us out?Thanks XD

Insectduel
Posted on 12-30-16 12:03 AM (rev. 4 of 12-30-16 12:04 AM) Link | Quote | ID: 164698


Boomerang Brother
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I have the knowledge to answer your question but unfortunately this is not the place to answer questions during a release thread that Alan Jacobs's SMB3 A New Journey has been made. Head over to General SMB3 Hacking Thread to ask all SMB3 related questions from there.

____________________

Mnoel02
Posted on 01-02-17 04:48 PM Link | Quote | ID: 164709


Micro-Goomba
Level: 9

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Since: 07-13-09

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Last view: 50 days
you made a great game and have a great day .

Main - ROM Hacking Related Releases - Super Mario Bros. 3: A New Journey (v1.1) New thread | New reply

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