Monday, September 3, 2018

PrinceWatercress plays Super Mario World - Part 12 of 17


We're getting pretty close to the end of the game, but we've got some challenging stages to get through before we can knock on Bowser's door...

Overworld map by Rick Bruns. All other maps by Stefan Mahrla.


Chocolate Island 4



For this area, there are a lot of slopes as well as some sloped platforms that move around in mid-air. You'll need to use these platforms in order to get over the lava. Thankfully, you At one point, there are three 1-Ups that you can pick up if you have activated some of the switches in the Switch Palaces. 

When you reach safer ground, there will be a block with a P Switch in it. If you want to, use the P Switch to get to a gray pipe blocked by blocks. Here, there will be a bonus area where you can hit another P Switch and try to get to one of the many pipes that will all take you back to the yellow pipe on the bone platform. The best level to stop at when the coins turn back into blocks is the seventh level, as that one will give you five 1-Ups.

At the pipe with the bone platform, you'll meet Mega Mole, the giant version of Monty Mole. He can only be killed with a Koopa shell or a Starman, as your cape and fireballs will not work. You can also ride on their heads, too.

Chocolate Island 5



This is a pretty wacky course. It starts with a bunch of Spinys surrounded by blocks. There is a Blue P Switch in plain sight, but if you fly upwards, you can find a silver one as well as one of the Dragon coins.

The yellow pipe surrounded by blocks will take you to the three-block mini-game, while the one that is not will take you to an area with Cheep Cheeps in bubbles as well as two of the Dragon coins.

Both yellow pipes will take you to the same exit, which lets you skip two areas with water in them. The first one has one of the Dragon Coins and has Para-Goombas and Para-Bobombs slowly floating down towards you. The second has red, blue, yellow and green Koopa shells, all empty, and you will not see them all unless you are there with the Blue P Switch's ability still in effect.

After the checkpoint, you'll deal with pipes that grown and shrink in height, then you will have to deal with some platforms that expand and contract. You'll then deal with Chargin' Chucks as you go for the last Dragon Coin.

#6 Wendy's Castle



This castle has a brand new hazard: giant spikes that come out of the ground and ceilings and jut out in an attempt to crush you. Looks like Bowser and the Koopalings are going over the top here.

You'll also be dealing with a couple of buzzsaws, and you'll also be dealing with them and the giant spikes of doom at the same time. It will take a little trial and error to see where the gaps are between them as well as to figure out what to do in that part.

After some more spikes of doom, one of them coming out of the ground and all of them moving in and out in a faster pattern that is easier to understand, you'll hit the checkpoint and move on to the second half of the stage. Here, you'll meet orange sparks, both big and small, moving around platforms. The big ones move a lot slower than the small ones, but thankfully you can spin jump off of them. There are also walls and ceilings that move up and down as well as gray ones that move back and forth. Try not to get crushed.

The boss here is Wendy O. Williams (named after Wendy O. Williams of The Plasmatics), who fights just like Lemmy. The only difference is that all of the tops of the pipes are at the same level and there are two Podaboos bouncing around in diagonal directions. While this set-up can seemingly be easier, it does provide its own set of challenges when it comes to avoiding things. Just like with Lemmy, three bops on the head will do Wendy in and you will save the sixth of Yoshi's friends.

Next up is the Sunken Ghost Ship, but we have one more place in Chocolate Island to deal with: Chocolate Secret.

Chocolate Secret



You'll start out using a springboard to get over the lava, and after a few Buzzy Beetles, you'll start seeing the Chargin' Chucks kicking footballs. They seem to two low bounces followed by a high one, which is not how footballs act in real life. Having Fire Mario works well with the Chargin' Chucks here.

There is a green pipe shortly after the start that lets you go above ground, but you don't get to skip much of the level at all if you take it.

After you hit the checkpoint, there is a whole section dedicated to slopes. If you ever wanted a whole section where you wanted to just hold Down and get through everything, here is your chance! Just hold down and take out all those Buzzy Beetles! Watch out for the pit with the Munchers halfway through.

After that, you'll be dealing with a bunch of Spiky Tops as well as series of platforms that sink all at once into the lava when you stand on the first one. You'll want to be quick with those sections.

When you're done with this course, you'll get a shortcut back to #6 Wendy's Castle.

Sunken Ghost Ship



Here it is: the bridge between the sixth and seventh worlds.

Unlike the other Ghost areas, you can bring Yoshi here for a free hit, but it makes you a slightly bigger target and is probably not worth it.

When you enter, just swim to the right and avoid the Bullet Bills that come out of the cannons. There is a ? Block with a power-up inside if you need it.

From here, you'll have to swim slowly and carefully to avoid the Boo Buddies that pop in and out at random locations. Hold Down while swimming in place if you need to. After a while, they will go away and you'll just have a few Eeries and a Boo carousel to deal with.

When you go down the pipe at the end, you'll take a huge drop. Grab the Starman and take out as many enemies as you can as you take the long drop down. All the Dragon Coins will be here, it's just a matter of figuring out where they are if you want to get them all in the Game Boy Advance version.

There is a pit of water, but it leads nowhere but death if you go all the way down it. Swim to the platform with the green ? orb to finish the stage.

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