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Super Mario Bros. 3 [NES] Playthrough #02, World 2: Desert Land 10 лет назад


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Super Mario Bros. 3 [NES] Playthrough #02, World 2: Desert Land

This is video #02 in my playthrough of Super Mario Bros. 3. Mario now starts World 2, Desert Land. It has also been called the Koopahari Desert. Starting in this world, Mario can use overworld pipes as shortcuts. The first stage, 2-1, introduces Microgoombas. These tricky little critters hide in blocks and try to leap onto Mario's head. Next, Mario visits 2-2 (time index 1:22). Mind the quicksand in the early part of the stage. Later, Mario can use a platform to float over an oasis. To make the White Toad's House appear, Mario has to collect almost all the coins in this stage, which is tricky. He has to use a P-switch to turn the blocks to coins and collect the coins quickly. The White Toad's House in this world contains an Anchor (time index 2:40). If Mario loses his life on a Koopaling's Doomship, the Doomship will move to a different location on the given world's map. The Anchor will prevent it from moving. Mario next pays a visit to the Spade Panel (time index 2:59). Now that's an interesting image I made... Mario next visits World 2's Fort (time index 3:25). This fort introduces Thwomp Traps and Boo Diddly ghosts. At the end of the fort, he will face the miniboss Boom-Boom (time index 4:45). Just bonk Boom-Boom three times on the head. Beware that he will get faster each time Mario hits him. The crystal that Boom-Boom drops opens a lock on the world map. Mario next goes up to fight one of the Hammer Bros. encounters in this World (time index 5:09). Here, most of the Hammer Bros. are Boomerang Bros. The Boomerang Bro is actually pretty easy to fight. Just let it deploy two boomerangs, and then leap up and bop it on the head. This Boomerang Bro drops a Music Box, which can be used on the world map to put Hammer Bros. to sleep. Then, Mario visits 2-3 (time index 5:34). There are fire snakes and Microgoombas to look out for. After clearing this stage, he visits the Toad's House near the start of the world (time index 7:47). Mario can grab a Mushroom, a Fire Flower, or a Super Leaf. Too bad the choice is random. Mario next visits the unnumbered Quicksand stage (time index 8:11). This short stage features quicksand, as well as the annoying Angry Sun, which will try to swoop down on the heroic plumber. He then plays the card game at the N-Mark Spade Panel that has spawned (time index 9:00). After that, he visits 2-4 (time index 10:00). With his raccoon powers, Mario can fly through the blocks in the upper-level corner to access an elevated section. Then, he goes through 2-5 (time index 11:48). This stage introduces Chain Chomps, nasty new enemies. Partway through, Mario can make a vine that leads to a treasury with blocks that can be turned to coins. He next challenges the nearby Boomerang Bro to battle (time index 11:39). This one drops a Hammer, which can be used on the world map to break blocks. This Hammer is best used to break the block in the northeast corner (time index 13:58). This opens the third section of Desert Land, where there is a hidden Toad House and another Hammer Bros. encounter. There is also an interesting oasis shaped like the roman numeral III here. The Toad's House here is worth visiting (time index 14:05). Mario will get a Frog Suit here, guaranteed. This suit is useful in swimming stages, but it is next to useless in land stages. There will be a lot of swimming involved in the next world. Mario next uses a Star Man and engages the Hammer Bros. here (time index 14:24). Instead of Boomerang Bros., Mario will encounter two Fire Bros., which will spit fireballs at the poor plumber. For defeating this troublesome pair, Mario will get a Whistle. Nice! Mario also visits the Toad House and Spade Panel on the middle screen. Then, he visits the Pyramid near the castle (time index 15:25). Naturally, he will have to explore this Pyramid, but it's not too bad as long as Mario has raccoon power. If he doesn't, he will have to use the Buzzy Beetles to knock down some brick walls. Some of the beetles are on the ceiling. Finally, he heads to the castle that is begging for help (time index 17:17). Oh, the poor king! Naturally, Mario will have to face the invading Koopa brat. This Koopaling's Doomship features some drops of infinite height, which despite not hurting RPG protagonists does a lot of harm to Mario. Go figure. In the Doomship's command center, Mario will have to face Morton Koopa, Jr. (time index 18:34). I wonder where the "Jr." came from. This guy isn't much more difficult than Larry, other than the revised floor layout. After Mario returns the scepter to the king, all is right with the world again (at least with World 2), so we move on to the next world. Princess Toadstool's letter provides a hint about World 5-3, and she has enclosed a Jugem's Cloud, which lets Mario bypass a stage. But be careful, because if Mario dies in the next stage, he will be kicked back past the stage he bypassed. Thanks for watching!

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