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Super Mario Bros. 3 [NES] Playthrough #01, World 1: Grass Land 10 лет назад


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Super Mario Bros. 3 [NES] Playthrough #01, World 1: Grass Land

Merry Christmas, viewers! This is video #01 in my playthrough of Super Mario Bros. 3! This is my all-time favorite game for the Nintendo Entertainment system. The graphics are a definite improvement over the original Super Mario Bros., even for the NES. In fact, I think this is one of the best-looking NES games ever. The music is also much improved over the original game. After the short opening titles, we start the game and begin World 1, Grass Land (time index 1:01). Starting in this game, Mario (and Luigi) can choose the stages from a map screen. Upon starting World 1, Mario goes into World 1-1. World 1-1 is sort of a tutorial in the use of the new Super Leaf, which gives Mario a tail that he can use to fly. Before he can fly, he needs to run long enough to fill the P meter at the bottom of the screen. After completing 1-1, Mario moves on to 1-2 (time index 2:48). This introduces a peppy music track. It also contains P switches, which transform ordinary bricks to coins and vice versa. (There was a hidden P switch back in 1-1.) After 1-2, Mario goes to 1-3 (time index 4:19). Early in the stage, Mario can find a pink note block, which will take him to coin heaven. Towards the end, if he goes onto the white block that the Red Koopa-Troopa is wandering on and ducks, he will fall into the background. Going behind the goal, he will find a hidden Toad's House that has a Whistle! Mario next goes through 1-4 (time index 6:02). This is the first auto-scrolling stage in the game, and I abhor auto-scrolling. However, this particular stage is not too hard. If Mario collects most of the coins in this stage, a White Toad's House will appear (time index 7:18). This White Toad's House contains a valuable P-Wing, which keeps Mario's P meter filled. There are many stages that are easy to fly over with the P-wing. Mario next tries his luck at the Spade Panel south of 1-2 (time index 7:43). If he lines up a symbol properly, he will earn some extra lives! He next visits the Toad's House east of 1-4 (time index 8:14). He may get a Mushroom, a Fire Flower, or a Super Leaf here. Mario next visits World 1's Fort (time index 8:32). Forts can be the most dangerous places in the game. This fort contains Podoboos, Roto-Discs, and a Dry Bones, but it is not too hard. At the end of the first hallway, if Mario has a Super Leaf, he can instead fly above the visible part of the screen. At the end of the hidden corridor, the player can press up to enter a hidden room containing another Whistle. If Mario defeats the boss of the Fort, the lock south of the 1-1 panel will open. It will remain open even if Mario loses all his lives and has to start the world over again. Mario next goes to World 1-5 (time index 9:38). This is mostly an underground stage. The underground stages in this game feature a remix of the underground music in the original Super Mario Bros. This stage also has a pink music note block to coin heaven. He next faces the wandering Hammer Bros. (time index 11:00). The prize for beating this Hammer Bro is a Star Man. Mario then goes through 1-6 (time index 11:18). This is an aerial stage, but thankfully not auto-scrolling. Under certain conditions, an N-Mark Spade Panel will appear on the world map (time index 12:31). Here, Mario gets to play a matching game with 28 cards. If he gets two of the same card, he will get the corresponding prize. There are several different layouts, which are shown in the Card Game Solutions image file on GameFaqs. My strategy (from Nintendo Power's strategy guide) is to first turn the second card on the top row. Before going to the castle, Mario visits the Toad's House directly west of the castle (time index 13:29). This one has the same item selection as the Toad's House to the north. Finally, Mario visits the castle (time index 13:51). Oh no, the poor king ain't nothin' but a hound dog! To restore the dog to normal, Mario has to clobber the first Koopaling, Larry Koopa. To get to Larry, Mario automatically boards the brat's Doomship (time index 14:09). All the Doomships are auto-scrolling stages. Mario will have to get through Bullet Bills and normal cannonballs. As in Super Mario Bros., when Mario is right next to or on top of a Bullet Bill cannon, it will not shoot Bullet Bills. In the ship's command center, Mario will face Larry Koopa (time index 14:57). Larry will use the scepter to fire damaging rings of energy at Mario. He is naturally the easiest Koopaling to defeat. It just takes three bops to the head. When Larry gives up, he drops the scepter. Mario takes it back down to the castle, and World 1's ruler is restored. The king gives Mario a letter from Princess Toadstool. Her letter gives valuable advice, and she has enclosed a P-Wing for Mario's use. Nice! Thanks for watching!

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