Version 3 Changes

The bosses have received some significant changes to them in order for them to become somewhat of a challenge to the players

The midbosses for Worlds 1-4 can potentially be taken down in just three fireballs. But it is immune to the cape power up.

The midbosses for World 5-7 take about three fireballs to actually consider it to be on par with a single jump just to damage it while it is immune to the cape feather just like the one for Worlds 1-4.

The midboss for World 8 is immune to the player's fireballs. So they will have to resort to either jumping on it or hurting it with the cape spin of their cape powerup.

Clucky's room now has a single fireball occasionally hopping right out of the lava pit of the arena. He will also be hurt by fireballs the same way Mario would jump on him as a whole.

William of the Uprising Uptown castle can now be hurt by fireballs. And speaking of said castle, it now has a total of 500 seconds. And like Clucky before him, William will also be hurt by fireballs the same way the former would.

Chester of Miracle Mountain's castle will jump make the ground shake upon being at his last Hit Point, in addition to be being more vulnerable to the player's fireballs. In other words He will be hurt by fireballs as if he was jumped on the head by Mario himself.

Nimba's arena will now have a couple of pits to keep the player from actually running around the arena on purpose instead of fighting the boss as intended. Also if the player does land the final blow on Nimba, they will have to make sure that they do so while they are above or especially on any footing so that the player won't end up indirectly falling into one of the pits present. Thus, costing them the entire boss battle and the chance to head on to the next world. Speaking of Nimba, he is now at a slightly higher altitude than before.

Olivier now has a longer flashing frame time. Also after the checkpoint in the first room of his castle, there will be a message box for the player to inform them about the fact that they can actually kill the fishbones with their cape powerup.

Hector like Olivier before him, now has a much longer flashing frame upon taking damage from the player.

Arthur's room now has spikes in various parts of it especially on the floor to keep the player from potentially running around the room. Arthur however is a lot weaker to fireballs as they are strong enough to even consider it as a single hit like a jump would. But since attempting to jump on him would be a reckless decision, throwing his snowballs back at him is still a safer option if the player doesn't have the fire flower. On top of that, Arthur's earthquakes are capable of stunning the player for nearly a couple seconds and this can be extremely dangerous if the player is stunned right on the spikes in the boss room itself, especially if they are in their small form. Another thing, his castle now has a far more icy flavor to it, in terms level palette in general.

Fireballs thrown at Bowser now deal the same amount of damage as a normal jump would otherwise. But his flash time is significantly longer than the rest of the other bosses combined.

The background for 4-3 has been edited a little. And speaking of which the room that contains the key to the Red Switch Trial if the player has already cleared the Green one will now have three para spinys potentially keeping the players from speeding to the keyhole unharmed.

