Mario & Luigi: Superstar Saga - Lets Go (Normal Battle Theme) - 8-bit arrangement (2A03)TheMartianGeek2026-09-29 | Mario & Luigi: Superstar Saga - Lets Go (Normal Battle Theme) - 8-bit arrangement (2A03)Lets Play Mega Man 11 - Part 12: Dr. Wily Gets a Hardware UpgradeTheMartianGeek2024-11-06 | Wily Stage 4 is barely any longer than the previous stage. It's a hallway, a platform ride with barely anything happening, and then the final boss. This is definitely one of the better Dr. Wily fights, feeling challenging but not unfair.Lets Play Mega Man 11 - Part 11: You All Look FamiliarTheMartianGeek2024-10-30 | Wily Stage 3 is the boss rematch stage...and that's about it. Seriously, this stage is so short, it's silly.Lets Play Mega Man 11 - Part 10: Malevolent Mechanical MawsTheMartianGeek2024-10-24 | Moving on to Wily Stage 2, we find...not a lot to like, honestly. Like the first stage, it depends a lot on instant death to provide a challenge, this time in the form of giant moving machines with spikes that chase you. And unlike the previous level, this one has a lot of tanky enemies that are annoying to fight. This even extends to the boss, which requires several hits just to open up and barely takes any damage once you do so. Yeah...I'm glad to be done with this one.Lets Play Mega Man 11 - Part 9: Devilishly Diabolical DomainTheMartianGeek2024-10-21 | Well, this has certainly been a long time coming. With the Robot Masters taken care of, it's time to head into Dr. Wily's latest monstrosity of a fortress. And believe me, Wily Stage 1 is tricky, brimming with awkward enemy placements and narrow platforms, including single-tile-wide rotating gears that will either act like a conveyor belt or fall shortly after being stepped on. Either way, they're likely to drop Mega Man straight into a pit if you're not careful. This stage also has the game's only appearance of disappearing blocks, as well as a spike drop, but neither of them are much of a problem this time. The boss is another Yellow Devil (what number of those are we on?), with the classic pattern from the original Mega Man plus some new attacks. It's not too hard once you know the right positions, though.
Notably, this is the first game (at least on the default difficulty) where you can actually save your progress through the fortress. The Wily fortress simply acts like an additional level select, and you can save, go back to another stage, or even go back to the lab. This, needless to say, is a quality-of-life update that is very much appreciated, especially for a Let's Play.IkarugaTheMartianGeek2024-10-21 | I just got to the beginning of chapter 5 in Trails through Daybreak, and it made me inspired to write this. Should I make a whole song out of it?
Edit: This video was originally uploaded on August 18, 2024.Fall 2024 status update - Where time and tide swamp memoryTheMartianGeek2024-10-20 | I figured that I should apologize to you all for being AWOL the past few months. Rest assured, the rest of Mega Man 11 is coming, and I don't really have a good excuse for not uploading it. (I have an excuse, that being that I've had a lot of other projects going on, but I could have found some time for video editing in all that, too.)Lets Play Mega Man 11 - Part 8: Dazed and Con-FusedTheMartianGeek2024-06-02 | I wish that I could stop procrastinating on these.... Anyway, for the final Robot Master of this game, we're dealing with Fuse Man, whose stage is full of electricity and timing puzzles. It's an easy stage overall, but I think I made it look trickier than it really is. The boss is a decent challenge if you have a hard time paying attention to multiple things at once, but it's fair. After this, the fortress is unlocked.
