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** ''Super Mario Western'' by Music/{{Hyadain}}, a lyrical remix of World 1's theme featuring decidedly {{Gonk}} and [[DirtyOldMan skeevy]] depictions of Bowser and Mario[[note]]oddly, Bowser looks more or less like his ''VideoGame/SuperSmashBros'' incarnation[[/note]], is often used to depict love triangles - love quadrangles if one counts poor [[HopelessSuitor Luigi]], who's depicted as being a more handsome man than his brother. A variant turns everyone including Bowser into {{Bishonen}} and Peach is even cuter.
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** ''Super Mario Western'' by Music/{{Hyadain}}, a lyrical remix of World 1's theme featuring decidedly {{Gonk}} and [[DirtyOldMan skeevy]] depictions of Bowser and Mario[[note]]oddly, Bowser looks more or less like his ''VideoGame/SuperSmashBros'' incarnation[[/note]], is often used to depict love triangles - -- love quadrangles if one counts poor [[HopelessSuitor Luigi]], who's depicted as being a more handsome man than his brother. A variant turns everyone including Bowser into {{Bishonen}} and Peach is even cuter.
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Changed line(s) 11 (click to see context) from:
** Even "Way Cool" can qualify as this, considering it's sandwiched between Tubular and Awesome. The lined platforms are rather easy to follow (even more so than Cheese Bridge) and if you have a Yoshi with you, you can skip through half of the level to go through a very easy flying segment.
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** Even "Way Cool" Way Cool can qualify as this, considering it's sandwiched between Tubular and Awesome. The lined platforms are rather easy to follow (even more so than Cheese Bridge) and if you have a Yoshi with you, you can skip through half of the level to go through a very easy flying segment.
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** Magikoopas - with their ability to cast aimed and very hard-to-avoid projectiles, appear in inconvenient spots, and [[RespawningEnemies respawn]] - are one of the most dangerous enemies in the game. This is especially evident in [[GameMod ROM Hacks]] where they are inserted in [[AutoScrollingLevel Auto-Scrolling Levels]] and block-oriented puzzles.
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** Magikoopas - -- with their ability to cast aimed and very hard-to-avoid projectiles, appear in inconvenient spots, and [[RespawningEnemies respawn]] - are one of the most dangerous enemies in the game. This is especially evident in [[GameMod ROM Hacks]] where they are inserted in [[AutoScrollingLevel Auto-Scrolling Levels]] and block-oriented puzzles.
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** The secret level Groovy is preceded by [[PlatformHell Tubular]], [[BottomlessPit Way Cool]] and [[SlippySlideyIceWorld Awesome]]. Groovy itself is an easy grass land level which is even featured on the title screen with the only hazards being the baseball-throwing Chargin' Chucks and Pokeys, which Yoshi can eat. This is the reason why the level was chosen to serve as the main title's demo--and as the Ground theme for ''VideoGame/SuperMarioMaker''.
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** The secret level Groovy is preceded by [[PlatformHell Tubular]], [[BottomlessPit Way Cool]] and [[SlippySlideyIceWorld Awesome]]. Groovy itself is an easy grass land level which is even featured on the title screen with the only hazards being the baseball-throwing Chargin' Chucks and Pokeys, which Yoshi can eat. This is the reason why the level was chosen to serve as the main title's demo--and demo -- and as the Ground theme for ''VideoGame/SuperMarioMaker''.
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** Just like in the Western version of ''VideoGame/SuperMarioBros3'', getting hit as Fire or Cape Mario in ''Super Mario Advance 2'' only causes Mario to regress one stage to Super Mario. This means that Mario and Luigi can sustain up to four hit points.
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** Just like in the Western version of ''VideoGame/SuperMarioBros3'', getting hit as Fire or Cape Mario in ''Super Mario Advance 2'' only causes Mario to regress one stage to Super Mario. This means that Mario and Luigi (or Luigi) can sustain up to four hit points.
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** Just like in the Western version of ''VideoGame/SuperMarioBros3'', getting hit as Fire or Cape Mario in ''Super Mario Advance 2'' only causes Mario to regress one stage to Super Mario. This means that Mario and Luigi can sustain up to four hit points.
