Tip: Unless you've disabled the bonus game, don't use a goal tape in a vertical level. The bonus game won't appear if a player happens to reach 100 bonus stars there.
This hack is weird. It tries very hard to be non-linear in most levels and creates an exploration feeling where you sometimes feel like you aren't sure where you're going, and very often, the reward is lacking. Many of these paths can be summed up as zigzagging slopemania adorned with a few coins and foes. All if it makes the regular grassland levels feel like the same level, to a degree - key things like Chain Chomps and waterfalls will remind you that this level isn't the one you just played. The secret exits are harder to find just because they're in expansive levels and no real clues are given as to which path or pipe they reside in. I'd go so far as to say the three linear levels - Grassland 3, Blue Switch Palace, and Iggy's Castle - are more enjoyable, because they keep a more simple and clear idea.
Grassland 4's secret exit path "requiring" the Blue Switch Palace can actually be broken by kicking the key up to the platform you're supposed to land on when launched out of the pipe, and then going back to the top of the hill, sliding, and jumping at the right time. The thing that pisses me off most about this hack is the start of Grasslands 5. Jump or die, basically. The time limit feels low for Grassland 2 if you actually choose to look around what's there.
A fixme badge will be rewarded to the person who ever:
- Adjusts Mario's starting position in Yoshi's House to not be stupidly below the level
- Stops songs from restarting upon changing rooms
- Stops Clappin' Chuck and co. from killing the music with their sound effects
- Fills in the missing tile in Grasslands 3 as well as that FG/BG starting position when you enter the cave
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