Addendum: Yes, I did want to keep the sped-up section in rather than a cut just to contrast how much better I did on the second run-through. Even though the speed change function in DaVinci Resolve is horrendously broken, and you can't get it to do anything resembling what would make the most sense without using several workarounds.Lets Play Mega Man 11 - Part 7: TundramaticTheMartianGeek2024-05-08 | Robot Master number seven is Tundra Man, the hammy ice skater from the windy wastes, where snowflakes drift, birds bombard you with ice shards, and cameras are evil. For being both the ice level and the wind level, this one is actually pretty easy, for the most part, and you can pick up several good items. This would be a good stage to do first.Lets Play Mega Man 11 - Part 6: Blast It AllTheMartianGeek2024-05-02 | Next up is Blast Man. His stage seems to be a sort of adventure studio or something, and as expected, it contains a lot of things that blow up, the laser-activated crates being the most common one. Blast Man also has a midboss, a pair of roller coaster cars that drop enemies and go around in a loop. Blast Man himself has several ways of flinging bombs at Mega Man and making his life hard, including his signature Chain Blast. I definitely seemed to be off my game with this one; this is normally one of the easier stages, but I actually died quite a bit. Oh well.Lets Play Mega Man 11 - Part 5: Acidic PersonalityTheMartianGeek2024-04-14 | We begin the second half of Robot Masters with Acid Man, whose stage is pretty decent, aside from a couple of tricky rooms with spikes. It serves as the game's water level, and it has pools of liquid that can become different colors and eventually get corrosive enough to be damaging. Acid Man is one of the easier bosses, I would say. He's the shield user of the game, but his acid shots seem to have a pretty straightforward pattern, so as long as you can deal with his Speed Gear move, he shouldn't be much of a problem at all.Lets Play Mega Man 11 - Part 4: A Chip Off the Old BlockTheMartianGeek2024-04-08 | For our fourth Robot Master, we head to Block Man's stage. He has lots of falling blocks, conveyor belts, constantly-spawning enemies, and a couple of minibosses to keep you on your toes, and the boss himself is no pushover. I still haven't figured out how to dodge his Power Gear form consistently, and he seems like he can just corner you and hit you with an unavoidable attack. This stage was apparently used as the demo, but it's not the best choice for doing first, being pretty long and filled with traps.Lets Play Mega Man 11 - Part 3: Gotta BounceTheMartianGeek2024-03-21 | Sorry this one is so late. I've had it recorded for a while, but I kept forgetting to upload it. Anyway, our third boss is Bounce Man, whose stage is indeed very bouncy. Most of the surfaces are covered in bouncy balls, which can make things quite chaotic as you bounce up and down and side to side around various enemies, some of which also bounce. The boss himself mostly isn't too hard, but he can catch you off guard with a couple of his attacks if you don't pay attention to where he's going.Gravity Circuit stream - part 7 (finale)TheMartianGeek2024-02-25 | I finally obtain the last few missing items and finish the game. The final boss was tricky and took quite a while, but I managed. I also show off the research compendium and the secret Palette Chips, and I give my (disorganized) thoughts about the game.
I would definitely recommend Gravity Circuit for anyone who likes this style of game, and maybe even for people who don't. With three difficulties and a lot of QoL features, it's more accessible than any Mega Man game (especially Mega Man Zero, which seems to be its biggest inspiration). I had a lot of fun while playing this.Gravity Circuit stream - part 6TheMartianGeek2024-02-18 | I finally get the last two Palette Chips, just before the end of the game when they're not very useful. Apparently, I was looking in the wrong stages all along because I'd misremembered or misinterpreted which two I hadn't gotten them from yet. Derp. More importantly, though, I make it through the final two stages of the game, including the final boss, who is tricky but doable. The credits roll, and we would be done here...but there are a couple things that I would still like to show off, so I'm planning on doing one more stream to show these extras.
