The Way of the M Walkthrough - World 8 Part 3

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Super Mario World
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Category:
Walkthrough
Duration: 14:11
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See first video, world 4 part 1, and world 7 part 1 for more details.

0:01 Hart Attack River: Just the name alone seems frightening. However, the first half is short and simple enough, if you know how to plan your jumps and react to the various enemies (particularly the Pitchin' Chucks) while dealing with the ice physics. The midpoint placement is nefarious, though you should definitely go after it!

The second half uses a smashing Layer 2 underwater. Time your movements accordingly to dodge the fast smashing spikes/other obstructions, and try to plan around the paths of the enemies. If you have a powerup, you could just take a hit at 4:55 and get by with ease, rather than risk it.

5:17 Rainbow Death: At this point the game wants you dead. You'll see a multitude of football and baseball chucks if the rainbow flashing palette wasn't enough. Parts like 5:48 and 5:58 look like they would cause the most deaths in this level, though a bunch of these threats can be held off with a fire flower, including the footballs, which will go down in just one hit. Carefully plan around the double football chuck section at 6:53 and you'll have the midpoint.

After all of that, you pretty much have to dodge Eeries, Boos, Bullet Bills, Koopas, spikes, pits, and you have to not screw up. The precise jumps could cause you a lot of trouble, plus you never know when you'll get caught between two / three enemies in an inescapable setup like in 7:56. A trick to beating this part is to constantly turn around so neither Boo, assuming they are both to your left and right, can get too close to you.

8:44 Hot Rocks: Behold, some of THE MOST precise jumps you'll ever see in a romhack ever. More than often, you'll have to perform tricky duck jumps to get around all of the slow moving hot rocks that do damage. If that wasn't enough, there's more than enough Podoboos coming after you as well.

The second half uses Layer 2 Smash, and it gets more notorious than you could imagine. The jump at 11:59 is already jumping the shark, but just wait until you get to the second or even the third smashing section. The last jump over a Podoboo however, really has to be perfectly timed. The trick here is to count off seconds with the time limit at the top of the screen, and see how many SMW seconds it takes for the Podoboo to jump out, since this amount THANKFULLY remains fixed.







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