About Mario 3 : Around the World
In Mario 3 : Around the World, the game begins with an intro involving a mysterious cloud appearing over the Mushroom Kingdom and kidnapping Princess Peach; Mario then finds out from one of the Toads that Wario is behind all of this, and then sets off to rescue the Princess.
The gameplay is notable mostly for its' streamlined level design, awkward and somewhat-lacking physics, wonky hit detection and being the bare minimum for a Mario game. Mario controls similarly to his original games; A is used to run and B is used to jump. However, throwing fireballs is assigned to C instead of sharing the same button to run. The only power-ups are Super Mushrooms (although Mario doesn't grow bigger) and Fire Flowers. The only way to gain extra lives is through collecting 100 coins.
Jumping is rather odd; while holding B increases your jump as expected, letting go causes you to automatically drop. Mario also doesn't abide by gravity; he instead jumps up at a specific speed and then falls at a faster speed. There's also no real friction accounted for when Mario stops walking or running; instead he'll keep walking/running for a bit if he's been moving for a while or will come to a complete stop if he's moved a short distance. Running acts more as a toggle and just increases Mario speed as he moves on the ground.
In Mario 3 : Around the World there are 22 levels in total; 11 Egyptian-themed levels, 6 Aztec-themed levels and 5 arctic-themed levels. Some of the pipes will actually take you to an underground area and let you skip part of a level. Enemies-wise: you have your usual Goombas and Koopas. Piranha Plants (here, they're yellow and lack a stem) and the Flurries from Super Mario Bros. 2 also appear here but they function the same way as Goombas. Pile Driver Micro-Goombas also appear but instead of jumping, they remain stationary. Nipper Plants appear as well but functioning as how the original Piranha Plants did. The only new enemy is a white rhino-looking creature standing on its hind legs who acts the same way as Goombas. Continue screen, featuring strange artwork from here.
Graphics and Sound
The game is also infamous for stealing graphics and music from other sources which is usual for BMB. A lot of the sprites are taken from Super Mario All-Stars. Mario uses sprites from Mario and Wario instead. Most of the art for the intro, ending, and various screens were also taken from various sources and downgraded to fit the Mega Drive's graphic capabilities. Between each level, there's an intermission screen showing a Mario-relate picture involving the level's theme. The infamous continue screen is a pic called DeadMario created by Bibs that was originally posted on Pyxleyes.
The majority of the music was taken from the modules that come with Shiru's TFM Music Maker. The Continue and Game Over tracks were taken from Uwol: Quest for Money. (which Shiru also composed for) All those tracks are sped up and use slightly different instruments. Two of the tracks appear to be conversions of Amiga tracks (Nighthawk's cover of Super Mario Bros.'s overworld theme and Maktone's Class11.time flies) When you lose a life from an enemy, it plays a short sample of a conversion of the first boss battle theme from Chrono Trigger done by Chris Kelly. When Mario falls, a sample of someone yelling plays instead.
A = SELECT
S = START
← → ↑ ↓ = LEFT / RIGHT / UP / DOWN
Z = B Button
X = A Button
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