This one also features my nephew ChaosKitten, who was watching me play most of the time and was mostly too far away from the microphone to hear but did provide conversation and additional commentary. -- Watch live at twitch.tv/themartiangeekLets Play Mega Man 11 - Part 2: Torch It and RunTheMartianGeek2024-02-14 | The second stage that I'm doing for this project is Torch Man's, which is set in a campground at night. Most of the level is okay, but the main gimmick is extremely frustrating to deal with. During three parts in the stage, Mega Man is chased by a massive wall of fire that is instant death to touch. By itself, that would be annoying, but manageable, but unfortunately, the level puts fairly tight and intricate arrangements of enemies and terrain in your way, so you really have to know what you're doing to get through unscathed. The Speed Gear can help, and Tundra Man's weapon can give you considerably more time to get away, but I didn't feel the need to use either of them. At least despite how much of a nightmare Torch Man's stage was, his boss fight isn't all that bad. It can still be tricky to react to everything he does, but it's a heck of a lot more fair and fun than "haha insta-kill fire go brrrr".Gravity Circuit stream - part 5TheMartianGeek2024-02-11 | We finally see what the endgame stages are like, or at least one of them. I also get very confused about Palette Chips. I didn't find out what my problem was until afterward, so you'll have to see me feeling like a dummy over that next time. -- Watch live at twitch.tv/themartiangeekLets Play Mega Man 11 - Part 1: Gearing Up for ImpactTheMartianGeek2024-02-07 | It's time for another project! This is Mega Man 11, the latest game in the classic Mega Man series released in 2018. It features modern graphics, music, cutscenes, and voice acting, including some backstory with Dr. Light and Dr. Wily. It also has a new mechanic, the Double Gear system, which enables Mega Man to have more powerful weapons or slow everything down temporarily. It has the standard 8 Robot Masters (and 4 fortress stages), and we're starting with the stage that I usually start with: Impact Man. His boss fight is farily easy, but his stage is a bit annoying. It's another construction site akin to Guts Man's, with a lot of moving platforms (though they don't drop out from under you), spikes, and bottomless pits. The first half of the stage is fine, but the second half actually gets pretty tricky. This was one of the better runs that I had of the stage.Gravity Circuit stream - part 4TheMartianGeek2024-02-04 | I play through Blade/Cooler Circuit's stage and redo most of the others to find the remaining items and rescuable robots. Yes, I did a second recording yesterday, so you're getting two videos today. I figured I should make up for messing up the first one. -- Watch live at twitch.tv/themartiangeekGravity Circuit stream - part 3TheMartianGeek2024-02-03 | I play through the stages of Bit/Shift Circuit, Hash/Cipher Circuit, and Trace/Patch Circuit. I also realize too late that I accidentally recorded a regular video rather than a stream, so there's no live chat for this one.MegaMari - Patchouli Stages 1 & 2TheMartianGeek2024-02-02 | This is the music from the first two fortress stages in MegaMari. There are actually 5 different versions here, the first one unsampled and the other four various other sample sets (in order: various miscellaneous samples, Mega Man X3, Mega Man 7, and Super Mario World source samples/other modified SMW samples).Super Mario 3D World - Lava Rock LairTheMartianGeek2024-02-02 | This is the music from some of the lava levels in Super Mario 3D World, as well as a few of the castles (it's also found in Fort Fire Bros., among others).Super Ghouls n Ghosts - Ice ForestTheMartianGeek2024-02-02 | This is the music from stage 5 of Super Ghouls 'n' Ghosts. The game isn't good, but I happened to stumble upon this track in another video, liked it, and decided to port it.Bucky OHare - Red Planet (16-bit arrangement)TheMartianGeek2024-02-02 | This is the music from the Red Planet level in Bucky O'Hare, arranged to sound fuller and more like a SNES track.Tomato Adventure - Prepared for Battle (v. 2)TheMartianGeek2024-02-02 | This is an updated port of the normal battle theme from Tomato Adventure, with some suggested changes made to some instruments.Mega Man Rock n Roll - Power