Part nostalgia-bomb, part note-taking and part FAQ, what started in GameTrailers as a video game blog is now on Blogger. This blog is a look back at video games, both popular and obscure, from the video game industry's infancy all the way to the previous console generation.
Here we are...the final world of the game! Once we rescue Not Princess Peach, the game is over.
World 4
This is the hardest world of all. You'll have to remember when to run to the next platform or jump the pit to the next one. You'll also have to be pretty patient to get through 4-2, as there will be some jumps that are made harder due to the controls.
You'll have to make another leap of faith near the end of 4-3 with a running jump to the right.
Like always, jump over the Thwomp near the pipe leading to BJ with a running jump when the Thwomp is down.
In the World 4 battle with BJ, the pits are on both sides of the short center wall. Thankfully, the battle is the same as ever, and when you beat him, you'll finally be re-united with Not Princess Peach! You've won!
Welcome to the second half of the game, where some new enemies show up alongside the ones we've been seeing so far. It's not gonna get any easier, folks.
World 3
The Not Spinys make their debut here; they will drop from the top of the screen without warning, so watch the top of the screen. In the second section fo the first stage, take the low road just before where the Not Bullet Bills stop showing up to reach the flag.
If you mess up with the moving platforms and land on the one at the start when it is not low enough, just move back and get the platform off-screen so you can try it again.
For some reason, I run into the wall falling down from a failed running jump attempt near the end of 3-2; by pressing the Fire button near the wall, I got stuck on the wall, jumped and hit the flag anyway. It's a glitch in the game, and it's a bit hard to do.
In 3-3, the Not Spinys are back. Make sure you stay as high on the screen as possible, as you'll have to make a leap of faith near the end.
In 3-4, run off the edge to reach the pipe; don't jump to it like I did. The battle with BJ will be like the one from World 2, but there will be a short wall in the center. Thankfully, it's still the same battle.
This is not a very long game by any means; there are only four worlds in this game. Despite the technical limitations, this game does the most of what it can on the Atari 2600.
World 2
The four stages are always overworld, underworld, platforms and castle, in that order.
The Not Buzzy Beetles debut here; fireballs will have no effect on them.
To get to the pipe to the next section, you'll have to kick the Not Koopa into the bricks to the right above the pipe.
The Not Bullet Bills show up in the second section: be sure to duck if one is right above your hat.
When you get to the underground section that is Stage 2, be ready to jump over the second Thwomp at the pipe. Also, if you can move an enemy just off-screen, you can get rid of them a little more easily...sometimes.
Be careful in the third stage of every world (the platform ones), as it is possible to walk through platforms and lose a life to the bottomless pit below.
In the World 2 battle with BJ, there are pits in the sides of the room, and you can fall into them if you're not careful. Once again, if you can get on BJ's head and stay there, you can easily beat him and not have to move around or put in any effort.
This game is a 2013 homebrew game for the Atari 2600 made by Sprybug. You play as Not Mario and save Not Princess Peach from Not Bowser, also known as BJ. Along the way, you face off with Not Goombas, Not Koopas, Not Spinys and other obstacles such as bottomless pits and the timer at the bottom of the screen.
When you press the fire button, you'll start the game. There are four worlds with four stages each.
World 1
The enemies in this game are as easily beatable as they are in the games that they are inspired from: by jumping on them. Left and Right let you move, and Up lets you run in conjunction with Left and Right. If you happen to be Not Fire Mario, you can also fire fireballs by pressing Up. The Fire Button lets you jump. Dark brown blocks serve as the bricks, while gold ones serve as ? Blocks. The chances of you finding mushrooms to become bigger and fire flowers that allow you to turn yellow and shoot fireballs are very much random, as you will never find them in the same ? Blocks every single time. You'll just have to rely on luck to get power-ups in this game. The bricks can also give you power-ups, such as coins that fill up a meter on the lower-right and also Not Starmen that grant you temporary invincibility.
At the bottom, you'll have a yellow gauge that acts as your timer, and your score will be to the right of that. If you keep collecting coins out of bricks, there will be a gauge to the right of your score; if you can fill that up, you can get an extra life. You'll see how many lives you have at the beginning of every stage or when you die; if you lose all your lives, the game is over. Thankfully, you can start back at the beginning of the world where you died as long as you don't turn the power off or reset, and you can also play previously cleared stages on a game over, too.
The flag at the end of the stage is the goal. You'll get points based on how much time you have left.
World 1-1 is the overworld stage. This is where you get all the cheery music as well as the most room to maneuver.
When you reach 1-2, things will work a little differently. While the Not Piranha Plants are very much the same, and you can still go down pipes by pressing Down, the moving platforms that move up and down work differently. By landing on them, they freeze in place. You'll have to land on them when they are in the right position to make the next jump easier.
World 1-3 will be full of platforms in mid-air. Thankfully, you can jump through them to get on them. You'll meet Not Koopa Paratroopas here. When you reach an area, you'll have to get rid of all the enemies to make a springboard appear. The springboard will take you to the next section.
World 1-4 is the castle. When you reach the end of the stage, you'll face BJ. Along the way, you'll have to avoid Not Podaboos and Not Thwomps. When facing BJ, be ready to jump on him and stay above him as much as possible. He will try to jump before moving back and forth in his shell, but as soon as he comes out of his shell, he is vulnerable. He will take three hits to beat, and he will have a health bar where the timer usually is in the lower-left corner, but if you can keep yourself above him, he will lose those three hits quickly. Once you get those three hits in, BJ will run away, and it's on to World 2.