Friday, July 17, 2020

PrinceWatercress plays Super Mario Bros. 3 (NES) - Part 2 of 11


In this episode, we head to the Koopahari desert. Get used to world being longer and harder than this one, as we won't be completing whole worlds in one video after this.


World 2


World 2-1


Some of the bricks have Mini-Goombas in them; jump on the bricks to defeat them.

The pipe surrounded by destructible bricks takes you to a P-Switch. Jump on it to get some more coins when you leave the room.

The fire caterpillars leap towards you; the Starman or a Koopa are the only ways to defeat them.

The last pipe before the exit leads to another P Switch, so you can get a few more coins before the goal. Believe it or not, you can go into the pipe, hit the P Switch, get the coins, go back in the last pipe, hit the P Switch, collect the coins again because the coins/bricks re-spawn when you come back, and keep doing this for as long as you want for a few extra lives. You can even get a time over, come back here, do it again, and keep doing it until you have 99 lives. (Thanks Aqualung's Game Reviews)

World 2-2


If you end a level with a number of coins that is a multiple of 11, you can turn one of the Hammer Brothers into a Coin Ship, or cause the Coin Ship to appear if there isn't one. If you get on the Coin Ship, you can get on an airship in a bright, daytime sky that is full of coins, where you can take your fill and earn your way towards another 1-Up.

Not much to say about this one. The quicksand that the Piranha Plants stick out from will suck you downwards into a bottomless pit if you don't keep jumping to get out. Other than the one bottomless pit, the P Switch that turns all the bricks into coins and the oasis full of Cheep Cheeps who just swim around and only deal contact damage, there's not much else to say here.

The White Mushroom House will pop up if you collect 30 coins here.

World 2 Fortress


The Thwomps slam downwards into the ground if you get close enough. Also, the Boo Buddies - the ghosts that come at you when you turn away - are the same enemies mentioned in the Princess' letter from World 1. Be ready to run near the end of the first section to get past all the Thwomps.

In the second section, watch out for the spike platforms that slowly move up and down. You can run straight under them while they are moving up or all the way up; just make sure Mario's head doesn't touch the spikes. There will be a door moving in and out of the ground; you'll want to enter it.

After this, we finally face Boom-Boom. To beat Boom Boom, stay away from him and try to jump directly on his head when he comes your way. He goes down after three hits. Just watch out when he stands in place very briefly to jump at you. When you beat him, grab the ? Ball that pops up to clear the fortress.

To use items from your inventory, press B on the overworld map, then use the Control Pad to select which item you want. When you have what you want selected, press A. You only have three pages worth of items that you can collect before the final item on the final page is overwritten, so use items when you need to!

The Music Box puts all the Hammer Brother enemies on the overworld map to sleep for one time until you leave the overworld map to enter a stage.

World 2-3


This place is full of pyramids!

After a few block platform pyramids you can jump around on, you'll see two pyramids made of bricks. The left one has a hidden 1-Up if you can get it, and if you can jump up and reveal some note blocks on the right one, you can make your way to some coins, invisible blocks to use at platforms once exposed and a P-Switch that will turn the bricks into coins, making it much easier to get a 1-Up here.

The Koopa's shells can be used to turn some bricks near the end pipe into coin blocks, and reveal one that will contain ten that you can get it you hit the brick from underneath quickly.

Go down the pipe at the end to exit.

Quicksand


The quicksand stage has two main enemies: the tornado that you will have to fly over with Raccoon Mario if you want to get far in the stage, and the sun in the background that will eventually have a mind of its own and swoop down at you every so often.

World 2-4


There are two ways you can handle this: fly up through the bricks at the beginning and get all the coins that way (and land on the P Switch when you're done with that to get the ones that used to be bricks), or you can travel down the lower path, deal with enemies, and then try to fly up to the note blocks and make your way to the upper road this way. Either way, this is a super short course.

World 2-5


The bricks in the wooden block part hide a vine. If you can get the vine to show up, then hold Up and/or Down in front of the vine to climb it, you can find a path to a pipe that leads to a room full of bricks that leads to a coin room followed by a secret area where you can get some hidden stuff.

Also, this stage is the debut of Chain Chomp. They are stuck to wooden blocks and will lunge at you, but their chains only allow them to go so far. Keep your distance.

One of the Hammer Brothers has a hammer. If you use it at a rock near the castle, you can use it to fight some Fire Brothers, who spit fireballs at you instead of tossing hammers or boomerangs. Beating them will net you the third and final hidden Warp Whistle. Also, the nearby Toad House will give you a Frog Suit no matter what.

Pyramid


In this stage, you'll be in a brief underground maze. You'll have to use the Buzzy Beetles to open paths through the bricks.

If you can get in the pipe in the ceiling and hit the right-most brick, you can then hit the P Switch in the lone block to the left and make your way to a 1-Up hidden in a brick if you're fast enough. (The light-colored spots in the wall hints at an invisible block you can hit from underneath to reveal, and therefore use to enter that room in the first place.)

World 2 Castle


The king here is a spider. Fun.

World 2 Airship


There are now cannons in the platforms that will shoot cannonballs in one or two directions.

The guys who pop out of the floor to throw wrenches can be jumped on; sometimes they will pop back up after being defeated.

To beat Morton Koopa Jr., jump on his three head while avoiding him as he jumps toward you after taking damage.

In the next letter, the Princess will tell you that you can stomp on enemies with Kuribo's Shoe. You'll also be given Jugem's Cloud, which allows you to skip a stage on the overworld map.

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