SupplyTheMartianGeek2024-02-02 | This is the music from Roll's first fortress stage in the Mega Man fangame Mega Man Rock 'n' Roll, the Rooftop/Power Supply stage. This is a version that uses no custom samples, unlike my other one.Mega Man 3 - Wily Stages 1 & 2 - Mega Man 7 arrangementTheMartianGeek2024-02-02 | I realized recently that I had a few ports for Super Mario World that I hadn't shown off here yet, so I'm doing it now. This is a version of my port of the music from the first two fortress stages in Mega Man 3 with instruments from Mega Man 7.Gravity Circuit stream - part 2TheMartianGeek2024-01-28 | I continue through Gravity Circuit, beating the next 3 stages (Ray/Optic Circuit, Crash/Break Circuit, and Medley/Wave Circuit). I am still confused by game mechanics.Gravity Circuit stream - part 1TheMartianGeek2024-01-21 | This is the first episode of my stream of Gravity Circuit, an indie game that seems to have a lot of Mega Man influences. (And yes, the first 10 minutes is a black screen because I didn't realize that I needed to change a video setting. You're not missing any important gameplay, at least.) -- Watch live at twitch.tv/themartiangeekAnnouncements for the new yearTheMartianGeek2024-01-17 | This is a VERY late status update, but it discusses what I've been doing, what I plan to do with this channel this year, what games I most (and least) want to play, and some things about myself.Yet Another Mario Hack - 7-1: Trials in the SkyTheMartianGeek2023-11-04 | This is 7-1 in Yet Another Mario Hack, the first level of the second-to-last main world, which has a sky/cloud theme. This one introduces a few new platform types, as well as a new enemy, which is my take on an Elite Koopa. These foes must be handled with care, especially while trying to get around narrow platforms and bottomless pits. Well, it is world 7, so things are definitely getting dangerous.Bowsers Kaizo Conspiracy stream - part 5TheMartianGeek2023-08-29 | We finish up the game with worlds 7 and 8. There are definitely some tricky levels here, with ice physics, instant-kill obstacles, and other things. World 8 is another one split into two parts.
So...this was my first stream. It was an interesting change of pace recording a game in real time rather than ahead of time, if much harder to find time for. It was nice to chat with people while playing, though I'll admit that I didn't get to interact with very many people. I'll see what I can do about figuring out a more consistent schedule. I do have another game in mind that I could stream (or Let's Play), but I'm not sure when a good time to do such a thing would be.Bowsers Kaizo Conspiracy stream - part 4TheMartianGeek2023-08-26 | We continue through world 5, a jungle, and world 6, which combines mountain and sky themes and is so big that it requires two submaps.Bowsers Kaizo Conspiracy stream - part 3TheMartianGeek2023-08-24 | Whoops, I meant to upload this earlier. Anyway, here, I play through world 4. It's very sandy and there are fire and rocks.Bowsers Kaizo Conspiracy stream - part 2TheMartianGeek2023-08-17 | The stream continues through world 3. This one is actually more like a regular Let's Play; I somehow lost the original file for world 3, and it was recorded long enough ago that it wasn't archived, so I had to redo it.Bowsers Kaizo Conspiracy stream - part 1TheMartianGeek2023-08-15 | I've decided to try streaming. It has its benefits and drawbacks compared to regular Let's Plays, but it is my first time, so I'm not familiar with all the bits and bobs yet. And, of course, I don't have much of an audience yet. I'm TheMartianGeek on Twitch as well, though I don't have a consistent upload schedule yet due to my living situation. For my first foray into the world of live commentary, I'm playing Bowser's Kaizo Conspiracy, a new Super Mario World ROM hack by Gamma V. In the first session, I managed to get through worlds 1 and 2.The Bayonetta Scale - Changed ratings, retroactive ratings, and miscellanyTheMartianGeek2023-07-02 | This last video is for stuff that didn't fit anywhere else, basically. There are some games that I decided to change the ratings for, and I decided to come up with ratings for the Let's Plays that I did before coming up with the system. I also bring up the remake of Super Mario Galaxy, why RPGs don't seem to make good Let's Plays, a brief note on collectathons, and more about streaming.
