The Way of the M Walkthrough - World 8 Part 4 (FINAL)
See first video, world 4 part 1, and world 7 part 1 for more details.
0:00 Space Armada: This has to be one of the hardest levels in the Special Zone along with the Storm, Hot Rocks and Knightmare. The biggest threats in play can't be killed with fire, so there isn't much you could do about some of the things like the bullet generators and the leftover flames. However, you could use any Bob-omb you could stomp on and start kicking it horizontally, into enemies to take them out; the timer which the Bob-omb uses to explode is reset every time it's kicked horizontally. The second corridor requires a lot of patience to dodge everything and keep up with the scrolling screen.
The second half has two areas: A darkness one and then just a plain regular one. The darkness area has two very tricky parts: 2:33 and 2:52. Get by these and you should not have that much to worry about up until the next area. In the darkness room, jump off the Koopa shells to clear the spike ledges that the Koopas are on. The last room seems to have more than enough of everything placed so well it's frightening. Worse of all, for the Koopa at 5:07 you have to have lined up your jump perfectly or you'll miss it. If you had a powerup, you could just continue by running right. After getting by a last major obstacle, you'll have beaten this one.
6:04 Sine of Madness: The true final level, and by far the most infamous one. Up to this point, I've been fearing it. Take the enemy swarms from Rainbow Death, the darkness from The Storm and the water tide gimmick from Watery Helix and you have this last lovechild. There's not much help I can provide here. Just stay focused on the screen at all times and watch out for everything on all sides.
If that wasn't bad enough, there will always be the second half. If anything, this second half earns this level / maybe even Way of the M itself an irreversible black mark. Just see for yourself. To beat this, look for the safest path and try to figure out where you'll have a decent place to move around and dodge stuff, and use the same turning around every so often trick to hold back the Boos if needed. And that would be the most hellish 10 screens you'll ever see.
12:49 Author's Notes, Volume 1: SPOILER ALERT! Essentially my speech / trivia showcase for whoever could actually BEAT the special zone. Since all of that was written, even MORE has changed. This part IS ACTUALLY voiced.
THE END.
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