Showing posts with label SNES. Show all posts
Showing posts with label SNES. Show all posts

Thursday, April 10, 2025

SMB2: Hittin' Up The Slots...

Mario Develops a Serious Gambling Addiction!


A memorable part of Super Mario Bros. 2 is the slot machine aka. "Bonus Chance".

The minigame appears between levels, allowing the player to win Extra Lives.

A collection of notes & screenshots transformed into a relatively deep dive of this Super Mario Bros. 2 minigame, with a separate page for each version of the game:

SMB2: Bonus Chance (Original NES)
SMB2: Bonus Chance (SNES All-Star)


There are slight variations between the original (1988) and Super Mario All-Stars (1993) versions.

Slot icons are also livened up in Super Mario All-Stars (making Mario feel like he's in Vegas).
Prizes are also more generous in the updated version.



Risking life and limb - For a chance at a few extra lives!

Carry the Magic Potion to places where tufts of grass can be found.
Pull the grass to get rewarded with tokens to play the minigame.
Hit the terminal with a fistfull of coins to better your odds of making out like a bandit.


Each coin gathered during the level is worth a pull at the machine.
With some luck, several coins can net you a few lives.


Hit up the machine with a pile of change and walk away with more lives than a cat.


Surprisingly fun and addictive. As you memorize the locations to gather potential coins, learn better timing and memorize the prizes, the odds can only shift in your favor.

It's a combination of skill and luck, but it still helps to know the stakes.

Full Pages:

SMB2: Bonus Chance (Original NES)
SMB2: Bonus Chance (SNES All-Star)



Sunday, April 6, 2025

Two Much Fun...

Refusing to Get a Life


SMB2 (All-Stars Version)

Attempting another playthu of oldschool classic Super Mario Bros. 2.
(A feat I haven't accomplished since the 1990s)
















SMB2 (NES)


Bouncing back and forth between the original SMB2 (1988) and the Super Mario All-Stars version (1993).

The original game offered just 2 lives to start.














SMB2 (All-Stars Version)

Of course the Super Mario All-Stars version is more forgiving to make it more fun.
Five lives to start the game with, plus the ability to select a new character if you die.
Each level can become a bit of a team effort as each character utilizes their strengths.













Had a decent run on the slot machine...
Those extra lives quickly depleted by a fortress maze full of "Sparks".

Still, managed to push further into this game than I have in decades.
Certainly don't remember the game being this challenging - Or maybe I was just a hell of a lot more patient.

SMB2 is a tad different than its' Mario brethren...
Gotta re-train a few compulsive Mario habits.

Can no longer squash enemies as if they were Goombas - Instead, it's best to throw vegetables at them (or throw baddies at each other).






Looking back at the game now, elements like climbing the side-by-side length of chains has a Donkey Kong Junior feel...















Other parts of Super Mario Bros. 2 may even feel like precursors to Donkey Kong Country...















Wednesday, June 5, 2024

Mario Clouds Everything...

Super Mario Bros. 3

"Wars Not Make One Great..."

With Super Mario Bros. 3 maintaining the pole position, James Bond wrestles with the Planet of the Apes.

The Force is also strong with young Skywalker. Keep trying to warn everyone that the kid grows up to be Darth Vader, but no one seems to listen...











STAR CHARTS
Arbitrarily Assigning Replay Value! 


GameSystem
Released
1Super Mario Bros. 3NES1990
2Donkey Kong Country 3SNES1996
3GoldenEye 007 N641997
4Super Mario All-StarsSNES1993
5Star Wars Episode I: RacerN641999


Wednesday, May 15, 2024

White Mushroom House (World 7-2)

SMB3: Magical Cursing... 

Super Mario Bros 3


Unlocking the White Mushroom House by collecting 46 coins in World 7-2. A special Toad House will appear on the map, awarding Mario with a P-Wing.