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** The Valley Fortress is a plumber's deathtraop. It's full of skewers, and can even put Wendy's Fortress to shame with the strict timings and [[CheckpointStarvation lack of a checkpoint]]. The final section, where you need to hop over lava at the right moment to be able to avoid them is really hard to time, even with a cape. Jump too early, and Mario will run into one, fall and die; jump too late, and Mario will get [[OneHitKill crushed]]. And if that's not bad enough, it's the only Fortress in the game that doesn't have a mercy power-up outside Reznor's door. Again, there are no checkpoints, so you do it all in one go. The difficulty can easily rival the hardest of the Special Stages. It's arguably {{Justified}}, since the Fortress guards Bowser's back door.
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** The Valley Fortress is a plumber's deathtraop.deathtrap. It's full of skewers, and can even put Wendy's Fortress to shame with the strict timings and [[CheckpointStarvation lack of a checkpoint]]. The final section, where you need to hop over lava at the right moment to be able to avoid them is really hard to time, even with a cape. Jump too early, and Mario will run into one, fall and die; jump too late, and Mario will get [[OneHitKill crushed]]. And if that's not bad enough, it's the only Fortress in the game that doesn't have a mercy power-up outside Reznor's door. Again, there are no checkpoints, so you do it all in one go. The difficulty can easily rival the hardest of the Special Stages. It's arguably {{Justified}}, since the Fortress guards Bowser's back door.
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** Valley Ghost House contains a shortcut to Larry's Castle that you can access by using a Key. The problem is that you're expected to hit a question block that generates a trail of coins you control with the directional pad, form a "staircase", use a P-Switch to turn the coins into blocks, and then slide through a gap in a wall and onto the ledge where the Key is. The trail of coins is nigh-impossible to use correctly, especially since you might need to dodge ghosts while also generating the coin trail, so your "staircase" might not even line up with the ledge. Since the coin trail only appears once, you only have one chance at making the stairway per attempt at the level. Fortunately, you can also fly while ducking to squeeze through the gap and take the exit.
** Valley Fortress is all about skewers, and can even put Wendy's Fortress to shame with the strict timings and [[CheckpointStarvation lack of a checkpoint]]. The final section, where you need to hop over lava at the right moment to be able to avoid them is really hard to time, even with a cape. Jump too early, and Mario will run into one, fall and die; jump too late, and Mario will get [[OneHitKill crushed]]. And if that's not bad enough, it's the only Fortress in the game that doesn't have a mercy power-up outside Reznor's door. Again, there are no checkpoints, so you do it all in one go. The difficulty can easily rival the hardest of the Special Stages.
** Castle #7, Larry's Castle, is extremely frustrating. The first section has Mario on a Snake Block, much like Roy's Castle... only this time, precision platforming is required to keep up with it, and you have to weave through [[SpikeBallsOfDoom spinning spike balls]] the entire time. Next comes a gauntlet of [[DemonicSpiders Magikoopas]], and if you don't have the Cape, you need to outlast them and their projectiles for long periods of time as you ''pray'' they hit the walls of blocks preventing you from progressing further. There ''is'' a checkpoint between these two areas, but it's in a location you'd ''never'' think to look: [[ViolationOfCommonSense at the bottom of the pit at the end of the Snake Block section]]. If you don't manage to find it, ''[[CheckpointStarvation you have to do the entire thing in one go]]''.
** Valley Fortress is all about skewers, and can even put Wendy's Fortress to shame with the strict timings and [[CheckpointStarvation lack of a checkpoint]]. The final section, where you need to hop over lava at the right moment to be able to avoid them is really hard to time, even with a cape. Jump too early, and Mario will run into one, fall and die; jump too late, and Mario will get [[OneHitKill crushed]]. And if that's not bad enough, it's the only Fortress in the game that doesn't have a mercy power-up outside Reznor's door. Again, there are no checkpoints, so you do it all in one go. The difficulty can easily rival the hardest of the Special Stages.
