33. One Noisy Morning Story 3: Let the water out!
A weaker version o’ the level that comes just before it. While I can understand the interest in wanting to develop the “story” o’ Wario’s castle flooding, taking up 2 / 5 o’ the 1st castle chapter with pseudowater levels is pushing it. This level does a’least use water in a different way, tho it’s less interesting: we have 1 use o’ a switch to make the water fall so you can reach a paltry 20 coins, & then have to switch it back on to reach a high-up shelf to continue the level. If you don’t feel like you absolutely need those 20 whole coins, you can just ignore the switch.
Kind o’ disappointing, considering this is the only level that has this precise gimmick, especially since they set it up to be mo’ meaningful near the beginning o’ the level, with the breakable block ’tween an early & late room, but underwater, & thus unbreakable, making one think that one needs to lower the water to break thru it; howe’er, the switch bizarrely doesn’t affect this room & you just get to the other side by going around doors.