Monday, November 26, 2018

PrinceWatercress plays Super Boy III - Part 1 of 4


Despite me saying that my microphone sounds better, it doesn't. It really doesn't. And I regret using that clip-on microphone like a desk microphone. At least it's not that bad, but still...

If you were expecting Super Boy III to be the same as the first two games, you're mistaken. The game is programmed differently, and instead of being based on Super Mario Bros. 3, it's based on Super Mario World...very, very loosely. For the purposes of this blog series, I'm going to assume you've already played the original Super Mario World.

Instead of worlds, you have rounds, and you have sixteen in all to get through to beat the game.

The controls are the same as ever: 1 to jump, 2 to run. This time, however, power-ups are much easier to get. The flower even bounces on the ground twice. If you can get the fire flower and keep the power-up for it, every power-up you find afterwards is some sort of Pepsi logo-looking thing that makes you invincible for a few seconds...and if you're good, you'll be getting it often. You have a bean that makes you Super Mario, a flower that makes you Fire Mario, and then the Pepsi logo, in that order.

The squares with the faces are the Dragon Coins of this game. Collecting five will give you a 1-Up, and if you know what you're doing, you'll get a ton of them. You can also get an extra life by picking up 50 regular coins, which are the circles with the "10" on them. Unlike the first two games, there are checkpoints, so you don't get sent all the way back to the beginning of the round when you die. 

You'll definitely see some familiar enemies, including Rexes, Banzai Bills, Nippers that act as Jumping Piranha Plants that never go into their pipes, and a Hammer Brother. The Hammer Brother is at the end and acts as a boss. You can jump on him multiple times, but you're better off fighting him with the fireball if you can find the Fire Flower. The end-boss Hammer Brother is simple at the beginning, but he can turn around and go after you if you're behind him for long enough.

If you're wondering why slanted things like slopes and the giant diagonal pipes are all jagged, it is to ensure that Mario can stand on them. Unfortunately, you have to jump up slopes.

Round 2 introduces the Koopas, which get kicked when defeated and touched. If you attack them a third time, you will kill them.  You will also meet the Monty Moles, which will jump out of the 

The platforms in Round 3 move downwards and to the right when you stand on them. You can use this movement to your advantage, but you have to move along with them or else you will slip off them and die.

The logs in the water in Round 4.will sink the longer you stand on them. Also, be careful near the water, because if you fall in, you won't be able to avoid losing a life. Also, watch out for the black spiked balls that bounce towards you.

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