Games featured:
Game Boy Mega Man games: 5 (formerly 4) Mega Man & Bass: 4 (formerly 2) Mega Man Battle Network: 8 (formerly 7) Rokko-Chan: 7 (formerly 6) Shovel Knight: 3 (formerly 6) Daffy Duck: The Marvin Missions: 6 (formerly 5) Touhou: 6 (formerly 5) Metroid: 7 (formerly 6) Trails of Cold Steel: 7 (formerly 6) The Lost Levels: 5 (formerly 3) Yoshi's Woolly World: 5 or 7 depending on whether or not I go for full completion (formerly 6) Magic: The Gathering Arena: 9 (formerly 6) Text commentary: 4 or 6 depending on if it's for part of a project or a whole one (formerly 2 and 4)
Mega Man 2: 1 Super Mario World: 1 SMW Hacks 101: 4 Donkey Kong Country 3: 1 Mega Man X6: 2 Yoshi's Island: 1 Mega Man 8: 1 Super Mario RPG: 3 The Magical Quest: 3 Mega Man X2: 1 Donkey Kong Country 2: 1 Crash Bandicoot 2: 3 Mega Man 7: 1 Super Mario Land 2: 5 (missing from the video text, but I don't feel like reuploading it) Toy Story: 5 Mario & Luigi: Starlight Island Adventure: 4 Mega Man X4: 2 Donkey Kong Country: 1 The Legend of Zelda: The Minish Cap: 7 Mega Man 4: 1 New Super Mario Bros.: 3 The Magical Quest 2: 4 Mega Man X3: 1 Goof Troop: 6 Donkey Kong Country 3 (GBA): 6 Copy Kitty: 5 Super Mario Bros. 3: 1 Mega Man 5: 2 Return to Kroz: 5 Bugs Bunny: Rabbit Rampage: 5 Dynomite: 4 Donkey Kong Country Returns: 4 Mega Man 2 (difficult mode): 4 Mega Man X: 1 Plants vs. Zombies: 5 The Magical Quest 3: 5 Crash Bandicoot 3: 3 Donkey Kong Country: Tropical Freeze: 4 (if I'd rated it when I was starting out) Mega Man Rock 'n' Roll: 6 All previous Let's Plays that weren't mentioned: Already ratedLets Play New Super Mario Bros. Wii - Final thoughtsTheMartianGeek2023-06-30 | I discuss how I feel about the game on the whole, including which levels I liked and disliked the most. Basically, these are some important sticking points: - The game had a lot of underdeveloped gimmicks, a lot of levels with poor pacing, and a lot of levels that just involved riding on a single platform, but not many levels were outright bad. - The soundtrack definitely could have been better, especially with all the remixes (both within this series and otherwise). - World 9 was a waste. The lack of midway points makes the levels unnecessarily frustrating, and few if any of them are worth the effort to unlock (and the World 9 star coins are DEFINITELY not worth the effort to try for). - 9-7 is still the worst. - The Yoshi levels were generally fun, if easy. - The game could have used more secrets; almost all of the secret exits were useless to anyone who doesn't want to skip levels. - I didn't mention it in the commentary, but the motion control gimmicks were forced and pointless as all heck. - On the whole, the game didn't really meet the potential for what it could have been, but it was at least decent.
See you next game!
- imamelia, a.k.a. TheMartianGeekLets Play New Super Mario Bros. Wii - Extra 1: I Toad You SoTheMartianGeek2023-04-12 | We wrap up the game with a whole bunch of Toad houses, as well as the warp cannons, which apparently count toward completion. There's not too much to say about the Toad houses, basically just how to maximize the number of items you get from the red ones and how to make extra ones spawn at the beginning of the world. There's not much that I can do to make the commentary here interesting, unfortunately.
As promised, a spreadsheet with the necessary information to get all the items in every red Toad house is here: drive.google.com/file/d/1BhA4erSlyoL6kRy_cHRNL7Wup2mOuh0m/view?usp=share_link. If you don't feel like consulting the chart frequently or trying to memorize it for each world, then you can just remember certain panels overall. Statistically speaking, the least likely panels to have Bowser are C1 and C6, each in only 4 out of the 54 possible arrangements, followed by A4 (6/54), A6, B1, C3 (7/54), C5 (8/54), and B3 (9/54). The most likely are B6 (22/54), B2 (20/54), A1 (19/54), B5, and C2 (18/54). So go for the bottom two corners first. (And especially don't hit panel A4 in world 8; 5 out of 6 of its boards have Bowser there, even though only one of the ones found anywhere else does.)Lets Play New Super Mario Bros. Wii - Part 20: You Are a Super Player!!TheMartianGeek2023-03-26 | An alternate title for this video might be "100 Reasons Why 9-7 Is Horrible". There's a reason why it's the most infamous level in the game...but we'll get to that.
