File Name: | Mario Must Die 3 |
Submitted: | by Sokobansolver |
Authors: | Sokobansolver |
Demo: | No |
Featured: | No |
Length: | 18 exit(s) |
Difficulty: | Kaizo: Hard |
Description: | The 3rd and final installment in this insane mini-series. As per usual it’s gimmick focused but this time there's wall-kick, Super Mario Maker-inspiration, and a Kaizo trap on the OW of all places. |
Screenshots: | ![]() ![]() ![]() |
Platform Antics:
- The mushroom block in screen 01 seems pointless
- Because of the goal in screen 00 there are sprite memory issues, resulting in essential sprites sometimes not spawning
- The cape can be used to break a few things, so be careful with that
Beach Volleyball:
- The flower in screen 0A of level 10F is completely unnecessary
4D Cavern:
- There is an unneeded yoshi block at the very beginning that can be used to skip parts of the level
- The segway's hitbox in level 112 is absolutely atrocious, it's offset by almost an entire block from its graphics
Run Yoshi Run!:
- There is a superfluous yoshi coin at the beginning. At the end of the level, I had 6
- Double grabbing the springboard and baby yoshi at the beginning of level 113 completely skips the bullet bill section
Thou Shalt not Jump:
- Due to sprite slot limitations the generator in screen 12 of level 105 sometimes doesn't spawn, making the level impossible
Cantrip Castle:
- There's no way to know that the door in level 116 triggers when the coin snake touches it.
- Level 117 can be completely skipped by bringing a key from the previous sublevel
- The magikoopa is controlled by RNG so some setups consist of a lot of trial and error. This makes this level rather frustrating to play
Gravity Falls:
- One of the shells in screen 8 of level 107 isn't needed and can be used to skip the poison mushroom guiding section. Alternatively, one can use the shell in screen D