Let's Challenge Super Mario 64 (Closeup Run) - Part 16: A Tick Tock Christmas Present
I still don't know what to do about the Hyphy Movement, the San Francisco Bay Area residents who prove that it doesn't deserve to be called the "Yay Area", the shallow girls who would say "wanna suck my pee" just to mock me, and the Oakland rioters. But remember that surprise I mentioned in the outro of my Battalion Wars LP? Well, this is the surprise. I am going through Super Mario 64 with the camera set to close up as frequently as possible. And I have to thank MarioMastar for his LP inspiring me to get this off the ground. He knows quite a bit about the game--both the N64 version and the DS version. So consider checking his LP out. As for the challenge itself? I actually did this when I was young and the game was less than 3 years old. So far, it's not proving easy, but so it goes. (And I'd do the courses in order if not for worries about creating filler time spent on gathering 1-Ups.)
A few days late, but yeah, here's my Christmas present to MarioMastar. It's also a thank you for being there when I had to deal with the nonsense dealt by the Fire Emblem failbase. I swear to God, why did they even pick a part of my Majora's Mask 6 Day/17 Mask Run that isn't going to be gameplay heavy in the first place and nitpick based off of that? It's just...*AAAAUUHHH!!*
Right. So here's Tick Tock Clock, which is a vertical climb stage. Suffice it to say that platforming and vertical climbs mix for experiences that people aplenty get to have issue with. I am no exception. Even though I do self-impose another condition by getting the first 5 stars with the clock moving fast (well, not the first one so much), this stage involves some pick your poison at the end of the day regardless. Platforming along the spinning platforms with the clock moving is by far the WORST of the issues. It's so bad that I would urge anybody doing this level to stop the clock or at least slow it down. There's not a single star that's undoable with the clock not stopped anyway, although stars 3 through 5 can be unorthodox about it.
Oh, I'm sorry. I should talk about the level's gimmick first. The clock's moving speed depends on where the minute hand is when you enter the stage. I enter with the hand on the 9 to have the clock at its top speed, but 3 slows the whole thing down. I believe having it on the 6 has the gizmos move gradually rather than on and off (yeah, try dealing with that). And of course, you stop the clock by having the minute hand on or near enough the 12, and it has to be close enough. If it's so much as 15 degrees off, the clock will be moving, something I learned the hard way in the next part.
But that's a ways yet. The first 3 stars aren't anything too difficult, though I mess up a jump and die on the 3rd star. The 4th star....oh God, THOSE SPINNING PLATFORMS. All I have to say is that when I got past them, thank God any more mistakes I made didn't drop me below that God forsaken nightmare.
Stars collected:
*Tick Tock Clock
-Roll Into The Cage
-The Pit and the Pendulums
-Get a Hand
-Stomp on the Thwomp
Total:
*C1: 1/7
*C4: *7/7*
*C6: *7/7*
*C7: *7/7*
*C8: *7/7*
*C9: 1/7
*C12: *7/7*
*C13: *7/7*
*C14: 4/7
*S: 12/15
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