9-5: A strangely vertical ice level with Cooligans and some puzzles involving freezing Fuzzies.
9-6: A level level with a lot of platforming.
9-7: Another ice level, this time with a jungle theme. Oh, if only that were the extent of it. This one is a nightmare to get the Star Coins in, because two of them require pretty careful timing and having the right number of ice blocks melted. Even just beating the level is a pain in the butt, because it spams Venus Fire Traps like they're going out of style (I still have no idea how you're supposed to get past that group of five upside-down ones without taking a hit) and almost every surface is icy. Was this even playtested?
9-8: An auto-scrolling athletic level with colorful blocks, lots of coins and 1-Ups, and, uniquely, King Bills.
With that, we have officially beaten and completed every level in the game. There is absolutely no fanfare, and you don't seem to get anything for finishing world 9, so it's really not a big deal if you skip it (or at the very least, skip 9-7).Lets Play New Super Mario Bros. Wii - Part 19: RainbownusTheMartianGeek2023-03-11 | For Mario Day, we're starting on the bonus world of New Super Mario Bros. Wii. I didn't plan that, but it worked out. We may have beaten Bowser, but we still have 8 more levels to play. In World 9, each level can be unlocked by getting all Star Coins in the corresponding world (for instance, 9-1 requires all the Star Coins in world 1). The levels are, honestly, not a great reward. A couple of them are good, most are fine but nothing special, and a couple are an absolute pain in the butt. And just to ratchet the annoyance factor up several notches for all of them, none of these levels have a midway point, so you start all over every time you die. Someday, maybe game developers will learn how to make bonus levels that don't suck....
In any case, the world does have quite a variety of themes, including a few different ones in this first half.
9-1: An athletic level with rectangular platforms rotating on sticks. Could easily have been in world 7.
9-2: A beach level with a Porcu-Puffer and some moving turn blocks (which only appear in this level, and only in the last third or so).
9-3: A sky level with a whole bunch of Missile Bills and homing Banzai Bills.
9-4: An auto-scrolling desert level with lots of Bob-ombs and one of the most annoying Star Coins in the game (we'll see a couple more bad ones next time).Lets Play New Super Mario Bros. Wii - Part 18: Wowser, Its BowserTheMartianGeek2023-03-04 | Time to beat the game! We only have two levels to show this time, along with the ending cutscenes and credits.
8-Airship: Pretty garden-variety as airships go, honestly.
8-Castle: Actually doesn't have much unique about it either. The part with the falling platforms is kind of new, but it doesn't really feel like a final castle. Bowser's first phase, naturally, is lame and pointless, basically just a rehash of his SMB1 fight. His second phase, however, is a bit more interesting; you have to jump across platforms while leading his fireballs to destroy terrain in your way. Funny enough, at no point in this fight do you actually attack Bowser directly, just press a switch and let gravity take care of him.
Upon beating the game, we're treated to the typical cutscenes of Mario rescuing Peach, Bowser getting humiliated, and whatnot, and we unlock the bonus world of the game, which we'll see next time.Lets Play New Super Mario Bros. Wii - Part 17: Mr. Bones Wild RideTheMartianGeek2023-02-08 | We finish the remaining regular levels in world 8.
8-4: An underwater cave level that's mostly shrouded in darkness, with some sea creatures to light the way.
8-5: An auto-scrolling level with a line-guided platform, lava spouts, and falling enemies.
8-6: The obligatory vertical lava chase level.
8-7: While not the lengthiest of this bunch, it's definitely the most memorable, being based on riding a skeleton roller coaster platform.Lets Play New Super Mario Bros. Wii - Part 16: Wii Didnt Start the FireTheMartianGeek2023-01-25 | It's time for the final world! At least, of the main game. World 8 is, predictably, lava and volcano-themed, because Bowser knows what he likes.
