The sequel to "Super Flyin", Mario is back to fly across difficult levels — bopping, avoiding, and blasting enemies along the way. Recharge your flight timer by hitting enemies on the head, and keep on super flyin' away to victory!
Mario also has a super-charged powerup at his disposal now — the Fire Leaf.
Hold up and press B to do a tail attack.
Hold down and B to turn into a mobile statue.
Press B to shoot fireballs.
This game has been heavily modified from the original in more ways than can be explored here.
See the full README in the ZIP file for a comprehensive list of all improvements over the first game.
README linked on this page is an abridged, text-only version.
Super Flyin Again
by BlueFinch
May 1st, 2020
The chief thing that makes this romhack different is the change to Mario’s flight engine.
In the smash hit game “Super Mario Maker”, Nintendo added the ability in the SMB3 game style
for Raccoon Mario to recharge his flight by bopping enemies. I added that to Super Flyin, and
it is in this hack also...
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So, as in the first edition of "Super Flyin", Mario can do the following:
Recharge his flight timer by hitting an enemy.
Hit enemies underwater.
Goombas won't die after hitting them.
Flight:
Everyone can fly in this game, and everyone can slide.
Little Mario can fly. Fire Mario can fly. Hammer Suit Mario can fly.
Hammer Suit Mario can slide (but he is not used at all in this hack).
You cannot “flutter” unless you have a tail, so once your flight timer runs out, and you’re tailless…
you will fall like a stone!
Keep in mind, you may or may not be able to beat the level without a certain powerup,
but you can at least look ahead a little bit before starting over. That is why I programmed
them all to have flight ability. Now that is some super flyin…
Shells:
Mario can grab shelled enemies on his descent instead of automatically kicking them.
you do this by holding b on the way down toward the shell. (Concept ported from Super Mario Maker / coded for NES by OrangeExpo)
Death and Life:
Mario has a quick death animation and return to overworld (coded by OrangeExpo)
Mario has infinite lives and there are powerups everywhere. This game is about playing the levels, not beating the game under constraint of lives, or powerups (there are a lot of powerup opportunities in this game)
Auto Re-Powerup:
Mario Resets to Raccoon Mario… or Retains Active Powerup
When he dies.
When he touches a goal card… unless he is wearing a 'superior' suit: Tanooki / Fire Leaf
When he touches a treasure chest… unless he is wearing a 'superior' suit: Tanooki / Fire Leaf
Mario does not reset to Raccoon Mario after entering the pipe in the hidden fortress level inside of the king's castle.
The point of that mini fortress is to give you the in-level Fire Leaf if you can beat the level with it.
b4b) Powerups:
Raccoon Suit:
Can do everything he normally does, but can also tail attack underwater.
this makes him to not use his swimming frames, but hey, you can't have it all!
Fire Leaf Suit:
Replaces the frog suit, and doesn't apologize for that at all. (next hack will have my conception of an improved Frog Suit which…[secrets])
Fire Leaf Tech:
Press B for a fireball
Hold Up and Press B for a tail attack
Hold Down and Press B for a statue which can move around and even gain p-speed.
The Fire Leaf statue is much faster in transition than Tanooki's, as I don't use the "poof" frames. I have found this to be way better for gameplay and flow.
The Fire Leaf cannot tail attack underwater. Hey, you can't have it all!
Tanooki Suit:
Can do everything he normally does, but his statue doesn't lose x velocity when activated. This means he can slide around while a statue, which is valuable tech for this hack. He still “poofs” in and out of transition, so it will end up feeling slower than Fire Leaf (because it is).
Animations work as they ought to. This is ensured by some code I had previously written to check if the person who is in flight is wearing a certain suit. Basically, if there are “tail frames” to draw, they’re drawn; otherwise, they don’t try to draw them. If the game DID try to draw tail frames on Fire Mario, for instance, it would repeat some leg frames, and look weird. Centaurio?
