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Glen's Super Mario World - Great Glen Plains Ghost House

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Uploaded by on Feb 13, 2007

Revision of Donut Ghost House.

I think I realize to this point now that my stages have been completely linear and don't offer much in the way of alternate routes. I also realize that since my main concern is packing these stages full of challenges and obstacles in a straight-forward manner, I really don't care.

I think I enjoy redoing the Ghost Houses about as much as I like redoing the Castles and Fortresses, because the traps and obstacles you can create are almost limitless.

In the synopsis of Great Glen Plains 2, I said you would become an expert at using enemies to cross large areas before too much longer. Well bucky, THIS is the stage that helps you develop that skill. In GGP2, it was Blarggs. This time around, it's gonna be Eeries.

However, the gaps I've placed in this stage are MUCH longer, and have no other way of getting across except to develop that skill. Also, the Eeries come from the side of the screen in a NON-defined manner (one may be higher while the other may be lower, or one might come from the left while another comes from the right etc...). Therefore, you must be patient and wait for the Eerie that will help you make it across the gap to appear (it never takes too long anyway).

To make matters worse, it is IMPERATIVE that you keep your Super Cape and an extra Feather in stock. It will make this stage MUCH easier than if you were to attempt it as just Super Mario or Regular Mario.

The stage also features Normal and Big Boos and Boo Rings (including one towards the end that flies around at TWICE its normal speed - don't ask why; I don't even know myself). There are also steep slopes that Mario must repeatedly run up or jump on in order to keep from sliding to his doom, all the while avoiding the constant barrage of enemies.

Another tough stage, but again - it is beatable. I always have plenty of opportunities to receive power-ups in my stages, but I also throw in plenty of opportunities to LOSE those power-ups as well. A little patience and practicing of timing will get anyone through this stage WELL before time runs out.

Plus, the Top Secret Area is still intact! :)

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Uploader Comments (GJMSince1981)

  • It is possible, but a tad difficult. The whole point of the stage is to hang on to your powerups as best you can - to get through the stage as efficiently as possible. Like I said, plenty of power-ups but easy to lose at the same time.

  • It's legal enough as long as you dont distribute the game for profit.

  • I'm just trying to do things that weren't in the original game, while sticking to some semblance of the traditional SMW gaming scheme. Thanks.

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  • que estraho ese nifiel do mario world 2

  • I like your level. there is one concern I have however, the time limit. I know we can beat it on time like you did but for stages like these that require atience you might want ot extend the timer just a bit to keep people from freaking out. (I'd take it out but thats just me). Having said that. I wouldn't mind having a copy of your game to try out myself if thats alright with you. I want to try the levels for myself and see how hard they are for me.

  • Ive seen better.

  • my ghost house is a door maze :P. yours is really good anyway :D. you should do stages with something that prevents you from using power ups from the start. something like a low ceiling with black plants.

  • You wouldn't want that, especially if there are Podoboos jumping out of the lava. Really.

  • omg nice! i dont waana see the true brutality of bowsers castle and for some reason 2:20 reminds me of yoshis island

  • I love using enemies as things to spin jump on! 5/5.

  • although it looks hard to juggle on enemies it isnt as hard as you may perceive

  • You Got Serious Lagg Sound.

  • sound is way off, but cool.

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