** Castle #7, Larry's Castle, is extremely frustrating. The first section has Mario on a Snake Block, much like Roy's Castle... only this time, precision platforming is required to keep up with it, and you have to weave through [[SpikeBallsOfDoom spinning spike balls]] the entire time. Next comes a gauntlet of [[DemonicSpiders Magikoopas]], and if you don't have the Cape, you need to outlast them and their projectiles for long periods of time as you ''pray'' they hit the walls of blocks preventing you from progressing further. There ''is'' a checkpoint between these two areas, but it's in a location you'd ''never'' think to look: [[ViolationOfCommonSense at the bottom of the pit at the end of the Snake Block section]]. If you don't manage to find it, ''[[CheckpointStarvation you have to do the entire thing in one go]]''.
to:
** Valley Ghost House contains a shortcut to Larry's Castle that you can access by using a Key. The problem is that you're expected to hit a question block that generates a trail of coins you control with the directional pad, form a "staircase", use a P-Switch to turn the coins into blocks, and then slide through a gap in a wall and onto the ledge where the Key is. The trail of coins is nigh-impossible to use correctly, especially since correctly. You can't see exactly how and when to change the coin trail's direction, and you might need to dodge ghosts while also generating the coin trail, so your "staircase" might not even line up with the ledge. Since the coin trail only appears once, you only have one chance at making the stairway per attempt at the level. Fortunately, you can also fly while ducking to ducking, or landing ''right'' on the edge of the ledge, then squeeze through the gap and take the exit.
** The Valley Fortress isall about a plumber's deathtraop. It's full of skewers, and can even put Wendy's Fortress to shame with the strict timings and [[CheckpointStarvation lack of a checkpoint]]. The final section, where you need to hop over lava at the right moment to be able to avoid them is really hard to time, even with a cape. Jump too early, and Mario will run into one, fall and die; jump too late, and Mario will get [[OneHitKill crushed]]. And if that's not bad enough, it's the only Fortress in the game that doesn't have a mercy power-up outside Reznor's door. Again, there are no checkpoints, so you do it all in one go. The difficulty can easily rival the hardest of the Special Stages.
Stages. It's arguably {{Justified}}, since the Fortress guards Bowser's back door.
** Castle #7, Larry's Castle, is extremely frustrating. The first section has Mario on a Snake Block, much like Roy's Castle... only this time, precision platforming is required to keep up with it, and you have to weave through [[SpikeBallsOfDoom spinning spike balls]] the entire time.Next comes The Snake Block also wastes a gauntlet massive amount of time going around the first chamber, and you can't proceed without it unless you're ''very'' good with a Cape. That lost time is a huge problem in the next chamber, which is full of [[DemonicSpiders Magikoopas]], and if Magikoopas]]. If you don't have the Cape, you need to outlast them and their projectiles for long periods of time as you ''pray'' they hit the walls of blocks preventing you from progressing further.further, costing you even more time. There ''is'' a checkpoint between these two areas, but it's in a location you'd ''never'' think to look: [[ViolationOfCommonSense at the bottom of the pit at the end of the Snake Block section]]. If you don't manage to find it, ''[[CheckpointStarvation you have to do the entire thing in one go]]''.
** The Valley Fortress is
** Castle #7, Larry's Castle, is extremely frustrating. The first section has Mario on a Snake Block, much like Roy's Castle... only this time, precision platforming is required to keep up with it, and you have to weave through [[SpikeBallsOfDoom spinning spike balls]] the entire time.
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Fixed numbered list
Changed line(s) 69,74 (click to see context) from:
** 1: The ability to re-enter levels makes the supply of power-ups and extra lives unlimited. Furthermore, a previously-beaten level can be exited at any time, and the player is allowed to keep any powerups or lives they got.
** 2. Both Yoshi and the cape are game-breakingly powerful compared to items in prior games.
** 3. Spin-jumping allows Mario to safely bounce on many hazards, and can be performed at any time.
** 4. The ability to store a reserve powerup means that the player is rarely stuck anywhere without a powerup.
** 5. The Switch Palaces, when completed, neuter many of the hazards throughout the levels, turning the game into a de facto "easy mode". Furthermore, every single yellow and green Switch Palace block contains a mushroom and cape feather, respectively.
