World E: Deserted Skies
Lab of the Mirage ( revisited )
Music: “Revenge of Meta Knight – Halbert”, Kirby Super Star
Yes, e’en this world’s lab’s secret exit involves flying.
The reason for my clumsy playing is that I just started using a real SNES controller & was getting used to it.
- P-Switch level count: 27 / 45
- Levels with mo’ than 1 switch: 13
- Levels with mo’ than 1 o’ the same switch: 8
World I: Bowser’s Secret Sea
I was a’least wise ’nough to hide the water levels ’way in a secret world that doesn’t give you anything for beating it.
Sea of Secrets
Music: “Underwater Tunnels”, Wario Land II
Nice awkward tiling o’ the bottom row o’ the background.
Not much to say ’bout this level. It’s not terrible — it’s just not terribly creative. It’s just a bunch o’ places where you need to dodge Urchins & swim round Electros. As the bonus ending shows, this level does reward you for noticing alternate routes.
Speaking o’ which, that brings up a point that annoys me: while I play rather clumsily in this video, when I was playing up to the part o’ the 2nd route, I did so well & smoothly, making early cycles with Urchins & squeezing through Electros with minimal movement. But I didn’t start recording till I got to just before the secret path, since it’s not as if I expected that to happen.
Also, that the “multiple paths, right path is 2nd-to-last” is a “puzzle” I’ve done a’least 1 other time, & probably mo’. It’s hilarious ’cause it wastes a li’l bit o’ the player’s time, & nothing else. Actually, to be fair, if the answer is this consistent for a few times, it does make for an OK puzzle in terms o’ challenging players to learn & remember. I did remember it ’cause it’s so common it’s solidified in my mind; I only intentionally took the last path to show it off.
The lack o’ P-switches & my foggy memory leads me to believe this was extensively remade late in development.
- P-Switch level count: 27 / 46
- Levels with mo’ than 1 switch: 13
- Levels with mo’ than 1 o’ the same switch: 8
S.S. Devil Koopa
Music: “Jib Jib”, Donkey Kong Country 2: Diddy’s Kong Quest
For some reason I reference a lot o’ Japanese Mario names like Teresa ( Japanese name for Boo ) & “Devil Koopa”, which is actually what Super Mario World calls Bowser @ some point. I think I found it exotic, like how I always found the inaccurately translated enemy names in Super Mario RPG exotic.
The silver P-switch is a nice reward for exploring. I didn’t e’en know Boos turned to silver coins till I made this level. I also like how the dynamic o’ the 1st room changes if you take the key with you. As you can see, I couldn’t control myself worth shit & careened into every obstacle I could — but still didn’t die thanks to this level babying me & giving me plenty o’ powerups. The only problem is that savvy players would probably think to take the silver P-switch with them only to ne’er find a place they need it — ’nother flaw caused by my o’eruse o’ P-switch puzzles.
Speaking o’ which, the 2nd area has a needless blue switch, presumably to force the player to explore the left area on the top deck, where they can find a bunch o’ empty space & a single hopping Koopa.
That’s OK, ’cause it turns out my memory was wrong: I thought the ship went straight down, preventing you from swimming under everything, @ certain points, like just after the keyhole alcove. Turns out I changed that & allow you to straight swim past everything. Guess that was to give the player a back-up in case they stupidly waste the P-switch without getting rid o’ the brown blocks.
I have no idea why Luigi’s fiery palette is messed up in this area. ¿Does he e’en have a different palette scheme in this area? Other than the fiery palette being his normal palette, everything else is the same. ¿Why does this exist?
You’ll also notice the water surface tiles choppily jutting into each other when the open surface meets the surface in front o’ the ship. No matter how much I tried, I could ne’er fix that problem. I don’t think I could e’er figure out the frame speed o’ the original surface.
& our reward for this secret exit is… a warp to the middle o’ the forest for some reason. Makes me wonder if this route would make for better speedrunning — as if anyone would be masochistic ’nough to speedrun this gem.
- P-Switch level count: 28 / 47
- Levels with mo’ than 1 switch: 14
- Levels with mo’ than 1 o’ the same switch: 8
Sea of Classics
Music: “Underwater Theme”, Super Mario All-Stars ( Super Mario Bros. ) ( Same )
Now we get some truly shitty level design: an obnoxious maze with cliché references to the original Super Mario Bros., glitchy turn-block graphics, & a P-switch. I love how I didn’t e’en go all the way with the classic references: the music is from All-Stars & the end has the Super Mario World goal post, not the flagpole. It’s the only level with the goal post, too, so that means that if one’s stupid ’nough, they could use this level to get the bonus level that otherwise is defacto edited out. I’d be interested to see how glitched that looks.
Also, the outlines on everything is wrong: it’s dark gray when the original Super Mario Bros. obviously used pure black.
The 1 interesting point ’bout this level is that it’s while copying the graphics from Super Mario Bros. that I learned that the clouds & bushes are the same graphics, just with different palettes.
- P-Switch level count: 29 / 48
- Levels with mo’ than 1 switch: 14
- Levels with mo’ than 1 o’ the same switch: 8
Shroom of Seas
Music: “Underwater Theme”, Super Mario All-Stars ( Super Mario Bros. ) ( Same )
¿Do I have déjà vu or did I not also see this message somewhere else? Considering how many messages are just stupid jokes, it amazes me that I couldn’t come up with ’nough messages that I had to stoop to repetition twice. Truly these were here just to give me a reason to have mo’ multiple exits, since it’s not as if I could’ve made level layouts mo’ creative than a straight line to the end. I mean, we already saw what kind o’ bizarre shit I come up with when I don’t just use shrooms with that warp star to the middle o’ a forest shit.
I want to emphasize: your reward for beating this secret world is a fucking shroom. A fucking shroom with a message that’s a copy o’ ’nother & randomized item blocks that don’t e’en seem to work & aren’t worth e’en 10 coins.
Next update will be e’en shorter, & hopefully mo’ prompt, since it’ll just be a li’l clean-up & build-up to the true final world.