SUPER MARIO WORLD 2: YOSHI'S ISLAND | 1-7 ДҮНИЕ - "TOUCH FUZZY GET DIZZY" - ӨТІП КӨРСЕТУ, ОЙЫН, К...
Super Mario World 2: Yoshi's Island
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"Super Mario World 2: Yoshi's Island," released in 1995 for the Super Nintendo, is a landmark title celebrated for its unique artistic direction and innovative gameplay. Rather than a direct sequel, it serves as a prequel to the Mario saga, introducing Baby Mario and Baby Luigi. When Baby Luigi is kidnapped by Kamek, Baby Mario lands on Yoshi's Island and teams up with a Yoshi to rescue his brother. This game focuses on Yoshi's abilities, such as his flutter jump and the ability to shoot eggs with a targeting cursor. A novel health system sees Baby Mario float away in a bubble upon Yoshi being hit, with a countdown timer to retrieve him, adding urgency without immediate death. Visually, the game boasts a charming crayon-drawn aesthetic, a deliberate choice to ensure timeless appeal over the prevalent 3D graphics of the era. Despite its "low-tech" look, the Super FX 2 chip enabled impressive graphical effects, enhancing the dynamic gameplay. Koji Kondo's whimsical soundtrack perfectly complements the game's storybook atmosphere.
World 1-7, famously titled "Touch Fuzzy, Get Dizzy," is a standout level in "Yoshi's Island." This stage introduces a peculiar and memorable mechanic: touching the fluffy, spore-like enemies called Fuzzies doesn't cause damage, but instead induces a disorienting "dizzy" state. The screen warps, colors shift, and controls become sluggish, making navigation incredibly challenging. The game's cheerful music distorts and slows down, amplifying the surreal experience. The level begins with standard platforming challenges, introducing enemies like Melon Bugs. However, after the checkpoint, Fuzzies appear in abundance, transforming the jungle setting into a psychedelic obstacle course. Players must either avoid the Fuzzies or try to take them out with eggs, a difficult feat when disoriented. The level is designed to test the player's ability to compensate for the altered sensory input. Beyond the main path, secrets and collectibles are hidden, requiring precise movement and often a strategic embrace of the dizzy effect. The level concludes in a calmer, cave-like environment, bringing an end to the hallucinatory journey. "Touch Fuzzy, Get Dizzy" remains a testament to "Yoshi's Island's" inventive spirit, boldly experimenting with player perception and creating an unforgettable, albeit bizarre, gaming experience.
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Jun 10, 2024