Well, here we are, halfway through the normal game. Fortunately for us, the best is yet to come!
All maps are by snesmaster1.
World 4-1
Not only do Lakitu and Spiny rear their ugly heads for the first time, we get a brand new enemy that wasn't in the original: the Red Pirahna Plants. Unlike the green ones, the red ones don't give a flying shit if you're standing next to or on the edge of the pipe. They will still push their heads out and bite at you unless you are standing directly on the pipe, throwing a whole new wrench into the proceedings. Prepare to see the red ones a lot.
You'll have to run and jump to make that springboard jump, since the springboard is red this time around.
The first of three pipes on top of the ? blocks near the end takes you to an underwater coin area, but it takes you back, so be ready for that if you need to take it. That reminds me, once you're back there, get behind the stairway of blocks that you see after you return and jump - there's a hidden 1-up over there.
You'll have to run and jump to make that springboard jump, since the springboard is red this time around.
The first of three pipes on top of the ? blocks near the end takes you to an underwater coin area, but it takes you back, so be ready for that if you need to take it. That reminds me, once you're back there, get behind the stairway of blocks that you see after you return and jump - there's a hidden 1-up over there.
World 4-2
There's a few bullet bills as well as one pipe with a Red Pirahna Plant in it that you [b]have[/b] to make a running jump onto.
The brick that comes after the set of Bullet Bills at the start contains a Starman, which will really help with a lot of the stage. If you make a running jump over the red springboard and still happen to make it, you just might be able to get that running jump mentioned earlier down easily.
The brick that comes after the set of Bullet Bills at the start contains a Starman, which will really help with a lot of the stage. If you make a running jump over the red springboard and still happen to make it, you just might be able to get that running jump mentioned earlier down easily.
World 4-3
Map
Welcome to airborne hell.
You'll be jumping on springboard and making your way across see-sawing platforms while trying not to get killed by Red Para-Troopas and Bullet Bills that sear across the screen from the right.
After the first see-sawing platforms, get all the way to the left end of the stationary platform before that big gap and make a running jump right off the other edge. It's the only way you'll jump on that Para-Troopa and make it to the other side without getting killed.
You'll have to be patient when you reach the blocks near the end. There's only two of them that make up your stairway to the flag, so if you happen to be slow by the time you get here, be patient and make your jumps carefully here.
Welcome to airborne hell.
You'll be jumping on springboard and making your way across see-sawing platforms while trying not to get killed by Red Para-Troopas and Bullet Bills that sear across the screen from the right.
After the first see-sawing platforms, get all the way to the left end of the stationary platform before that big gap and make a running jump right off the other edge. It's the only way you'll jump on that Para-Troopa and make it to the other side without getting killed.
You'll have to be patient when you reach the blocks near the end. There's only two of them that make up your stairway to the flag, so if you happen to be slow by the time you get here, be patient and make your jumps carefully here.
World 4-4
Map
Oh, good lord.
Once the green Koopas aren't a threat, you'll have to make a running jump to reach the fire bar block.
There's a solid wall hanging off the ceiling near Bowser. You'll have to run under him this time and time it really well in order to do it. You're best off getting his past the wall and getting close enough so that you'll A) run directly under him, B) not get hit by the fire bar before you can do it, and C) not get hit by a fireball that you can't avoid.
Oh, good lord.
Once the green Koopas aren't a threat, you'll have to make a running jump to reach the fire bar block.
There's a solid wall hanging off the ceiling near Bowser. You'll have to run under him this time and time it really well in order to do it. You're best off getting his past the wall and getting close enough so that you'll A) run directly under him, B) not get hit by the fire bar before you can do it, and C) not get hit by a fireball that you can't avoid.
Those maps by snesmaster are amazing. I could sit here staring at them all day.
ReplyDeleteSeconded. snesmaster did a fantastic job.
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