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Lights out, lights on.

  • Writer: V
    V
  • 2 days ago
  • 4 min read

I wonder how long it's been since I played Super Mario Bros. Wonder. Either way, I'm back it now. And ready to conquer the rest of the desert world. After all, all Mario games need a desert world.


The first level I played, Lights Out was pretty simple. Memorize the platform structure, shut the lights off, and collect the seed! Raise the Stage was another simple level. Jump at the right time to raise the platform and collect the seed. And also listen to a nice classic Mario tune! The Desert Mystery was an actual level this time. This level is full of drills, mummies, and pull ropes. Tbe wonder flower was easy to find in this level. A clear sight pull rope revealed the flower and the seed was right next to me. Too bad that thing was a scaredy cat and ran away from me. Not on my watch. Me and my parachute hat easily caught that seed. The next level just poofed in front of me. Armads on the Roll. They were rolling alright. The wonder flower for this level was discovered by touching one of those little glowing prize flowers... or whatever the hell you call them. And suddenly... everything gets very fast. That seemed to be the only effect for this level is the fast time. Yeah it made those talking flowers even more annoying. The seed was easy to collect.


Another break time level. Treasure Vault this time. Easy enough. Drill your way through the cave and claim your prize! After stepping on the 3 question tiles, a hidden level was revealed. Rolling-Ball Hall. Which I nearly read as Rolling-Ball Hell. But then I reminded myself... this is Nintendo here. Since when has a Nintendo game ever said Hell?............ anyways... though I guess it literally became hell once the wonder flower caused a massive... VERY massive spike ball to start chasing you. Sorry did I say massive? Because there was an even MORE massive ball coming to squish your head later on in the level. Thankfully, I was faster than all the giant spike balls and I got the wonder seed! I find a secret pipe and meet up with Captain Toad. How he ends up in these places baffles me. But he gives me 50 of those flower coins. How... nice? Revver Run was the next Break Time level. So I guess those little guys with the pull strings on them that make them go fast are called Revvers. Good to know. Anyways, an easy level. Pull on the dudes string and beat it out to make it collect you the flower coin and pop out the seed.


After that, it was time to take on the Sunbaked Desert Palace! The wonder flower was in easy sight here. The effects here were similar to the ones in Armads on the Roll where time goes fast. But here, it cycled between fast time and slow time. And it doesn't look like you could control it. No matter. Bowser's control of time didn't stop me from collecting the seed! After that, it was time to take on Bowser Jr. Whose boss fight was a damn cake walk. I don't think he even hit me. But I sure did hit him. Sure he used wonder power and made the water go all over the place and have deadly spikes shoot up from the floor. Did that stop me? Not really. And with that, I got the royal seed and restored the water to the Sunbaked Desert! After that, we use the royal seed to weaken castle Bowser's defenses even more. And it was on to the Fungi Mines! This is the 2nd to last world in the game.


We start right off the bat with a seed and talk to the Loyal Poplin. Apparently the other Poplins tried to save the world themselves. Which is a... fucking horrible idea. Once we got the bridge fixed, it was on to Taily's Toxic Pont. And yeah... that pond looks... just... delicious. Along with that, I try a sensor badge which notifies you if you're near a wonder flower or coin. Otherwise known as, it's useless. After defeating 3 slime string enemies, the game... gave me a quiz? What? A test? IN MY MARIO GAME? First question was what was north of Petal Isles. To hell if I knew. But somehow I got it right. 2nd question was what I can drill into when in drill form. That one was easy. 3rd question, which badge challenge was in the Petal Isles. As if I really remember that? Because I didn't. Thankfully I got an alternate question. How many badges I have. Because I totally count those. Thankfully the next alternate question was much easier. Asking me who's the super-important person from the Flower Kingdom following me on my adventure. Clearly it's Queen Goomba.


I got the seed and moved on to another Break Time level. Trottin' Piranha Plants. Easy enough. Bouncy on the note blocks to bonk off the plants on the row of note blocks above. And another classic tune plays from a retro Mario game! Light-Switch Mansion is the next level. A Ghost House. Oooooh. Spoooooky. In this level, some platforms are hidden until you activate a light. Which can also eliminate the boos too. Also there's spooky jumpscare doors too. Though they're not really that scary. One of them brings me to the background layer which just has a big flower coin. The wonder seed was later down the level. Very later. Not at the first exit door which thankfully I could go back through. The furthest exit door brings you to a battle against King Boo. Okay it's not much of a battle. More of a bopping acapellic tune. Just traverse your way through the auto scroller and collect the wonder seed!


Next up was Upshroom Downshroom. Yep. The mushroom platforms here go up and down. The wonder flower here was soooo hard to find. I mean yeah there was a suspicious looking glowing pumpkin but surely it wasn't behind that... it was behind that. And now it's a spooky Halloween Pumpkin party! Carefully ride the pumpkins and mushroom platforms and collect the seed! And that was a good place to stop! Very happy with the progress I made and I don't imagine it'll be too long before I complete this game.


And I assure you, I put in absolutely no jump scares at the end of this stream. Don't look. They're not there.

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