** 6. Lastly, it's the first ''Mario'' game that allows the player to save their progress, making lives almost meaningless.
** 2. Both Yoshi and the cape are game-breakingly powerful compared to items in prior games.
** 3. Spin-jumping allows Mario to safely bounce on many hazards, and can be performed at any time.
** 4. The ability to store a reserve powerup means that the player is rarely stuck anywhere without a powerup.
** 5. The Switch Palaces, when completed, neuter many of the hazards throughout the levels, turning the game into a de facto "easy mode". Furthermore, every single yellow and green Switch Palace block contains a mushroom and cape feather, respectively.
** 6. Lastly, it's the first ''Mario'' game that allows the player to save their progress, making lives almost meaningless.
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Since all the abuse is inflicted by the choice of players, Yoshi are not monkeys as if the player feels bad for them, they don’t have to abuse Yoshi. Nothing in this game requires sacrificing Yoshi into a pit to complete a jump
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* DesignatedMonkey: Yoshi, due to the mechanic of Mario dismounting Yoshi to get a DoubleJump boost, oftentimes over a [[BottomlessPits bottomless pit]]. Far from a being ButtMonkey in canon, Yoshi frequently falls victim to this mechanic in fan art and [[GameMod ROM hacks]], which [[BlackComedyAnimalCruelty poke fun]] at the [[CrueltyIsTheOnlyOption inherent cruelty]] of it.
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*** Awesome (course 4) is no slouch, either. A run across a [[SlippySlideyIceWorld slippery ice world]] with kicker Koopas sending shells at you every step of the way, followed by a platforming sequence over equally slippy narrow platforms with Banzai Bills, infinite flying fish, and finally a jump boost off a flying Koopa to another slippery platform to jump a decent distance to the exit pipe.
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*** Awesome (course 4) is no slouch, either. A run across a [[SlippySlideyIceWorld slippery ice world]] with kicker Koopas sending shells at you every step of the way, followed by a platforming sequence over equally slippy narrow platforms with Banzai Bills, infinite flying fish, and finally a jump boost off a flying Koopa to another slippery platform to jump a decent distance to the exit pipe. It's worth noting that the official strategy guide outright called Awesome the hardest level in the game.
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** Jokes about Mickey Mouse being an enemy in the game due to the gloved hands that send out the Torpedo Teds resembling Mickey Mouse's. It sometimes gets to the point of speculating that Disney took notice and sabotaged the ''Film/SuperMarioBros'' movie in retaliation.
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** Jokes about Mickey Mouse being an enemy in the game due to the gloved hands that send out the Torpedo Teds resembling Mickey Mouse's. It sometimes gets to the point of speculating that Disney took notice and sabotaged the ''Film/SuperMarioBros'' ''Film/SuperMarioBros1993'' movie in retaliation.
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Changed line(s) 117,118 (click to see context) from:
* FanNickname: Fans of the cartoon have called Luigi "Emo Luigi" because of him crying in "Gopher Bash".
** And of course, due to the very most infamous episode of the series, MAMA LUIGI!
** And of course, due to the very most infamous episode of the series, MAMA LUIGI!
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* FanNickname: Fans of the cartoon have called Luigi "Emo Luigi" because of him crying in "Gopher Bash".
**Bash". And of course, due to the very most infamous episode of the series, MAMA LUIGI!
**
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* {{Sequelitis}}: With the exception of [[SoBadItsGood "Mama Luigi"]], the show as a whole is widely considered this to its predecessors. It sacrifices much of their charm for {{Anvilicious}} {{Idiot Plot}}s.
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* {{Sequelitis}}: With the exception of [[SoBadItsGood "Mama Luigi"]], the show as a whole is widely considered this to its predecessors. It sacrifices much of their charm for {{Anvilicious}} {{Idiot Plot}}s.plots.
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Changed line(s) 118 (click to see context) from:
%%** And of course... MAMA LUIGI!
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Deleted line(s) 121 (click to see context) :
* IdiotPlot: Put bluntly, most of the show's plots could have been avoided with a little common sense.