8-1: A level with falling volcanic rocks (which are a bit annoying because of how random they are) and an advancing cloud of toxic smoke, as well as some tilting mushrooms and lava spouts.
8-2: An underground level with lava and rolling platforms.
8-3: Another underground level, this time with lava in the form of waves.
8-Tower: It has Firebars and moving blocks, but not much of a gimmick. The boss is Kamek, who fights you in a room with blocks that scroll sideways and can be magically turned into enemies.Lets Play New Super Mario Bros. Wii - Part 15: Ludwigging OutTheMartianGeek2023-01-21 | We finish off world 7 with an easy ground level, a not-so-easy level with very little ground, and the castle.
7-5: Focuses on Foos, which blow fog that obscures your vision.
7-6: Focuses on Para-Beetles. In fact, those are pretty much the only thing that exists in this level.
7-Castle: Focuses on...well, mainly the big spikes, but there are some enemies and moving platforms too. Ludwig himself has a few tricks up his sleeve, being able to fly and shoot a spreadshot of magic, and the arena is such that you can fall into a pit.Yet Another Mario Hack - 6-5TheMartianGeek2023-01-13 | This is 6-5 in Yet Another Mario Hack. It's a nighttime grassland level with a lot of pipes and various enemy types, particularly featuring Ptooies.Lets Play New Super Mario Bros. Wii - Part 14: High-Rise BuildingsTheMartianGeek2023-01-13 | We get through the middle of world 7.
7-Tower: There's a platform that you can make tilt and move back and forth with the motion controls, and there are a lot of Bullet Bills and Bob-ombs. That's about it, really.
7-Ghost House: Surprisingly easy for where it is in the game. It has Broozers, at least for a bit, and even a short outside section.
7-4: An athletic level with a unique platform type, pipes, bullets, and a midway point that's definitely less than halfway through.Lets Play New Super Mario Bros. Wii - Part 13: Trails in the SkyTheMartianGeek2023-01-08 | We start off 2023 with world 7, the penultimate one, which has a sky theme to it and, as such, features lots of bottomless pits.
7-1: Has many tilting and rotating platforms and quite a few pipes.
7-2: Is actually more of a ground-based level, with Chain Chomps, Bullet Bills, and oddly enough, floating bubbles full of water.
7-3: More of a traditional athletic level, with mushrooms, line guides, and Fuzzies.Yet Another Mario Hack - 6-4TheMartianGeek2022-12-31 | This is 6-4 in Yet Another Mario Hack. It's a pipe level with SMB3-style directional elevator platforms, as well as a couple new enemy variants, such as the shower Venus Fire Traps and wall-following Pansers.
(And yes, I'm aware that the spikes at the end have the wrong acts-like setting. That has since been fixed.)Lets Play New Super Mario Bros. Wii - Part 12: The Castle of Mr. MortonTheMartianGeek2022-12-10 | We do the remaining levels of world 6.
6-5: A level with water and a Porcu-Puffer.
6-6: A slow boat ride through a dark cave with a few Swoopers, Fire Bros, and Cheep Cheeps.
6-Castle: Contains a lot of large swinging platforms and rolling spike balls.
6-Airship: An autoscroller with Rocky Wrenches. This time, we have to fight Bowser Jr. in an aerial battle and bump him into electricity lining the arena.Lets Play New Super Mario Bros. Wii - Part 11: Mountains and More MountainsTheMartianGeek2022-12-09 | We reach the heights of world 6, then proceed to go down after the first level.
6-1: This level has stationary Spikes along with the thin platforms first seen in 4-2 and climbable walls. That's about all there is to say about it.
6-2: An underground level with rotating foreground terrain and even less to say about it.
6-3: The only sewer level in the game, surprisingly. I could have sworn there was at least one more, but nope, this is it. It has a unique platform type that usually holds giant Piranha Plants, and it has switches to raise the water level temporarily.
6-4: Back to the mountain theme, this time with Yoshi, scale platforms, and Monty Moles.
6-Tower: The gimmick here is a pair of HUGE spikes that slam through the middle of the level, which seems interesting until you realize that it just means you have to wait a lot.