Not sure if I had ever performed this trick in Super Mario Bros 3.
Was hoping to do it on the original NES version.

Requires some precision moves, and the controls are so brutally unforgiving that I just could not get Frog Mario to navigate properly.

Definitely recall this challenging "obstacle course".
Most of the stages in the World 7 Pipe Maze are a bit tricky.

Some advance preparation is also needed, because Mario needs the speed of the Frog Suit.

There are Frog Suits found later on in World 7 - But this is just the second stage of World 7, so Mario needs to have collected one during his travels (obtained in World 2 or World 3).


World 7-2 has a stash of coins and bricks below the level itself, accessed via pipe. Only Frog Mario is fast enough to retrieve all of the brick-turned coins before the time runs out.

Hop to it!


A precision jump over this block proved to be considerably difficult.
Made it through a couple times, but missed a coin or two - So it doesn't count!
Will eventually go back and try again... Someday.




Determined to succeed, attempted it on the Super Mario All-Stars version.

Got it almost instantly. Even though it's the same game (and I'm using the SAME physical controller), the controls are a bit more forgiving, allowing me to better maneuver Frog Mario.

46 coins to collect, although there's no need to count.
Pretty much located in the same area, in three "blocks".


This late in the game, we can definitely expect a challenge.
It's practically deserving of its' own walkthru...



World 7-2

(46 coins to unlock the White Mushroom House)


Pest Control

Frog Mario grabs an Ice Block and tosses it at the little Nipper plant guarding a pipe to the underwater coin chamber.




Being a Frog

Must be careful not to accidentally smash any bricks in the underground area...
Even busting a single block will prevent Mario from getting the necessary coin count.

The easy 18 coins should be collected before hitting the "P-Switch".

Returning to the water, with precision swimming.
Collecting the time-sensitive block-turned coins quickly and efficiently.
The task needs to be performing without wasting a stroke.


After a failed attempt, I'd go back and swim the course a few more times anyway, just to nail down the timing.

A Quick Swim


This narrow gap is another snag. Mario swims very fast in his Frog Suit.
But one wrong move into a block or wall, and he just won't have enough seconds on the clock to grab all the coins.



Move it, Froggy!


Swimming straight up and hopping out of the water to grab the near coins, followed by delicate hops to the far corner.


Even missing one or two coins just won't cut it.
Gotta obtain every last one of them.



Musical Interlude


After leaving the water area, Mario gets trapped in a pit with a Koopa. Gotta punch out just enough invisible Note Blocks to make a bridge. Back underground again, returning back up to cross relatively safely...



Piranha Plants Hungry for BBQ Frog Legs


A quick maze of Venus Fire Traps awaits Mario.
Try to keep the high ground, jumping for the highest pipes, immediately as the creature goes back into its' home.


Make it down this pipe...
No more enemies to deal with!


At the end of the "maze", the exit pipe is the only one leading into the ground.





Special Mushroom House, here we come!



Our reward is a P-Wing...
But in reality, it's the satisfaction of pulling off the stunt.

In the Super Mario All-Stars version, the "White Mushroom House" is actually blue.




Extra Credit Assignment:

World 7-3

"I Am Invincible!"

The next stage of Pipe Maze is World 7-3, which offers unlimited Invincibility - The only catch is Mario must race to the next question block while still Invincible (otherwise the item box will contain one lousy coin instead).

Collect a Starman at the beginning of the level, and race towards the goal.

The subsequent blocks will contain a Starman if Mario is still Invincible.






Despite Frog Mario's incredible jumping ability, a few areas pose a challenge.
A few awkward jumps with the Frog Suit.




Lakitu also shows up midway - All the more reason to be Invincible!

While Frog Mario can jump incredibly high, sometimes getting him to land exactly where you want can be difficult - Therein lies the challenge.



The course itself was designed for Super Mario or Raccoon Mario...



Essentially "bridging the gap" between the two levels by making it all the way through 7-3 with the Frog Suit.