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Baleful Polymorph was renamed per TRS
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** King Koopa also arguably crosses it in "King Scoopa Koopa". While his initial plan was to rake in the dough from his Egg Scoopa Koopas, while letting the Scoopa Sauce take its toll on the customers in turning them into BalefulPolymorph chickadactyls, he then decided to switch his plan over to ''murdering all his customers, cooking them, and selling them to dinosaurs as fried chicken''. Even without that, his food became a PsychoSerum for his customers, including Luigi and Yoshi, that led them to attempting to murder Mario and Princess Toadstool.
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** King Koopa also arguably crosses it in "King Scoopa Koopa". While his initial plan was to rake in the dough from his Egg Scoopa Koopas, while letting the Scoopa Sauce take its toll on the customers in [[ForcedTransformation turning them into BalefulPolymorph chickadactyls, chickadactyls]], he then decided to switch his plan over to ''murdering all his customers, cooking them, and selling them to dinosaurs as fried chicken''. Even without that, his food became a PsychoSerum for his customers, including Luigi and Yoshi, that led them to attempting to murder Mario and Princess Toadstool.
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It's hard to feel angsty about an event you have no memory of and nobody had enough time to explain the details.
Deleted line(s) 111 (click to see context) :
* AngstWhatAngst: When Luigi is turned back to normal at the end of "The Yoshi Shuffle", he doesn't seem too concerned with spending most of the episode as a football. He merely asks Mario if he caught the ball and is only thoroughly confused when Mario tells him he ''was'' the ball.
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Changed line(s) 123 (click to see context) from:
* MemeticMutation: The entirety of the "Mama Luigi" episode, particularly "That's ''Mama'' Luigi to you, Mario! *wheeze*" Other notable quotes include: "Well, it's like they say in Brooklyn: Early to bed, early to catch the worm. Or, is it the bagel?", "Mario, wherever you are, '''[[LargeHam HHYYYYYEEEEEEELLLLLLPPPPPP]]'''!!!", "Good thing I found a magic balloon!", "I found myself face to face with a ''[[LargeHam Fiiiiire Sumo]]''!", "Mama? MAMA LUIGI! HAHAHAHAHAHAHA!" and "Luigi, King Koopa has the princess locked up in his Coney Island Disco Palace!"
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* MemeticMutation: MemeticMutation:
** The entirety of the "Mama Luigi" episode, particularly "That's ''Mama'' Luigi to you, Mario! *wheeze*" Other notable quotes include: "Well, it's like they say in Brooklyn: Early to bed, early to catch the worm. Or, is it the bagel?", "Mario, wherever you are, '''[[LargeHam HHYYYYYEEEEEEELLLLLLPPPPPP]]'''!!!", "Good thing I found a magic balloon!", "I found myself face to face with a ''[[LargeHam Fiiiiire Sumo]]''!", "Mama? MAMA LUIGI! HAHAHAHAHAHAHA!" and "Luigi, King Koopa has the princess locked up in his Coney Island Disco Palace!"
** The entirety of the "Mama Luigi" episode, particularly "That's ''Mama'' Luigi to you, Mario! *wheeze*" Other notable quotes include: "Well, it's like they say in Brooklyn: Early to bed, early to catch the worm. Or, is it the bagel?", "Mario, wherever you are, '''[[LargeHam HHYYYYYEEEEEEELLLLLLPPPPPP]]'''!!!", "Good thing I found a magic balloon!", "I found myself face to face with a ''[[LargeHam Fiiiiire Sumo]]''!", "Mama? MAMA LUIGI! HAHAHAHAHAHAHA!" and "Luigi, King Koopa has the princess locked up in his Coney Island Disco Palace!"
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** Does Mario callously let Yoshi fall into the pit just so he [Mario] could get a higher jump? Or is Yoshi throwing Mario off him, providing a HeroicSacrifice?
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** Does Mario callously let Yoshi fall into the pit just so he [Mario] could get to make a higher jump? Or is Yoshi throwing Mario off him, providing a HeroicSacrifice?