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Level Schematic:
Overworld Tile Terminates With... Nominal Level Space
King’s Fortress Princess Letter (Hammer in Letter) 1 - End Castle
Toad House (Fire Leaves x6) White Toad House (via either door. only triggers once)
Bonus Fort (Fire Leaf in Chest) 5 Dungeon 1 (via either door once Toad House is completed)
TR for Training Goal Card 1-1
Sandy Boom Trap Tanooki in Chest World 2 Hammer Bros 2
1-1 Goal Card 1-2
1-2 Goal Card 3-7
Chance Fortress Fire Leaf in Chest 3-Dungeon 1
The Pyramid Hammer in Chest 2-Pyramid Outside / Inside
1-3 Hammer in Chest 7-1
Dungeon B Fire Leaf in Chest 2-Dungeon
1-4 Goal Card 6-4
Bonus-5 Tanooki in Chest 6-10
Bonus-6 Fire Leaf in Chest 7-9
Water Boom Trap Tanooki in Chest World 3 Hammer Bros 2
Dungeon A Fire Leaf in Chest 1-Dungeon
Grand Dungeon Bowser's Key to Princess Chamber 6-Dungeon 3
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Thanks to the Following...
Captain Southbird for giving the romhacking community his disassembly of Super Mario Bros. 3.
He has done a great work and is rightly considered the godfather of modern SMB3 hacking.
The disassembly of Super Mario Bros. 3 has made it possible for anyone to look underneath
the hood of this wonderful game and make sensible and creative changes to the core of the game,
due to its sensible and extensive commentary and labelling. Without the disassembly, we would be
slaving away in a sea of hex values, where most of us would drown immediately.
So then, Captain Southbird, we salute you! Branch, technically always!
OrangeExpo for his invaluable help on some major things, including the multi-boomboom battle code.
I did augment it later to handle my Treasure BoomBoom, but he is completely responsible for the
base code from which everything else grew. He is mentioned in a couple of other places throughout
this document, detailing his other help.
JoeSmo for various times on twitch when we walked through some ASM issues.
Sometimes we got it, and sometimes we didn't! We had fun, though.
JoeSmo designed the second-to-last level of the game, also.
Michael for the same thing. Sometimes we got it, and sometimes we didn't!
I appreciate the assistance and fellowship, as it was the path toward the solution.
Michael is the author of SMB3 Foundry, which is the newest level editor, and spiritual successor to SMB3 Workshop.
Koopa for programming a funky and cool rendition of the chorus from “Earthquake Weather” by Beck for my overworld music.
BlueCrush, EvilElf, and Eddie for helping in playtesting the final version of this hack.
Their feedback was helpful to make it polished and smooth.
The larger SMB3 Prime community for the various kinds of support and knowledge and
camaraderie, including KP who generously helps everyone.
My God and Savior Jesus Christ for the gift of eternal life and forgiveness
of sins by believing in His name.
If I didn’t mention someone’s name either here or throughout the document, please let me know.
I have made a solid effort to remember anyone who helped me in any way.
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Super Flyin’ Again officially released on Friday, May 1st, 2020.
This hack concludes my Super Flyin’ series. Thank you for playing, and please know I will always be making more romhacks of this wonderful game as long as the Lord gives me breath in my lungs, and as long as Nintendo allows us to peacefully exist next to our younger, smarter, cooler and more handsome brother, Super Mario Maker 2.
I welcome solicitations for collaboration, as well as ideas for new projects, both from experts in romhacking as well as from those who know little to nothing about the game, and maybe always thought “it would be cool if you could do this or that”.
That is the spirit of romhacking, after all – “it would be cool if you could do that”; so then, let’s do it!
BlueFinch //
[email protected] // May 1st, 2020
Database match: Super Mario Bros. 3 (USA) (Rev A)
Database: No-Intro: Nintendo Entertainment System (v. 20180803-121122)
File SHA-1: 6BD518E85EB46A4252AF07910F61036E84B020D1
File CRC32: B742B33
ROM SHA-1: BB894D104C796F69BA16587EB66C0275F5C2FC02
ROM CRC32: 2E6301ED