It's not easy being green...




Decided to do attempt it just because the following level (7-4) is a water stage, best suited for Frog Mario...

Considering the White Mushroom House was unlocked in the previous level (7-2) with the Frog Suit, it seemed like a fun challenge to try and keep it on during the interim level.





Monday, May 13, 2024

Use Your Illusion Tour...

SMW: Forest Fortress Hazard Payoff


Super Mario World

Had long suspected there was more to see beyond the traditional "Boss Door" of the World 5 "Forest Fortress" in Super Mario World.

Attempted to go the distance by using the cape to fly over the seemingly endless pit of lava, but had no success.

Other players have had better luck "spin-jumping" off the Podoboo lava fireballs - Which sounds kinda insane, but it's actually the easier of the two strategies. Mario is more impervious to attacks this way, and the array of continuous fireballs inevitably keep Mario airborne.






World 5: Forest Fortress
Beyond The First Boss Door...








The second "Boss Door" leads to the exact same room - But taking the treacherously long route will award Mario with NINE (count them!) 1-Up Mushrooms.




Italian Cooking...

Mario gets roasted alive by red-hot lava.


Suddenly getting hungry for spicy pasta sauce...


Fortunately, reaching the alternate door isn't necessary towards the count of finding all 96 exits in the game.
Just a true accomplishment that any Mario Stuntman is bound to attempt.
 
On my own game file, gotta make it all the way back to the World 5 Fortress before I can try it again...





Straight to Video...

Just a quick clip of the actual trick itself (without watching the entire damn level):

"Super Mario World - Forest Fortress Secret Exit"
http://www.youtube.com/watch?v=PjluNSC6V08
by Iplay2win
(31 seconds)





Friday, May 10, 2024

DKC3: The LOST WORLD

Blue Language Barrier...

 
Super Mario World featured five secret levels that were twisted and challenging... As side-scrolling games evolved, the Donkey Kong Country series had the Lost World...

Five special stages bound to test your nerves, proving just how determined you are to complete this bloody game...

It's no surprise that Donkey Kong Country 3's Lost World involves some of the most challenging feats in the entire game. Particularly one with Ellie the elephant, another with Squawks the parrot... And the unforgettable Rocket Rush, a level that should be called "Need Another Space Ape".




Stampede Sprint (World 8-1)
Controlling Ellie the elephant as she madly runs at full speed for most of the stage... Snagging the last bonus proves to be one of the trickiest in the game, because it involves keeping Parry the parallel bird alive - He turns into a bonus barrel if you can make it all the way to the "no animal" sign... The bonus area itself involves snagging 15 green bananas with Perry. Hit the red Buzz and you fail, and gotta survive the entire level with Parry again.





Criss Kross Cliffs (World 8-2)
I wonder why they didn't spell all the words in the level title with a "K"... One of the "easier" levels in the Lost World, it just seems to take a while until you figure out how to safely switch the kegs to TNT barrels and back again, and climb your way through the level.






Tyrant Twin Tussle (World 8-3)
A bit of a slow underground clamber until you learn to avoid the attack patterns of Kuff 'N Klout... Contains an easy to miss bonus area that requires Kiddy to throw Dixie, followed by some delicate maneuvering to get a TNT barrel to blow up a red Buzz guarding a bonus barrel while avoiding a pair of Tyrant Twins.





Swoopy Salvo (World 8-4)
 Definitely not an easy level, some people consider it one of the hardest in the game. One bonus area in particular gave me a hard time... After risking life and limb for a lousy bear coin on the last pair of red bees, I found myself not willing to tempt fate in snagging this lone bananna. Turns out the second pair of red bees is guarding a bonus barrel, on the path to the DK coin. Had to re-do it a few times due to failing the bonus level.





Rocket Rush (World 8-5).
Some consider Rocket Rush to be the most difficult level in the entire game. Drifting down with the rocket and burning bees is the easy part... But when you reach the midpoint of the level, the rocket blasts upwards at full speed, and requires Jedi reflexes to pilot the rocket to the end of the level.