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** When you take damage with a power-up in reserve, said item is automatically dropped. This forces you to collect the power-up while potentially getting swarmed by enemies instead of allowing you to wait and drop it in a safe place, and can be unhelpful if you intend to save a power-up for a certain part of a level.
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** Valley Ghost House contains a shortcut to Larry's Castle that you can access by using a Key. The problem is that you're expected to hit a question block that generates a trail of coins you control with the directional pad, form a "staircase", use a P-Switch to turn the coins into blocks, and then slide through a gap in a wall and onto the ledge where the Key is. The trail of coins is nigh-impossible to use correctly, especially since you might need to dodge ghosts while also generating the coin trail, so your "staircase" might not even line up with the ledge. Since the coin trail only appears once, you only have one chance at making the stairway per attempt at the level. Fortunately, you can also fly while ducking to squeeze through the gap and take the exit.
** Valley Fortress is all about skewers, and can even put Wendy's Fortress to shame with the strict timings and [[CheckpointStarvation lack of a checkpoint]]. The final section, where you need to hop over lava at the right moment to be able to avoid them is really hard to time, even with a cape. Jump too early, and Mario will run into one, fall and die; jump too late, and Mario will get [[OneHitKill crushed]]. And if that's not bad enough, it's the only Fortress in the game that doesn't have a mercy power-up outside Reznor's door. Again, there are no checkpoints, so you do it all in one go. The difficulty can easily rival the hardest of the Special Stages.
** Castle #7, Larry's Castle, is extremely frustrating. The first section has Mario on a Snake Block, much like Roy's Castle... only this time, precision platforming is required to keep up with it, and you have to weave through [[SpikeBallsOfDoom spinning spike balls]] the entire time. Next comes a gauntlet of [[DemonicSpiders Magikoopas]], and if you don't have the Cape, you need to outlast them and their projectiles for long periods of time as you ''pray'' they hit the walls of blocks preventing you from progressing further. There ''is'' a checkpoint between these two areas, but it's in a location you'd ''never'' think to look: [[ViolationOfCommonSense at the bottom of the pit at the end of the Snake Block section]]. If you don't manage to find it, ''[[CheckpointStarvation you have to do the entire thing in one go]]''.
** Valley Fortress is all about skewers, and can even put Wendy's Fortress to shame with the strict timings and [[CheckpointStarvation lack of a checkpoint]]. The final section, where you need to hop over lava at the right moment to be able to avoid them is really hard to time, even with a cape. Jump too early, and Mario will run into one, fall and die; jump too late, and Mario will get [[OneHitKill crushed]]. And if that's not bad enough, it's the only Fortress in the game that doesn't have a mercy power-up outside Reznor's door. Again, there are no checkpoints, so you do it all in one go. The difficulty can easily rival the hardest of the Special Stages.
** Castle #7, Larry's Castle, is extremely frustrating. The first section has Mario on a Snake Block, much like Roy's Castle... only this time, precision platforming is required to keep up with it, and you have to weave through [[SpikeBallsOfDoom spinning spike balls]] the entire time. Next comes a gauntlet of [[DemonicSpiders Magikoopas]], and if you don't have the Cape, you need to outlast them and their projectiles for long periods of time as you ''pray'' they hit the walls of blocks preventing you from progressing further. There ''is'' a checkpoint between these two areas, but it's in a location you'd ''never'' think to look: [[ViolationOfCommonSense at the bottom of the pit at the end of the Snake Block section]]. If you don't manage to find it, ''[[CheckpointStarvation you have to do the entire thing in one go]]''.
Deleted line(s) 90,91 (click to see context) :
** Valley Ghost House contains a shortcut to Larry's Castle that you can access by using a Key. The problem is that you're expected to hit a question block that generates a trail of coins you control with the directional pad, form a "staircase", use a P-Switch to turn the coins into blocks, and then slide through a gap in a wall and onto the ledge where the Key is. The trail of coins is nigh-impossible to use correctly, especially since you might need to dodge ghosts while also generating the coin trail, so your "staircase" might not even line up with the ledge. Since the coin trail only appears once, you only have one chance at making the stairway per attempt at the level. Fortunately, you can also fly while ducking to squeeze through the gap and take the exit.
