Tuesday, November 27, 2018

PrinceWatercress plays Super Boy III - Part 2 of 4


It's time to play more of Super Boy III, and once again, we're back in castle. Interestingly. There's more of them, and even more hazards!

Rounds 5-8 are the first of a few castle stages in the game. Get close to the Thwomps to get them to drop down, then start moving under them as they go back up. A few of the Thwomps will shake before they go down, so pay attention to the Thwomps and wait for them to go down.

You don't want to fall into lava, obviously.

The Hammer Brothers will start shooting fireballs out of their mouths in Round 5. They are still easy to beat, but you will have to be more careful.

Round 6 is the debut of the Podaboos, which move more like they do in the official Mario games this time around. Also, ? Blocks start acting as platform to get you across long lava pits, and the logs return in these sections, too.

Round 7 is the debut of the spike columns that go in and out of the floor. There is a part near the end where there are blocks above narrow spike pits. You have to jump so that your head hits the blocks, allowing you to land on the floor between the spikes. Otherwise, you'd better be ready to move.


In Round 8, everything you've been exposed to in the last three stages are all thrown into one final castle level...at least for a while. At the long lava pit, you will want to walk above the set of five blocks, or else you won't make it to the checkpoint. Ditto for the pair of blocks after that.

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