DKC3: Most Difficult Levels


After playing through Donkey Kong Country 3, I felt compelled to examine the game's most challenging levels.

Back when first playing DKC3, stages where you ride a sled like Demolition Drainpipe (4-2) or Tearaway Toboggan (5-2) would have been among the most challenging... Much like the mine cart levels in DKC. Now that I seem to have quicker reflexes and more experience, it's fun to take a look at which levels still snag seasoned DKC veterans.


Ripsaw Rage (4-3) makes the short list for many players. A huge-ass saw blade continually forces you to climb your way up higher through the trees. Personally, I had trouble with the DK Coin on Krevice Kreepers (5-1).





Years ago, Barrel Drop Bounce (5-3) gave me a hard time. Jumping from barrel to barrel as they flow down the waterfall... Falling down and having to re-start, plus they're starting to make us work for the bonuses and DK coin. Buzzer Barrage (6-1) is an underground cavern with Kopters and Buzz bees, another level on the blacklist.




 


Kong-Fused Cliffs (6-2) is disliked by some, mainly due to the ropes you're climbing are actively burning, requiring a fast climb upwards as you jump to dodge bees and incoming Kopters. Pot-Hole Panic (6-4) is also disliked by many players, possibly due to the atmosphere and coloring.






An honorable mention for Creepy Caverns (7-2). It can take a while to get timing of the ghost barrels, and not getting blasting yourself into a Buzz saw. Finding Squitter and getting him to the bonus area is a bit unintuitive, but I think that's the point...

I remember it used to take me forever to figure out how to snag the DK coin in Creepy Caverns. Involves a perfectly timed jump into a ghost barrel. The metal keg is tossed over this Buzz, with a simple throw that goes high, up and over, so it'll take as long as possible to reach Koin... Giving you time to position yourself so it hits him properly.







Another noteworthy  mention goes to Koindozer Klamber (7-4). Most players have it on their list. (I know it reminds me of Klobber Karnage from DK2's lost world. Hell, even the jungle brush and scenery bears an odd similarity...) Can take a minute to find the switch to change Bazuka's TNT barrels to steel kegs to defeat the lone green Kremling that's carrying the actual DK coin. A bonus barrel is also hidden up in the leaves in a similar fashion.




It's always tough to rank one stage as truly more difficult than another, but I've settled on two levels that are surely to be on every players short list as the most difficult in the game...

Lightning Lookout (7-3). This level had me almost ready to throw the controller through the screen. Sure, I could pick it up now, and probably complete the level with a life or two... But even after playing through the game again more than twenty years later, I died more times here than on any other level. Even the bonus level to "Collect 15 Green Bananas" is in the friggin' lightning! Thankfully the first bonus level "Bash the Baddies" didn't have lightning... (Adding lightning to that first bonus game could have made it damn near impossible to complete)




Poisonous Pipeline (7-5)
No, your controller isn't messed up. They've just reversed your controls... Ensuring when you instinctively try to avoid something, you'll crash right into it and die. That's just plain evil. I think we ended up holding our controllers backwards, which though difficult, seemed easier than having your controls reversed. The DK coin can be a tad tricky until you figure out the angle - bounce the keg off the wall while you jump, timing it so Koin will be shielding high when the keg hits him.





Not surprising, the most challenging levels of all are found in DKC3's Lost World of Krematoa:

*Stampede Sprint (Lost World 8-1) Running full speed ahead as Ellie the elephant, trying to dodge everything.

*Swoopy Salvo (Lost World Level 8-4) Climb through trees and avoid swooping woodpeckers and red Buzz saw bees.

*Rocket Rush (Lost World Level 8-5) Little room for error as you pilot a rocket-fueled ship made out of a barrel. Many space monkeys died to complete this mission.