** Valley Fortress is all about skewers, and can even put Wendy's Fortress to shame with the strict timings and [[CheckpointStarvation lack of a checkpoint]]. The final section, where you need to hop over lava at the right moment to be able to avoid them is really hard to time, even with a cape. Jump too early, and Mario will run into one, fall and die; jump too late, and Mario will get [[OneHitKill crushed]]. And if that's not bad enough, it's the only Fortress in the game that doesn't have a mercy power-up outside Reznor's door. Again, there are no checkpoints, so you do it all in one go. The difficulty can easily rival the hardest of the Special Stages.
** Valley Fortress is all about skewers, and can even put Wendy's Fortress to shame with the strict timings and [[CheckpointStarvation lack of a checkpoint]]. The final section, where you need to hop over lava at the right moment to be able to avoid them is really hard to time, even with a cape. Jump too early, and Mario will run into one, fall and die; jump too late, and Mario will get [[OneHitKill crushed]]. And if that's not bad enough, it's the only Fortress in the game that doesn't have a mercy power-up outside Reznor's door. Again, there are no checkpoints, so you do it all in one go. The difficulty can easily rival the hardest of the Special Stages.
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Reordering slightly.
** Chocolate Island 5 is much easier than the levels both preceding it and following it, being short, containing few enemies, and only a few, easy platforming sections.
** The Star World itself is a friendly world compared to the regular worlds it's connected to, as all of the levels except for Star World 5 are reasonably easy, with secret exits that aren't too difficult to reach. This, of course, leads to the Special World.
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** The Star World itself is a friendly world compared to the regular worlds it's connected to, as all of the levels except for Star World 5 are reasonably easy, with secret exits that aren't too difficult to reach. This, of course, leads to the Special World.
Deleted line(s) 12 (click to see context) :
** Chocolate Island 5 is much easier than the levels both preceding it and following it, being short, containing few enemies, and only a few, easy platforming sections.
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** If you get to the secret exit of Chocolate Island 3 but cross the tape with Mario halfway off the top of the screen then the IrisOut will scramble the color pallette. Presumably, the Mode-7 iris sprite being off screen bleeds into the CGRAM (which handles colors) which would cause the effect due to swapping values in the memory.
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** If you get to the secret exit of Chocolate Island 3 but cross the tape with Mario halfway off the top of the screen screen, then the IrisOut will scramble the color pallette. Presumably, the Mode-7 iris sprite being off screen bleeds into the CGRAM (which handles colors) which would cause the effect due to swapping values in the memory.
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** If you get to the secret exit of Chocolate Island 3 but cross the tape with Mario halfway off the top of the screen then the IrisOut will scramble the color pallette. Presumably, the Mode-7 iris sprite being off screen bleeds into the CGRAM (which handles colors) which would cause the effect due to swapping values in the memory.
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Changed line(s) 135 (click to see context) from:
* RetroactiveRecognition: Across the international versions, Princess Toadstool shares no less than three of her voice actresses (Tracey Moore in English, Isabelle Volpe in French, and Sabine Bohlmann in German) with Anime/SailorMoon.
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* ReplacementScrappy: While the inclusion of Yoshi was a given, Oogtar is seen as one for Toad. While it made sense to exclude Toad, since he wasn't present in the game, Oogtar blatantly tries to capture Toad's lightning in a bottle, and most viewers agree that he doesn't pull the shtick off well, coming across more like a bratty child than a [[TheParanoiac paranoid]] guard like Toad was.
* RetroactiveRecognition: Across the international versions, Princess Toadstool shares no less than three of her voice actresses (Tracey Moore in English, Isabelle Volpe in French, and Sabine Bohlmann in German) withAnime/SailorMoon.''Anime/SailorMoon''.
* RetroactiveRecognition: Across the international versions, Princess Toadstool shares no less than three of her voice actresses (Tracey Moore in English, Isabelle Volpe in French, and Sabine Bohlmann in German) with
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** Starmen are ''much'' more broken than in the first three ([[VideoGame/SuperMarioBrosTheLostLevels or]] [[VideoGame/SuperMarioLand five]]) games. The length of their effect lasts for double the amount of time from previous installments, and they're often found in areas where there are groups of enemies, making farming for [[OneUp 1-Ups]] a piece of cake. It's for this reason that Starmen are much less plentiful in this game than they originally were, ''especially'' compared to ''VideoGame/SuperMarioBros3''.
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* UnintentionalPeriodPiece: Koopa's scheme in "Send in the Clown" is built around a circus whose popularity has since went into decline. The name of the circus, Koopaling Bros., spoofs the Ringling Bros. and Barnum & Bailey Circus which held its final performance in 2017.
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* UnintentionalPeriodPiece: Koopa's scheme in "Send in the Clown" is built around a circus whose popularity has since went gone into decline. The name of the circus, Koopaling Bros., spoofs the Ringling Bros. and Barnum & Bailey Circus which held its final performance in 2017.
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* AngstWhatAngst: When Luigi is turned back to normal at the end of "The Yoshi Shuffle", he doesn't seem too concerned with spending most of the episode as a football. He merely asks Mario if he caught the ball and is only thoroughly confused when Mario tells him he ''was'' the ball.
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* {{Designated Villain}}s: Hip and Hop in "A Little Learning". Admittedly, they ''do'' assault Yoshi and Oogtar with fireballs, but it could be very well seen as a byproduct of Koopa's maliciousness, as without that, not only was the volcano incident not inherently their fault, but they strived to be genuinely good students in the long run, with any other misdeeds they did being little more than schoolyard pranks that anyone could see happening in a real school setting.
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* {{Designated Villain}}s: Hip and Hop in "A Little Learning". Admittedly, While they ''do'' assault Yoshi and Oogtar with fireballs, but it could be very well seen as a byproduct of Koopa's maliciousness, as maliciousness. Even without that, not only was the volcano incident not wasn't inherently their fault, but they fault. They strived to be genuinely good students in the long run, with any other misdeeds they did being little more than schoolyard pranks that anyone could see happening in a real school setting.
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* UnintentionalPeriodPiece: Koopa's scheme in "Send in the Clown" is built around a circus whose popularity has since went into decline. The name of the circus, Koopaling Bros., spoofs the Ringling Bros. and Barnum & Bailey Circus which held its final performance in 2017.
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* CommonKnowledge: There was a myth within the classic Mario fandom speculating that the Big Boo fought at the end of the secret ghost house is [[VideoGame/LuigisMansion King Boo]] before his MookPromotion, despite no official evidence confirming nor denying such accusations. This myth still persists to this day.
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* EnsembleDarkhorse: Chargin' Chucks, who only appeared in this game and ''VideoGame/YoshisSafari'', but eventually proved popular enough to finally make a reappearance in ''VideoGame/SuperMario3DWorld''.
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* EnsembleDarkhorse: Chargin' Chucks, who only appeared in this game and ''VideoGame/YoshisSafari'', but eventually proved popular enough to finally make a reappearance in ''VideoGame/SuperMario3DWorld''.''VideoGame/SuperMario3DWorld'' and become regular in the series from that point onwards, even making playable appearences in ''[[VideoGame/MarioGolf Mario Golf Super Rush]]'' and ''VideoGame/MarioKartTour''.
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** When Yoshi sticks his tongue out, Mario is pointing, not punching him in the back of the head!
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** When Yoshi sticks his tongue out, Mario is pointing, not punching him in the back of the head!head. It gets especially bad if you use this as "proof" [[RonTheDeathEater of Mario being a sociopath]].
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** Forest of Illusion 1 is probably the best source of 1-Ups outside of the Top Secret Area. If you get a Star from the item block midway through, you can run through the densely packed enemies and rack up over a dozen extra lives per run.
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** Forest of Illusion 1 is probably the best source of 1-Ups outside of the Top Secret Area. If you get a Star from the item block midway through, you can run through the densely packed enemies and rack up over a dozen extra lives per run. What's best, Wigglers always give two extra lives instead of one when defeated.